Hambrabi

Model Number:RX-139

Pilot: Yazan Gable

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

Hambrabi

Sporting a simplified transformation system that made it suitable for mass production, the Hambrabi was developed for high-speed combat. Its five mono-eye sensors located in different parts of its body left no dead angles for enemies to hide, and it also came equipped with a wide assortment of deadly weaponry for both close and ranged combat, including its signature “sea serpent” grappling weapon.


MS Mode Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Arm-mounted Beam Gun

7

70

Average BR.

Charged Main

Fedayeen Rifle

29 ~ 191

Gerobi.

Sub

Back-mounted Beam Rifle

3(5)

45 ~ 90

Verniers. Fires a beam which knocks the enemy back.

Special Shooting

Hambrabi Summon

100

50 ~ 100

Summons two Hambrabis which follow you around, providing support.

Spider’s Web

  190

AC when Hambrabi summons are active. Super armor on startup. 

Special Melee

Transform

Transforms into MA mode. Cuts tracking. Directional input makes you transform and fly towards that direction.

Burst Attack

Taste the fury of the Sea Serpents!

286 (F) /274 (E) /291 (S)

3 Hambrabis attack the target with their sea serpents.

Melee

Input

DMG

Notes

5B

5BB

141

 

8B

8BB

133

 

4/6B

4/6BB

130

 

2B

2B

96-156

Sea Serpent. Mash B for more damage. Melee attribute anchor.

CC8B

CC8B

105

Psycho crusher

 

Cancel Routes:

A: AB,BC

AB: BC

AC: MA-BC, MA-B

MA Mode Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Arm-mounted Beam Gun

(7)

70

Can be fired repeatedly in succession. Shares ammo with Main.

Charged Main

Fedayeen Rifle

  29 ~ 191

Transforms back into MS Mode to fire the same CSA.

Sub

Back-mounted Beam Rifle

3 (5)

90

Can be fired repeatedly in succession. Shares ammo with MS Sub.

Special Shooting

Hambrabi Summon

100

50 ~ 100

Same move as in MS Mode, but the Hambrabis are summoned in MA Mode and this move does not cause vernier.

Spider’s Web

  190

AC when Hambrabi summons are active. No super armor on startup unlike MS mode.

Special Melee

Emergency Transformation

Free falls and transforms back into MS mode..

Melee

DMG

Notes

5B

126

Also a psycho crusher, but a different move from CC8B.

Cancel Routes:

A: AB, AC, BC, 2B

CSA:BC

AB: BC

BC: MA Mode BC

5B, 4B: 2B

5B, 4B, 2B: BC

MA Mode A: MA Mode AB, BC, AC, 5B

MA Mode AB: BC

MA Mode 5B: AB, 2B, BC

Overview

The Hambrabi is an all-rounder transforming MS that specializes in ranged combat. Its BC transformation moves it a great distance making it a speedy suit, and it also has strong tools for the close range including the Sea Serpent anchor. This gives it the advantage of being extremely mobile, while also having the means for self defense against enemies that manage to get close.

Hambrabi’s weakness is its low firepower, with few means to do big damage. Furthermore, this issue is further highlighted when Hambrabi’s assists are on cooldown, and it’s not uncommon to be ignored entirely. Succeeding with this suit requires you to play an honest game without relying on a big comeback factor. 

MS Mode Ability Details

Ranged Weapons

Main: Arm-mounted Beam Gun

A standard beam rifle by most counts, except that it has a slightly slower startup and a smaller-than-average projectile size. This is still one of your main moves for poking at the enemy, and attacking safely at low-risk. Shares ammo with MA Mode’s A.

Charged Main: Fedayeen Rifle

A rather thin gerobi with a slow startup speed. This is a good option for attacking from green lock, but otherwise you’ll find it hard to hit this consistently. This move has a long charge time of 3 seconds, and given the fact that your Sub reloads in 4 seconds it’s unlikely you will have to use this to fill any ammo downtime. 

Sub: Back-mounted Beam Rifle

Typically has 3 ammo, but you get 5 shots during your Burst. Shares ammo with MA Mode’s AB. Fires two beams per shot, each doing 45 damage. When cancelled into, this move gets prorated and instead does 50 (25*2) damage.

This is a good move for scoring downs after a hit Main. When compared to other orthodox Sub Bazooka shots this has a faster startup and better projectile speed, making it a good self defense option as well. Which isn’t to say this move doesn’t have its downsides- it’s much harder to follow-up on after the knockback, and given the beam nature you cannot use this against many shooting guard moves. Still, this is a great move both on offense and defense.

Special Shooting: Hambrabi Summon

Summons two Hambrabis that follow you around. The assists have unlimited HP and can block non-penetrating shots for you if you’re lucky, and will stick around until the timer reaches zero. The assists fire beams when first summoned, and whenever you fire your Main or Sub, with a cooldown of a few seconds between each shot.

The assists last about 20 seconds, and take 10 seconds to start reloading after they disappear, before taking 15 seconds to reload to full again. This means that you have a near 50% uptime with this assist. When you transform into MA mode your homie Hambrabis transform with you, firing their beam rifles in the same fashion when you do.

This assist is very useful for Hambrabi, allowing it to hit enemies from multiple angles, increasing your chance of landing a hit. This is useful both in long range and close range encounters, and can even be used in okizeme setups, firing three beams from multiple angles.

Special Shooting with Hambrabis Summoned: Spider’s Web

The main Hambrabi and its two homies transform into their MA modes and fly in formation towards the enemy, forming a web between them. Any enemies hit are momentarily stunned before exploding. Super armor startup.

This has a long startup and you cannot boost dash cancel or sidestep cancel it, making it a rather risky move. However the payoff is rather good, and striking the fear of super armor into an enemy’s heart is always a good thing.

Special Melee: Transform

5BC: Hambrabi rises slightly while transforming into its MA mode, flying in the direction it was facing.

*BC: Hambrabi flies in the input direction.

This move does not cut tracking, but moves you a great distance, making it an extremely important move in Hambrabi’s kit. 

Of particular important note is a special technique you can use to further increase the distance travelled. By inputting a single C before the transformation (C~BC), you ride the inertia of the boost and fly even further. This consumes additional boost, but the amount of extra distance travelled is so much greater that it’s a technique worth using, and worth mastering.

This technique is especially useful for mixing up your landing timing, and can be considered one of the most important techniques for Hambrabi users to learn. 

This move can be used in conjunction with the regular MA transformation move to transform and move in different patterns. This is great for escaping, advancing on enemies, and generally traversing the battlefield. 

Melee Set

5B: 2-stage Beam Saber Combo

A great combo part, thanks to its high damage and the ability to cancel into the sea serpent as a finisher.

8B: Claw

Not a particularly notable melee move, aside from the ability to move forward a great distance on the second stage. 

4/6B: Double Saber Draw

Hambrabi slashes outwards with both beam sabers simultaneously, following with a flash kick. While the charging speed of this move is average, the startup, hitbox, travel distance, and wraparound are excellent, making this an excellent move for intercepting incoming melee attacks.

On hit this can be cancelled into BC or 2B for bigger follow-up damage.

2B: Sea Serpent

Hambrabi lashes out with the Sea Serpent, which behaves like other anchor-type attacks. On hit the enemy is grappled, and you can mash B for multiple hits before the enemy finally explodes and is flung upwards in a downed state. 

Unfortunately this move has rather poor muzzle correction, making it difficult to hit raw. You can still use this move as a powerful combo finisher.

CC8B: Psycho Crusher

Hambrabi sticks out its beam saber and spins towards the enemy, stabbing it multiple times. You can chain this move into itself multiple times until the enemy is downed. 

Burst Attack

Taste the fury of the Sea Serpents!

Hambrabi and his two homies grapple the enemy with their Sea Serpents, before sending a co-ordinated electric shock into the enemy, causing an explosion. You stand completely still when using this move, which makes it rather risky to use, but if the situation is right you can score some decent damage off a hit confirm in the close range, even off a Main.

MA Mode Ability Details

Ranged Weapons

Main: Arm-mounted Beam Gun

Slightly higher damage than with the MS mode’s Main. You have a 180-degree firing angle with this move. This is a great option for firing while remaining in motion, and if you have your Hambrabi assists tailing you they will also fire at the same time. As long as the enemy is within your firing scope you can use this before cancelling into Sub.

Charged Main: Fedayeen Rifle

Transforms back into MS Mode and fires the exact same CSA.

Sub: Back-mounted Beam Rifle

Barrel roll while firing a beam that knocks back on hit. Shares ammo with MS mode. Can be fired repeatedly, meaning you can fire this up to 8 times in a row by firing it 3 times, bursting, then firing another 5 times. You can input 4 or 6 to roll in the direction of your choosing.

This is a great offensive as well as defensive tool, as you will automatically face the opponent and fire. You also do good damage if you manage to hit 3 shots consecutively, as each shot does a cool 90 damage. 

This works especially well as an anti-melee self defense tool, but be careful about firing repeatedly as you do not re-track after the first shot, meaning that if the enemy sidesteps at any time during the sequence you will not lock on to them again.

Overall this is one of Hambrabi’s key moves. 

Special Shooting: Hambrabi Summon

Same as in MS mode, except using it in MA mode does not cause vernier. 

Special Shooting with Hambrabis Summoned: Spider’s Web

Same as in MS mode, except you do not need to transform into MA mode first so it’s slightly faster.

Special Melee: Emergency Transformation

Transforms back into MS mode and free falls quickly, landing on the ground. If you are close to the ground when you use this move Hambrabi will perform a landing animation (superhero landing!) and is stuck in that animation for a short while, and will not start reloading boost until the animation is completed.

You can use this as a pseudo boost dive, but the landing rigidity is pretty serious when done from lower altitudes. 

Melee Set

Ma Mode 5B: Psycho Crusher II

Hambrabi spins to drill into the enemy. On hit you can cancel into AB, BC, or 2B. This is mostly used as a combo part from a 4/6B starter. 

Recommended Combos

Ranged Weapons

Input

DMG

Notes

A~AB

110

 

A>>A>>A

158

 

A~2B>AB

201

 

(MA Mode) AB~AB~AB

190

 

A>>A~AB

148

Standard combo. 164 damage if you boost dash cancel the last AB instead.

Melee

4/6BB>4BB

209

BnB.

4/6BB~2B

225

More damaging combo ender.

4/6BB~8BC~MA mode 5B (4 hits)~2B

255

Best damage off 4/6B.

CC8B (16 hits)>2B

274

Loop CC8B about 3 times to get 16 hits total. 

 

Strategies

  • Hambrabi excels at engaging and disengaging quickly, staying mobile by switching between its two forms.
  • It’s safest to defend yourself and preserve your HP by properly positioning yourself at a safe distance from the enemy, but in the likely event that an enemy does come close, you have the means to defend yourself using 4/6B, A~AB, and your MA mode AB. After downing an enemy it’s generally safer not to go for okizeme setups, instead reset the distance and once again look for opportunities to catch landings.
  • You may opt to be more offensive when you have your assists present. On the long 25 second downtime play more defensively. The more rotations of assists you get per life, the more time you spend as a larger threat.
  • There is a small window after a BC transform where you can input 2B immediately after. You can then rainbow step cancel that melee and then either boost dash away or transform again. This is a useful technique for running away quickly, mixing in a sidestep for the tracking cut. You can also use the C~BC technique mentioned earlier to gain even more inertia. The notation is as follows: C~BC~2B>C~BC. 
  • Hambrabi works relatively well with all 3 bursts, with F allowing you to go on the offensive with your good 4/6B, and E giving more survivability. However S is probably the best option as it allows you to spam your attacks even more than usual.
  • Hambrabi functions best as a backline support, teaming well with 3000 or 2500 cost front units.