Build Strike Gundam Full Package

Model Number: GAT-X105B/FP

Pilot: Iori Sei & Reiji

Cost: 2000 Hp: 580 Transform: X Form Change: X

Build Strike

From Mobile Suit Gundam Build Fighters comes the series’ first entry with its flagship Gunpla, the Build Strike Gundam Full Package.

Gundam nerd Iori Sei’s original design based off the Strike Gundam was lacking in his battle-incapable hands despite its high specs, so he relegated the role to the combat savvy Reiji.

To further enhance the suit for his partner, he created the Build Booster, based off the Strike Rouge’s Ootori Striker Pack, boosting its speed and firepower.

Unlike Gundam Versus, Sei is included in cut-ins together with Reiji.

Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Beam Rifle

5

70

Standard Beam Rifle

Charged Main

Enhanced Beam Rifle

110

Knocks down upon contact. Travels fast.

Charged Melee

Build Booster Detachment (Autonomous)

Once per life

221

Unlike Special Shooting, the unit will automatically track and shoot at the target. Explodes on contact with the first surface it touches. Player has no control after release.

Sub

Large Beam Cannon

2

120(90)

Shoots 2 medium-sized beams

Special Shooting

Build Booster Detachment (Frontal)

1

108

Releases the backpack forward.

Cancels into Main for freefall

Burst Attack

Full Package Continuous Assault

289(F)/268(E)/273(S)

Stylized finisher not seen in series.

Chobham shield > melee > vulcan does almost the same.

Melee

Input

DMG

Notes

5B

5BBB

177

 

5B8B

149

Shoryuuken slash. 

Opponent can’t tech out

5BB8B

189

5B-BC-B

220

Sword dance into thrust

5BB-BC-B

246

5B-A

160

Cancels into a 3 shot that downs

5BB-A

201

8B

8B

153

Punch with good start-up/priority

4/6B

4/6BB

154

Slow startup with great hitbox

4/6B-8B

144

Shoryuuken slash. 

Opponent can’t tech out

4/6BB-8B

180

4/6B-BC-B

215

Sword dance into thrust

4/6BB-BC-B

237

4/6B-A

155

Cancels into a 3 shot that downs

4/6BB-A

192

2B

2B

70

Slash upwards.

CC8B

CC8BBB

145

Slashes through then slashes upwards 

BC

BC-B

70

Slashes through

BC-B2B

239

Grabs and shoots vulcans.

Does a lot of damage and sends the target skyhigh and untechable til they land.

BC-B-A

150

Shoots after slashing through. Fast way to down.

8BC

BC-8B

92

Jumping slash followed by a kick to the right.

BC-8B2B

246

Grabs and shoots vulcans.

Does a lot of damage and sends the target skyhigh and untechable til they land.

BC-8B-A

167

Shoots after kicking. Fast way to down..


4/6BC

BC-4/6B

92

Strafes left/right before stabbing

BC-4/6B2B

233

Grabs and shoots vulcans.

Does a lot of damage and sends the target skyhigh and untechable until they land.

BC-4/6B-A

162

Shoots after stabbing. Fast way to down.

Cancel Routes:

A: AB, AC, BC

CSA: AC

AC: A

2B: AB

Overview

Build Strike is an intermediate-level suit that while retaining many basic beam weapons, requires some ammo management. The player has to constantly cycle through his 4 main ranged options, and it doesn’t help that his loadout is a mere 5 Main, 2 Sub, and 1 Special Shooting. It does have a one-time use Charged Melee that does a good amount of damage, but the player can only do so much to prevent a failed shot. The other high damage option is the Chobham Shield Dash melee derivative followed by 2B but as with most melee attacks, it’s a high risk high reward attack. 

Ranged Weapons

Main: Beam Rifle

Average Beam Rifle. Absolutely nothing special about it. Reloads 1 ammo every 3 seconds.

Charged Main: Enhanced Beam Rifle

Fires a big BR shot and knocks down the opponent while still in red lock. Fast traveling speed but slow startup. Best used in the mid/far range. Charge time is 2 seconds- it’s preferable to punish landings with this over your Main as it does more damage, helps maintain Main ammo count, and is an instant down.

Charged Melee: Build Booster Detachment (Autonomous)

Fires the backpack, disabling both Sub and Special Shooting, meaning you also cannot freefall. Once per life but if it hits it might possibly turn the tides. Causes an explosion on the first point of contact. 2 seconds charge time.

Sub: Large Beam Cannons

Fires 2 shots at once, instant down if both shots hit. 4 seconds reload speed.

Special Shooting: Build Booster Detachment (Frontal)

A move that will help save ammo count on main as well as freefall. Fires 4 shots, 2 at a time along the way, can cancel into main for freefall, and should every shot hit (AC>A) it downs the target as well as deal decent damage. 7 seconds reload time.

Special Melee: Chobham Shield Dash

Guards against shooting attacks so long as the ammo count doesn’t drop to zero. Unusable when there’s no ammo count left. Can be used to run away from one target by shifting to another target before using it. Also good for chasing an enemy that’s running away. Neutral melee from this move has a quick start-up, forward melee is like a pyonkaku albeit not as useful as a regular pyonkaku, and the side melee derivatives are alright for getting past a guarding enemy. Follow up with main after any of the aforementioned actions for a quick down, or back melee for a higher damage output by a big margin (approx 90 damage). You can also step and B8B, BB8B, 4/6B8B, 4/6BB8B from the neutral melee derivative.

Melee Set

5BBB: Beam Saber combo

Very standard 3 slash combo. 

5B/5BB-8B: Shoryuuken Slash Derivative

Arguably one of the best melee attacks the unit has; done twice it sets the target into an untechable situation and unable to do anything until landing or using burst to recover.  At the moment of last contact, side step, then do it again. The other option is to step into sub or Charged Shot Main to finish the combo to end the combo faster.

8B: Build Knuckle

Reiji’s signature punch. Has a fast start-up and deals a fair amount of damage. Doesn’t down if used alone. Preferably main, boost dash forward, then use this as it doesn’t track beyond activation and travels forward kinda slowly like it’s asking to be shot.

4/6BB: Spinning Bash

Likely the most used melee move, cancels into Shoryuuken Slash from 4/6B.

2B: Upward Slash

Slashes upwards. Little to no actual combat application. Cancels into Sub.

CC8BB: Slash-through into slash upwards

Moves quickly, has an alright start-up, and while using it Build Strike is constantly moving. Step into Sub to down the target.

Burst Attack

Full Package Continuous Assault

Build Strike will perform a dancing slash, shoot vulcans, punch then kick itself away from the target before shooting with the Enhanced Beam Rifle. Admittedly recommended only when you’re cornered with no boost and unable to freefall, chancing taking some damage to connect the hit and ultimately save your life or if you can confirm getting the full hit in safely. It’s not a very practical burst attack; your combos can easily be cut with an opponent’s attack and you have another almost equally damaging option in Chobham Shield Dash into back melee being just shy 20-30 damage.  

Strategies

  • Use the CSA only at mid to far range. The startup is slow but it has a fast traveling speed.
  • This unit is average in all aspects, the only saving grace is Charged Melee which can only be used once per spawn and the Special Shooting to Main freefall. 
  • Melee with this unit is generally not recommended as all his non-BC melees are average in priority. Try not to challenge suits coming to melee you. 8B has good start-up and alright priority but it doesn’t track well and the speed is above average. On the flip side BC derivatives are some of Build Strike’s stronger options, allowing one of 3 options:
    Knocking down an opponent quickly, dealing near-Burst Attack levels of damage, or keeping one opponent busy with an untechable attack (BC-8B, step, 4B>8B, step, 4B/8B) that also slows down their recovery time by sending them up high in yellow lock.
  • Charged Melee’s recommended launch timing is when the opponents aren’t looking at you. Whether it hits or not can decide the outcome of the game.
  • Kite whenever you can and try not to make a direct confrontation with a higher cost opponent. That said, the ammo count is low so you’ll be relying on the Charged Shot Main quite often. Special Shooting to Main cancel for freefall can be used to get out of sticky situations.