G-Self (Perfect Pack)

Model Number:YG-111

Pilot: Bellri Zenam 

Cost: 3000 Hp: 650 Transform: X Form Change: O

G-Self Perfect Pack

Atmosphere, Space, Reflector, Tricky, High Torque, and Assault: The Perfect Pack is a combination of all of their abilities. It can switch between pack modes on the fly, and even create anti-matter to attack and defend. It is a powerful weapon capable of single-handedly influencing the outcome of a war.

Move Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Beam Rifle

8

75

Standard BR. Able to shoot 3 times in a row when in AC(Reflector Mode)

Charged Main

Traffic Fin

76~144
14~110

Fins ram and explode, or fire Tractor Beams attack changes based on distance.

Charged Melee

Photon Torpedoes

1

1~194

Small blue explosion upon hit on terrain or any unit. Once per life.

Sub

Assault Mode

2

70 ~ 140

5AB: Fires a pair of fat beams

45 ~ 162

8AB: Dash forward while firing beams, has Shooting Guard

Special Shooting

Reflector Mode

300

Full body beam barrier, able to fire up to 3 BR in a row

Special Shooting while Reflector is active

Omni-directional lasers

30 ~ 106

Fires short-ranged lasers in a every direction around you, stunning anyone in its radius and dealing damage. Has super armor on startup

Burst Attack

Backpack Switching Combination

317(F)/305(E)/315(S)

The same combination that killed Rockpie

Melee

Input

DMG

Notes

5B

5BBB

246

High damage. Forced Down

8B

8BB

223

Does more damage the higher your altitude

4B

4BBB

169

Orthodox 4B

2B

2B

20

Stuns and reels target in. Beam Property Shooting.

2B (CSA Track Fins deployed)

2B

70

Uppercut

CC8B

CC8BBB

172

High cut resistance

BC

BC

232

Super armor startup. 4 hits at high damage

8BC

269

Super armor startup. Many hits, but great total damage

4/6BC

159

Super armor startup. 2 hits, second hit bounces.

Cancel Routes

A: (8)AB, AC, *BC

AB: AC

CSA: AC

CSB: AC

2B (tractor beam) : every melee except 2B and CC8B

2B (when traffic fins have been deployed): (8)AB

Overview

An all-rounded 3000-cost that has a lot of varied and strong options, but at the cost of being fragile. With only 650 HP, it has only 10 more HP than X1-Full Cloth, which has a cloak that eats 100 beam damage.

As a result, what you get playing G-self Perfect Pack is a high-risk, high-reward experience. While many of your moves seem to scream for you to go for it, hit that party up, go crazy, your health bar is telling you to stay home, do your homework, and read a nice book.

Ranged Weapons

Main: Beam Rifle

Standard BR for a 3000 cost unit. 

Charged Main: Traffic Fin

In red lock, traffic fins will ram into the enemy target and explode on impact. In green lock, they will surround the enemy and fire tractor beams that stun. They have surprisingly good tracking, so you should be trying to charge these as much as possible during the neutral game. 

Charged Melee: Photon Torpedoes

One-time use. Fires a cluster of small torpedoes that have no tracking. They travel out horizontally, covering a very wide horizontal area. The torpedoes are near-invisible, and it’s very easy to catch enemies moving sideways with this. Hitting this once per life is a target you should aim for.

Sub: Assault Mode

Regular version fires large beams from the Assault pack. 8AB moves you forward, firing the same large beams from the Assault pack twice (costs only 1 ammo). During the forward dash you have a shooting barrier, but at the cost of having no tracking. 

8AB is very good for setting up an offense, or closing in on the enemy safely. Time it right to hit the enemy as they try to hit you with a beam attack. 8AB also leads to some very nice shenanigans with both Shooting and Fighting burst. 

Special Shooting: Reflector Mode/Omni-directional lasers (Reflector Mode)

Full body beam barrier from all directions, plus the ability to chain up to three BR consecutively by simply pressing the A button three times. However, you will move slower in this mode, and still take full damage from physical or explosive rounds.

Special Shooting while Reflector is deployed: Fires short-ranged lasers in a every direction around you, stunning anyone in its radius and dealing damage. Has super armor on startup.

Against enemies which do not use beam weaponry, all you really get for deploying this is a triple-shot BR, and access to your Omni-directional lasers. At the cost of slower movement, it’s really not worth it. Even against enemies with beam weapons, you’re really too slow to capitalize on most opportunities, and options like your AB and BC are kind of out because they instantly cancel your Reflector mode. Activating this mode and then immediately activating your Omni-directional lasers is an option.

Melee Set

5BBBB: Beam Saber Stab> Spinning slash

Very long combo, but bad interrupt resistance. The full combo will down even if done in Burst.

8BBBB: Hop> Uppercut> Helmsplitter> Issen

Damage increases depends on how much vertical distance is traveled during the Helmsplitter portion of the melee. Good cut resistance, and a good combo part.

4/6BBB: Uppercut> Cleave

Good start up and low down value on the first hit, making it a good option to open up attacks with. 

2B: Tractor Beam / Uppercut

Fires a pair of blue electric beams forward, stunning enemies. 

This move has a bit of a startup, but the real advantage of this move is that it can be cancelled into any melee move, even if it does not hit. As such, you can do things like 2B~8BC to double your chances of hitting an enemy in close-range. 

If CSA is in use, 2B becomes a Uppercut. Good single hit damage and proration, but the opportunity to use it is really too little given how fast the Traffic Fins return.

CC8B~BB: Slashthrough > X-slash

P-Self moves around a lot for this attack, making it resistant to interrupts. However, this causes the attack to whiff very easily if used near a wall or near a building.

This move has dicey tracking and/or a weird hitbox, so it can be strangely unreliable. It’s not uncommon to completely whiff an enemy that is standing still. 

BC: High Torque Punch

Dashes forward a short distance with Super Armor before beating the enemy senseless. Note that during the Super Armor phase, you will need to dash a minimum distance before the first attack will start.

5BC: Double Straight Hammer

Ends with a Bounce. Highest DPS of the 3 options. Small hitbox.

8BC: Rapid Punches

Very long combo with high down value and overall damage. Use 5BC if the target already got hit by anything more than 1BR. Small hitbox.

4/6BC: Axe Kick

Very quick combo with only 2 hits, but also lowest damage out of all the BC. Curves while dashing forward, but that doesn’t matter as much since there is Superarmor either way. Opt for this if you want a very quick down. Biggest hitbox of the 3 BC inputs, which isn’t saying much.

Burst Attack

Backpack Switching Combination

The Omni-directional lasers will hit other enemies and allies as usual, and is considered a Beam element weapon here (instead of Pressure element), resulting in a whiff if your target has ABC Mantle or any other beam barriers active.

Strategies

  • G-self Perfect Pack actually does relatively well as a support unit for 2.5k units that enjoy the frontline. Constantly deploy your traffic fins and simply deploy your AC to stay safe when enemies come too near.
  • 2B~8BC is actually a really strong anti-melee defensive string. 2B has a ridiculous hitbox- I’ve seen it hit enemies directly behind G-Self. Even if the 2B waves don’t hit you can still go straight into your super armor 8BC. This string causes melee characters like Master a big headache.
  • You may sometimes feel outclassed by other 3000 units when you go head-to-head with them. This is because G-Self Perfect Pack was not designed to go head-to-head you do much better playing a clean neutral. Stay in the mid to long range and just bat away enemies that come too close, and reset the distance.
  • All 3 Bursts are valid on G-self, although none of them truly shine. This is why E is often the standard pick, simply because it provides a bit more longevity especially if your 2.5k partner is taking the front role. But F and S do have some interesting tricks with 8AB- for example, in F Burst 8AB~8B or any super armor move works as a great gap closer, and in S Burst you can use 8AB and side step it or simply chain it into a Main shot to freefall. It can be quite overwhelming to deal with. 

Recommended Combos

Ranged Weapons

Input

DMG

Notes

A>>A>>5AB

174

 

A~8BC~BB

225

 

CSA (2hit) >>5AB

174

If you’re near enough when CSA hits

2B~5BBBB

227

Cancel out of 2B as quickly as possible for best damage

2B>>2B>>2B>>2B>>2B

97

Extremely crap damage but actual Lockdown technique

Melee

5BBBB(2hit)>8BBBB

281

High damage but long combo

8BB>8BBB

249

 

4/6BB>8BC~BB

257

 

CC8BB>4/6BC~B

240

Step backwards as quickly as possible to land the 4/6BC. Ends with bounce

CC8B>8BC~BB

 

 

8BC~B>4/6BB>5AB

285

On flat ground only, high damage

5BBBB(2hit)>5BBBB(2hit)> Burst Attack

363

 

8BC~B>8BB>Burst Attack

374

Easy to land due to BC Superarmor