Model Number: GAT-X105B/FP |
Pilot: Iori Sei & Reiji |
Cost: 2000 Hp: 580 Transform: X Form Change: X |
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 |
204 |
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 |
60 ~ 120 |
Shoots 2 medium-sized beams |
Special Shooting |
Build Booster Detachment (Frontal) |
1 |
30 ~ 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 |
|
5B(B)~8B |
149~189 |
Shoryuuken slash. Opponent can’t tech out |
|
5B(B)~BC~B |
220~246 |
Sword dance into thrust |
|
5B(B)~A |
160 |
Cancels into a 3 shot that downs |
|
8B |
8B |
153 |
Punch with good start-up/priority. Grabbing Melee |
4/6B |
4/6BB |
168 |
Slow startup with great hitbox |
4/6B(B)~8B |
144~180 |
Shoryuuken slash. Opponent can’t tech out |
|
4/6B(B)~BC~B |
215~237 |
Sword dance into thrust |
|
4/6B(B)~A |
155~192 |
Cancels into a 3 shot that downs |
|
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.