Gundam F91

Model Number: F91  

Pilot: Seabook Arno   

Cost: 2000 Hp: 520 Transform: X Form Change: X

F91


An prototype unit developed by Earth Federation’s Strategic Naval Research Institute under their Formula series. Equipped with a Biocomputer (meant to be the next generation of Psycommu) , it directly links with the pilot’s mind, greatly improving precise and mobile movements.

Ability Summary

Ranged

Armament

Ammo

(During MEPE)

DMG

(During MEPE)

Notes

Main

Beam Rifle

7

70

Standard BR.

Charged Main

Beam Launcher

122

1 Hit 45, 3 hit force down

Charged Melee

Beam Shield Throw

62

Tosses out a slow floating shield that damages anything that runs into it. Assists will be attracted to the CSB.

Sub

VSBR

1 (2)

130(160)

AB: Damage and ammo is increased during MEPE

VSBR [Consecutive]

144

4/6AB:Fires two consecutive shots. Stuns on hit. 1 Hit 80. (Only during MEPE)

Special Shooting

Vigna Ghina assist summon (Slashthrough)

2

65

5AC for melee assist

Vigna Ghina assist summon (Ranged)

35~95

*AC for ranged assist. Fires 3 beam rifle shots.

Special Melee

MEPE

100

Cuts tracking for entirety of duration.

Burst Attack

Beam Volley

276 (S) / 245 (F & E)

F91 strikes with a series of shots with its Beam Rifle and beam Launcher.

Melee

Input

DMG

Notes

5B

5BBB

173

Standard Beam Sabre Combo

5BB~8B

178

Untechable, can follow up with another attack

8B

8BB

171

Last hit is an untechable down and spins the enemy.

4/6B

4/6BBB

167

Series of horizontal slashes

4/6B~8B

129

 Last hit is an untechable bounce down in M.E.P.E.

2B

2BB

143

F91 does a series of rising slashes

2B~A

149

F91 does a series of slashes before ending off with 2 beam rifle shots while backflipping. Does not consume any ammo.

2BB~A

204 

 

2BBB

199

Usable during MEPE only. A 3hit melee combo resulting in a special down

CC8B

CC8B

150

Spins beam sabers with both hands, large hitbox on both sides. Useful. 

BC

BC

171

Beam Shield Slash. Has Shooting Guard on startup. Can only be used during MEPE. 

Cancel Routes:

A: *AB, AC, BC(During MEPE)

CSA: *AB, BC(Only on 3rd shot of CSA)

CSB: AB

AB, AC: BC

BC: BC(During MEPE)

During Burst

All melees except BC(During MEPE): AB 

Overview

A familiar face from the Extreme Versus series, F91 makes an appearance once again with a variety of improvements. An excellent all-rounder for both beginners and veterans alike, F91 features great ranged options, excellent mobility, good melee AND a very nifty MEPE system.

True to its nature as a nimble mobile suit Gundam F91’s overall mobility is top-class. It’s small stature, good BD speed and MEPE system makes it a very difficult unit to hit when in the hands of a competent player. A large variety of ranged tools makes it a versatile rear support unit, able to lay down a respectable amount of fire for it’s partner.

Ranged Weapons

Main: Beam Rifle

Average Beam Rifle weapon. F91’s only weapon which does not cause vernier, so save your ammo with CSA and AC.

Able to cancel to AB, AC and BC(During MEPE).

Charged Main: Beam Launcher

F91 fires three shots over the shoulder from it’s Beam Rifle. Causes Vernier but carries good inertia from previous movement. The startup timing, muzzle correction, and damage correction rate is excellent, however the tracking is generally mediocre so it is better to use from a distance. 

Good to use it to save ammo for your main and able to do follow up shots when one of the hits is confirmed. Able to cancel to AB midway thru the CSA or you can cancel to BC at the start of CSA. 

Charged Melee: Beam Shield Throw

F91 releases one of its beam shields that floats in place and damages any target that runs into it. Damage is around 35(-10%) + 30(-5%) from the explosion. The shield advances slowly and explodes when it hits the opponent. There is no limit to how many you can deploy and it will remain even when you are destroyed. Can be cancelled to sub.  

With the increasing amount of units with high performance assist, the value of this weapon will continue to increase as it could be used to interfere with opponents combo which make use of assist summons. 

There is no disadvantage to using this weapon but avoid placing it in the line of your partner’s movement. It has a quick muzzle correction and can be used for a short range interception.( Have to be in very close distance)

Can be rainbow stepped after deploying. You can do a main shot following up with CSB and rainbow step out for a safe precaution. It is also an excellent choice for interception and escape because you can disable incoming assist shot while escaping to the back. 

Sub: Variable Speed Beam Rifle (VSBR)

Depending on directional input, F91 can fire off one of two different types of shots from this weapon. All variations can be cancelled from any melee finisher.

1) 5AB: VSBR

F91 fires off two separate but closely packed shots from its VSBR that causes Forced Down if both hit. Despite the weapon is quite underwhelming, it is still the main source of damage for F91 to score a down. Able to cancel to BC.

You can also shoot at a position with a wide downward angle (close to 80 degrees). You can aim for a raw hit but it is basically used as a follow up when you hit with A/CSA or during a melee combo. The startup is abit slow and you might have bad cancel or guard timing with it. 

While MEPE is active, the damage increases to 160 and reload timing becomes 3 secs per shot. Although it is one of the highest firepower in all shooting weapons, avoid getting shot while you are aiming to hit with this weapon.  

2) *AB: Consecutive VSBR Shots (Only during MEPE)

F91 fires off two consecutive shots from its VSBR that stuns on hit. The startup for this weapon and speed is fast, also have good tracking. It has muzzle correction and the thickness of the shot makes it possible to punish opponent at close range. 

Special Shooting: Vigna Ghina 

Can be cancelled from main. Assist ammo reload starts after Vigna Ghina disappear. Either assist can be cancelled to BC.

1) 5AC: Vigna Ghina Close in melee:

Vigna Ghina rushes towards the opponent and stabs with her saber. Weak stun on hit. As the travel distance of Vigna Ghina is quite short, it will be  easier to hit if the opponent comes to you instead.

Take note as Vigna Ghina might get caught into a building due to her movement speed. It also appears that the HP value is set higher than the assist summoned via *AC input, it could withstand damage of about 1 BR worth.

2)*AC: Vigna Ghina 3 Shot Beam Rifle:

Vigna Ghina fires 3 BR shot while doing a forward barrel roll. 1 Hit around 35 dmg.

The speed and tracking are quite decent. The firing interval is short and muzzle correction is applied on every shot. In contrary to 5AC, it’s safer to use against opponents who are further away.

Special Melee: Metal Peel-off Effect (MEPE)

F91 activates MEPE, a form that lets F91 move while leaving behind afterimages for around 7 secs (with mass!). Causes Vernier upon activation. In-game, this translates to all tracking of projectiles targeted at F91 being nullified for the entirety of the duration. Asides from cutting tracking, this form also increases the damage of all VSBR types and provides a speed boost and an increase in red lock distance. 

An excellent tool both offensive and defensive-wise, this form gives F91 extra insurance when running away from pursuing enemies and also opens up more opportunities to close in to your enemies. However, any damage incurred while in this form will do 1.5x more damage than usual, so be especially careful not to run into any wide area attacks (gerobis, etc.) or get hit while activating this form.

Change of view can be avoided by inputting 2BC.

Burst Attack: Beam Volley

F91 strikes with a series of shots with its Beam Rifle and beam Launcher.

Cuts tracking for entirety of duration and has Super Armor up until the first shot.

Melee Set

5BBB: Vertical Slash > Vertical Slash > Vertical Slash

Orthodox 3 hit melee. The reach itself is normal but the startup timing and priority are good. A good melee to rely on when you collide with the opponent. 

5BB~8B: Vertical Slash > Vertical Slash > Horizontal Slash

Series of vertical slashes followed by a side slash that sends target spinning to the side. Causes an untechable down when using this melee.

8B: Sideswipe

Series of slashes that ends with a horizontal slash that sends target spinning to the side. As it is hard to land the 1st hit, it is difficult to use it raw hence its performance is not that good. 

You can seal this melee off as there is not much use. 

4/6B: Horizontal Slash>Horizontal Slash>Sideswipe

Bread and butter of F91’s melee. Swerve and chase distance are all good and priority is decent. Recommended starter for melee combos.

2BBB: Rising Slash

F91 does a series of Rising Slashes, increases to 3 hits during MEPE. Does the highest amount of damage raw out of all of F91’s melee, but also has high damage proration. Not particularly interrupt-resistant, but fast startup and good chase distance makes this a viable alternative to CC8B.

2B~A: Rising Slash > Beam Rifle shots

2B derivative that ends with F91 firing two beam rifle shots upside down. Second beam rifle shot is a guaranteed down if it hits, even if first shot was nullified by Beam Mantles etc.

CC8B: Spinning Beam Saber Rush

Spreads both hands and rush towards the opponent while rotating two beam sabers at high speed. The hitbox is larger than it looks and works well against incoming melee attacks. You can use this melee to enter a brawl but it would be quite risky with F91 which have low HP at default. 

This melee have strong tracking and it is very easy to hit opponent who are flying up high due to its large hitbox. 

BC: Beam Shield Slash (During MEPE)

Good shit good shit that’s some good shit right here

Has Shooting Guard during its startup, good chase distance and speed and WIDE

(like <———————–THIS—————————> wide) horizontal hitbox. Excellent chasing tool thanks to these properties. Furthermore, damage is boosted during MEPE.

WOOOOOOOOAAHHHHHHHHHHHHH

This melee performance at close range is the strongest class in the whole roster and it comes with a shooting barrier. It can be called the trump card of F91.

Note that the shooting barrier is only where the shield slash goes and the barrier disappears as the tracking distance increases. 

Strategies

  • F91 only have the BR as his only non vernier move, supplement your ranged game with shots from your CSA
  • Because F91 has ZERO physical projectile weapons asides from the mediocre CSB, it is very vulnerable against suits that Anti-beam defences (e.g. Crossbone Gundams). Be especially careful when facing off against these suits.
  • F91 also does not fair well in close range against suits with wide sweeping attacks (X1, X1FC, Epyon’s whips, Providence and Unicorn (NTD) BC. Because of the nature of these sweeping attacks, MEPE does not provide a reliable defence against these attacks.
  • MEPE can be used both offensively or defensively. As a 2000 cost though, the chances are that you will have to use to survive after respawning in overcost. Just by Boost Dashing in MEPE is enough to avoid the standard ranged attacks, so opt to Boost Dash instead of using spamming Boost Dash Cancel.
  • BC Beam Shield Slash will not work against multi-hit ranged attacks like gerobi.

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