Model Number: BN-876β |
Pilot:Meijin Kawaguchi III |
Cost: 3000 Hp: 650 Transform: O Form Change: X |
Remodeled by Meijin Kawaguchi III from the test Gunpla ‘Scramble Gundam’. The original Gunpla boasted high mobility, and after remodeling it gained new offensive options in its fin funnels. It is a suit that excels in all ranges.
MS Mode Ability Summary
Ranged |
Armament |
Ammo |
DMG |
Notes |
Main |
Beam Rifle |
8 |
75 |
Standard BR |
Charged Main |
Buster Beam Rifle (Gerobi) |
– |
22~205 |
Gerobi that can be moved around, causes explosion upon impact with terrain |
Sub |
Fin Funnel |
3 |
24~88 |
Deploys 2 funnels to form a short wall which stuns |
Fin Funnel Full Deployment |
3 |
17~125 |
Deploys all remaining funnels, surrounds the targets and fires a thin gerobi from each funnel |
|
Special Shooting |
Buster Beam Rifle (High Output) |
2 |
130 |
Fires a fat BR. Fast projectile |
Special Melee |
Buster Beam Rifle (Sweep) |
– |
110 |
Fires a gerobi beam with sweeping motion from right to left |
Burst Attack |
Gunpla has no limits!! |
– |
321(F)/293(E & S) |
Long fancy combo that carries your target high into the air |
Melee |
Input |
DMG |
Notes |
5B |
5BBB |
170 |
Standard 3 hit |
5B~ 8B |
129 |
Bounces the opponent |
|
8B |
8B |
90 |
Good priority and knocks upwards |
4/6B |
4/6BBB |
167 |
Knocks target slightly backward |
4/6B~8B |
124 |
Bounces the opponent |
|
2B |
2B |
70 |
Uppercut, Spinning down |
2B~A |
158 |
Deploys funnels for a Lockdown attack |
|
CC8B |
CC8B |
170 |
Jumps in an arc to melee, has shield properties |
Cancel Routes:
A: AB, AC, BC
AB (both versions): A
MA Mode Ability Summary
Ranged |
Armament |
Ammo |
DMG |
Notes |
Main |
Mega Launcher |
2 |
130 |
Fires a big shot. |
Charged Main |
Buster Beam Rifle (Focused) |
– |
205 |
|
Sub |
Shield Mega Launcher (Focused) |
1 |
37~143 |
Fires a gerobi. |
Special Shooting |
Shield Mega Launcher (Rapid) |
1 |
80~168 |
Rush towards the opponent while firing 3 shots. |
Special Melee |
Quick Transformation |
– |
– |
Flies up and turn back to MS mode. |
Melee |
Input |
DMG |
Notes |
5B |
5B |
100 |
Cleave attack, Untechable |
Cancel Routes:
MA Mode A: MA Mode AC, MA mode BC
MA Mode AB: MA mode BC
MA Mode AC: MA Mode B, MA Mode BC
MA Mode BC: A
Overview
The Hot Scramble Gundam is a suit which has a lot of useful ranged weapons and is able to perform well as both a front or back row unit. This unit possesses great weapons such as the fin funnel full deployment (2AB), a free-aim gerobi while in MA mode and a CC8B melee which has shield properties, which allows the Hot Scramble Gundam to safely start up a melee combo. Despite having these awesome weapons, do note that the boost capacity for this unit isn’t fantastic when compared to the other 3000 cost units. The speed of its landing is also slightly slower than other units that share its cost.
MS Mode Ability Details
Ranged Weapon
Main: Beam Rifle
Standard BR.
Charged Main: Buster Beam Rifle (Gerobi)
A gerobi that can be turned. Will cause an explosion upon impact with terrain. Best used when up in the air to trigger the explosion.
Sub: Fin Funnel/Fin Funnel Full Deployment
Hot Scramble has 6 funnels, every 1 ammo used from AB will deploy 2 funnels.
There are two types of input for the sub:
- 4/6AB: Deploys out 2 funnels to form a short wall. Stuns opponent upon hit. Input 4 or 6 to deploy funnels towards the corresponding direction.
- 2AB: Deploys all remaining funnels. The funnels then surround opponent before firing a narrow gerobi. Take note that the sub only starts recharging when the funnels return to Hot Scramble.
Take note that if you do any of the following: (AC, CSA, BC, going into MA, ABC) while your funnels are deployed, the funnels will return instantly and ammo will not be refunded. On the flip side, since the sub will only start to reload when funnels return to Hot Scramble, you may wish to use AC or BC to instantly recall the funnels to speed up the reload time after landing a successful hit.
One of the strong benefits of this weapon is the ability to freefall by cancelling into your main. You can even loop this like kshatriya by doing a sequence like (A~4AB~A~6AB~A). You can also mix this up with sidesteps to make your landings very hard to punish, especially since you are surrounding yourself with line funnels that thwart melee attempts.
Special Shooting: Buster Beam Rifle (High Output)
Fires one big shot. Best to be used as a follow up after landing a hit with your BR, or in your melee combos. Being able to instantly down an enemy means you can use this to defend from attacks with super armor.
Special Melee: Buster Beam Rifle (Sweep)
Fires a short-ranged gerobi with sweeping motion from right to left (direction cannot be changed). Can be used as a last resort against an incoming melee attack, or as an okizeme option.
Melee Set
5BBB: Slash>Horizontal>Slash
Standard 3 hit, but downs opponent, making it hard to follow up. Your only follow up would be to step into main.
5B~8B: Shield Smash
Bounces, therefore safe to use even when you overheat. Follow up by stepping into AC.
8B: Somersault kick
Single hit, kicks target upwards. Good priority, but the start up is not fast enough to use as a combo starter. Since it knocks the target upwards, you may want to end the combo by stepping into AC for more damage and a hard knockdown.
4/6BBB: Horizontal Slash>Uppercut>Roundhouse kick
Knocks target slightly backward. Front step immediately into AC for more damage, or just back-step into BR (if you don’t want to waste AC ammo) to end the combo.
4/6B~8B: Shield Smash
Bounces, therefore safe to use when you overheat. Follow up by stepping into AC.
2B: Upswing
Knocks target upwards. It is not recommended to use this raw, so you should be linking into this from other melee moves. (or not using it at all)
2B~A: Upswing>Funnel attack
Deploys 4 funnels to fire beams consecutively, knocking the target higher and higher into the air. Great for lockdown as the attack animation is long and ends in untechable down. Hot Scramble can BDC out once the Funnels are deployed.
Similar to 2AB, using AC, CSA, BC, going into MA, ABC will recall the funnels and end the attack prematurely.
CC8B: Jumping Stab> Cleave> Kick
Hot Scramble main melee go-to. The Jumping Stab portion has Shooting Guard, making it invulnerable to standard BR and other ranged attacks during the jump animation. At close range, this attack usually happens so fast that your opponent will find it difficult to react appropriately. Nevertheless, once this attack moves on to the Cleave portion, the Shooting Guard will go down. If you jump into a gerobi during this portion, you will still get hit.
As with all Shooting Guards, there are limitations to what can be guarded:
Will block for a very short moment before getting hit: bazooka explosions, multi hit beams (gerobi, nukes), boomerangs
Cannot block: Turn A hammer, pressure, whips, Altron’s main.
Burst Attack
Gunpla has no limits!!
Super armor during the initial slash. Does a slash-through, followed up by a slash and upswing, then fires Funnel Gerobis while drilling into the opponent in MA form before causing an explosion in the end. Good interrupt resistance starting from the upswing as the attack will carry both Hot Scramble and it’s target high into the air. Due to the number of hits on this attack, it still does substantial damage even when linked into from other attacks.
MA Mode Ability Details
Ranged Weapons
Main: Mega Launcher
Fires a big shot just like the MS form’s AC. Since they don’t share ammo, feel free to spam this.
Sub: Mega Launcher (Focused)
Fires a free-aim gerobi. It is recommended that you use this while in red lock. Move your directional pad around to aim the gerobi for a quick hit on your opponent.
Special Shooting: Mega Launcher (Rapid)
Rush towards the opponent while firing 3 shots. Useful for closing in on an opponent who is not paying attention to you.
Special Melee: Quick Transformation
Flies up and transforms back to MS mode.
Melee Set
5B: Cleave
Immediately transforms back into MS Form for a cleave attack. This move has good reach and start up, which makes it good for surprise attacks.
Strategies
- Use 2AB as bait to make the opponent waste their boost while you slowly move forward to punish the eventual landing.
- While Hot Scramble specializes in ranged weaponry, it also has a good melee set. Since it has a CC8B that guards against ranged attacks, look for opportunities to punish an opponent’s sloppy beam rifle shot.
- As Hot Scramble, you suffer from no lack of ammo rotating between BR, CSA and AC, and various MA mode attacks. So be sure to lay down enough suppressing fire when your partner is going in.
- Practice your okizeme with CSA. It sweeps and causes an explosion on impact. You can even take it up a notch by triggering the explosion on buildings. Opt to CC8B~fuwa backwards to gain height, or MA-BC (if you’re far away) before firing the CSA.
Recommended Combos
Ranged Weapons |
||
Input |
DMG |
Notes |
A>>A>>(MA) A |
180 |
Use this if you don’t have AC ammo for the standard A>>A>>AC |
A>>2B~A>>AC |
215 |
|
A>>(MA)A~(MA)AC |
210 |
Save even more ammo, and move forward at the same time |
Melee |
||
5B>2B>AC |
207 |
Fast combo, downs and knocks target far away |
5BB>2B~A>>AC |
246 |
Downs and knocks target high up into the air |
8B>2B~A>>AC |
240 |
Less reliable now that 8B is nerfed |
4/6B~8B>2B~A>>AC |
249 |
|
2B~A>>(MA)B>AC |
270 |
|
CC8B>8B>AC |
203 |
The usual quick down while launching high up |
(MA)B>2B~A>AC |
265 |
|
4/6BB>2B~A>>Burst Attack |
357 |
Cool finish |