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GBO2 Rozen Zulu (Post-Buff): This thing didn't need any buffs! 

Avenger1_ GBO2
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This video contains two matches that I had with the recently buffed Rozen Zulu on Gundam Battle Operation 2. It is a 700 cost support with incredible DPS, multiple instant staggers that can chain into one another, mobility on par with or surpassing that of 700 cost generals, a lock on ranged melee attack, great durability, access to LV3 Defence Mode, access to Psycho Jammers which can disable NT-D/psycommu weapons alongside having very powerful melee. Its weaknesses would be that it only has one instant stun if you don't take the lock on INCOMs into account, it also needs to be within 300m range to use the INCOMs. This suit was recently buffed with +1500 HP, +5 thrust, LV3 Left Arm Option Buffer, LV3 Back Buffer, a larger ASL area for the arm beam gun, a larger ASL area for the beam INCOMs, 4 seconds cooldown for the shield beam cannon and 15 seconds overheat for the shield beam cannon. I hope that you enjoy watching!
Its primary weapon is a claw megaparticle cannon with 500x3x2 damage, 0.8 seconds cooldown, 28%x2 heat, 20 seconds overheat, 0.5 seconds swap time, 450m range and 13%x3x2 stagger value. This has long range, high DPS and pretty good stagger value. It is a great tool to break generals maneuver armor with or as a way to push damage.
Its primary weapon is a large claw with 3000 power, 2 seconds cooldown, 0.5 seconds swap time, 70% combo modifier, 100% side swing modifier and 90%x2 downswing modifier. This has short reach but otherwise has absolutely incredible damage.
Its first sub weapon is a shield beam cannon with 1100x3 (1300x9) power, 80% (95%) heat, 4 seconds cooldown, 15 seconds overheat, 0.5 seconds swap time, 400m (600m) range, 5 seconds focus time and 10%x3 (25%x9) stagger value. Uncharged shots instant stagger with high damage. The charged shot fires 9 instant staggering piercing beams that spiral outward.
Its second sub weapon is a claw INCOM with 2500 power, 1 ammo, 13 seconds reload, 0.33 seconds swap time, 300m range and 35% stagger value. This works very similarly to the tri-blades found on the Todesritter, it locks on very fast and fires an instant staggering projectile. What makes this unique though is that it counts as melee damage, meaning that it can break the enemies Maneuver Armor no matter what.
Its third sub weapon is a beam INCOM with 500x3x2 power, 90% heat, 2 seconds cooldown, 13 seconds overheat, 0.5 seconds swap time, 300m range and 10%x3x2 stagger value. This needs to lock on but it fires an instant staggering piercing beam from both claws, very similar to the Hamma Hamma.
Its fourth sub weapon is a set of psycho jammers with 0 power, 100% heat, 25 seconds overheat, 0.77 seconds swap time and 150m range. This has very short range, but once locked and fired they will stick onto the target for 10 seconds. During this time they will have -5 boosting speed, they cannot use psycommu weapons, they cannot activate NT-D, they lose -200 HP per second if already in NT-D, they take +10% damage from the class that they have disadvantage against and they deal -10% damage to the class that they have advantage against. These can be locked on while boosting, but they cannot be used against opponents with active skills that prevent psycommu jack.
The Rozen Zulu has 27000 HP, 24 ballistic resist, 30 beam resist and 24 melee resist. This is really great durability, it has no weak point. It even has the parts slots to build for max melee resist if you really wanted to. It gets a 30% damage reduction buffer for the shield and backpack, alongside LV3 Defence Mode and LV1 Damage Control. LV3 Defence Mode is activated via the touchpad and blocks every form of stun/knockdown, it also reduces damage taken by 60%. You cannot exit the skill while being shot at, but you can activate it while landing from a boost.
In terms of mobility it has 145 hover speed, 220 boosting speed, 75 thrust and 75 turning speed. This mobility is basically on par with generals at this cost like Nu Gundam or Moon Gundam, actually even greater since it has access to LV3 Forced Injectors. It also has LV2 Flight Control.
In conclusion, I feel like the Rozen Zulu is gonna be an absolute monster after these buffs. It was already a strong suit in my opinion, with good durability and incredible stunlocking potential, and now these two aspects have been enhanced even further. If you are willing to overheat the shield beam cannon, it becomes possible to one combo or nearly one combo generals, which IMO is really ridiculous for a suit to be able to do from midrange. My only real complaint is that like the Kshatriya, they didn't make the INCOMs/funnels work like they did in the anime, which is a little disappointing. Maybe they could have gave it another INCOM subweapon to replicate how it worked in the anime instead of these buffs. Thanks for watching, and I hope that you enjoyed it!
Music used:
Shin Megami Tensei III, Last Boss Battle
Dynasty Warriors Gundam 2, A Good Thing is Possible

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10 июн 2024

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Комментарии : 24   
@avenger1_gbo260
@avenger1_gbo260 17 дней назад
My Twitter is linked here if you want to follow! mobile.twitter.com/Avenger1GBO Feel free to join my competitive Discord if you want to talk with other new players or ask questions of veteran players! discord.gg/s5tDQcbNY8
@ProtoAlpha
@ProtoAlpha 17 дней назад
I'll always find it the cutwst thing that Angelo straight up had his suit programmed to bow for FF. 😊
@Mod_121
@Mod_121 17 дней назад
I thought he just made it bow reflexively lol
@mr.abrams9885
@mr.abrams9885 17 дней назад
It do be rocking them high heels
@skyezblue3136
@skyezblue3136 17 дней назад
i just realized it it lol
@gearthehuman2115
@gearthehuman2115 17 дней назад
You must be happy that you don't need to bother to color your suit to purple, aren't you? 😏😏😏
@scottwrathfon9872
@scottwrathfon9872 17 дней назад
I agree with the increased buffers, especially on the shield that should act like one, but i feel like there were little things they could have done to make it stronger while leaning into the uniqueness and accuracy towards animation. The funnel racks definitely make the suit a lot bigger, but it feels odd that they're always at a steep angle. Like a lot of suits, BB could increase the utility in shields/buffers and moving parts by looking at the shields on the ReGZ and ReGZ Custom that actually get moved to absorb shots. Or in the case of this suit, keep the binders lower and have the arch back even more when boosting forward, essentially making you a smaller target. Then have them open and pop up a bit when selected so there is some tell you're using them. The shield beams would have been nice to have less divergence when charged, so you wouldn't miss all of them at 200m. And might as well make the I-field bigger on this (and a few others, like both Jagd Doga, Ex-S, FA Hyaku-Shiki). Because Traversia feels like the only unit that has one with a decent area and positioning, and thats a suit that gets a buff if it tanks a shot with it. And those funnels are almost forgettable at times. A little more range, a little less cooldown and maybe some increased effect (-5 HSM and maybe a bit nore HP punish against NT-D?). A large amount of the time you're better off shooting hitting something defensively with anything else, and you need to be a little bit too close to safely use them against anything with half-decent melee. They get mostly releagted to throwing on to something because you happen to be close enough without something to shoot, or just want to leave them on something your team is fighting before you do your own thing, so I'd like to at least be able to use them a bit more frequently. A bunch of the 700 roster already has immunity to them at a certain point, and there's a number of suits without funnels or NT-D where they don't do nearly as much. Could have incorporated it and other things like Resist Move into a Resonace mode, and hopefully some of the suits lacking that will get them in buffs like Quebely did. But let the charged shield hit with a bit more avcuracy, and I think that'd really be all that may need major tweaking outside of other possible stat adjustments. Love it either way, and im happy to be able to play with it buffed and tankier than ever.
@strikezero92
@strikezero92 17 дней назад
Since norn is a thing and the game is a gatcha, I think buffing suits is probably the better option to get ppl to consider buying tokens.
@Drake886-1
@Drake886-1 17 дней назад
This suit seems soooo fun, I wish I had it, but I already have Fa ZZ
@Moonmoon1p
@Moonmoon1p 16 дней назад
Would you like to see a weapon in Rozen Zulu that lets you make all the unicorn brothers ntd back to unicorn mode? It would be a very good counter to norn (imo)
@darko7432
@darko7432 17 дней назад
Looking at it from an objective standpoint aside, are you happy that your boi's suit got buffed to heaven?
@avenger1_gbo260
@avenger1_gbo260 17 дней назад
Definitely happy that they buffed it, maybe it will futureproof it a bit in case of future powercreep.
@speedbird1668
@speedbird1668 17 дней назад
BB could have at least gave it’s bow pose when winning a match. what music was used for the first match by the way?
@RyuuHawke
@RyuuHawke 17 дней назад
If this didnt need any buff, surely theyll give Nightingale a buffer buff one day! 😭
@doktahexe9209
@doktahexe9209 17 дней назад
Is there any point of using the rose drones?
@avenger1_gbo260
@avenger1_gbo260 17 дней назад
Yep, they debuff the enemy. The big thing is that they can't activate NT-D or use funnels.
@RainheartWS
@RainheartWS 17 дней назад
By "how the INCOM works in the anime", what do you mean?
@avenger1_gbo260
@avenger1_gbo260 17 дней назад
In GBO2 the Rozen Zulu beam INCOMs works like they do on Hamma Hamma, the actual INCOM hands don't go very far, they just go up and shoot the enemy from afar. This makes sense for Hamma Hamma since in lore etc, it was a faulty prototype and so there were limitations to how far they could go, but it doesn't make sense for the much more advanced Rozen Zulu. In the anime, there are scenes where the Rozen Zulu arm INCOMs surround the enemy and shoot them closer up, similar to how Narrative B Pack or Silver Bullet INCOMs work in GBO2. I would have liked Kshatriya and Rozen Zulu to get lock-on attacks that worked like that, personally speaking. Not a matter of suit viability/strength but just how closely they match the source material.
@innerarts4091
@innerarts4091 17 дней назад
Wanted this one or Kshatriya from the banners in PC version, i goy Gundam g07.... Pain...
@Kiyosuki
@Kiyosuki 17 дней назад
Wait it got buffed? Really? It was already so good though. lol I totally wish I had it.
@Phenex04
@Phenex04 17 дней назад
probably got it considering it's the only native 700 cost support without an evasive maneuver. I'd imagine it wasn't weak per se, but just not as comfortable as the others despite basically being anti unicorn kshatriya.
@soulx511
@soulx511 17 дней назад
and you call it a Zulu despite it being a Hamma Hamma? is that a regional dialect?
@ghostofthecommentsection
@ghostofthecommentsection 17 дней назад
lol they let you get away with 22 HP for way too long in that second round
@Arphila
@Arphila 17 дней назад
Honestly I prefer the Rozen Zulu to the Kshatriya, mainly because the Kshatriya is so bulky. Seeing them buff this thing was a surprise but I'm happy, it's a fun support to play at 700 and it looks good well doing it as well.
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