Model Number:MSN-00100 |
Pilot: Quattro Bajeena |
Cost: 2500 Hp: 580 Transform: △ (Dodai) Form Change: △ (Resurrection) |
A prototype suit developed during Operation Z. Its frame was unable to sustain the stress of transforming into Mobile Armor mode, thus development was scrapped.
However, it’s great potential was noted, and it was re-designed as a non-transformable unit. It emits a golden sheen due to its anti-beam coating.
MS Mode Ability Summary
Ranged |
Armament |
Ammo |
DMG |
Notes |
Main |
Beam Rifle |
6 |
75 |
Able to shoot backwards without facing opponent. Manual Reload. |
Charged Main |
Beam Rifle (High output) |
– |
125 |
1-hit down. |
Charged Melee |
Dodai Assault |
– |
111 |
Fires off the Dodai (has about 100hp, can be destroyed) directly forward, small explosion radius on hit, has no tracking. |
Sub |
Clay Bazooka |
3 |
90 |
Fires a bazooka which splits and shoots out pellets in a small cone. Input direction to control how far the bazooka travels before it splits. |
Clay Bazooka(Spread) |
15 ~ 184 |
5/4/6AB: Splits at midrange |
||
Special Shooting |
Mega Bazooka Launcher |
1 |
28 ~ 303 24 ~ 261 |
Top class gerobi due to its big hit radius and high damage. Boost Dash right before the gerobi fires to leave the launcher there to continue firing by itself. More damage is done if you manually control the gerobi. |
Special Melee |
Rick Dias Summon |
1 |
93 (50×2) |
Summons 2 Rick Dias to support you. |
Burst Attack |
Mega Bazooka Launcher (with Methuss Linkup) |
– |
342(S)/312(F & E) |
Similar to the AC gerobi, except more damage and curves more. However, you cannot leave the launcher to fire by itself and you are completely vulnerable to enemy fire for the entire duration of the burst attack. |
When Revived with One Leg |
||||
Main |
Beam Rifle |
6 |
75 |
6 shots only, can only be reloaded through Burst |
Sub |
Clay Bazooka |
3 |
90 |
Fires a bazooka which splits and shoots out pellets in a small cone. Input direction to control how far the bazooka travels before it splits. |
Clay Bazooka(Spread) |
15 ~ 184 |
5/4/6AB: Splits at midrange |
||
Special Shooting |
Head Vulcans |
– |
7~55 |
Fires up to 10 shots. High down value. |
Special Melee |
Rick Dias Summon |
1 |
93 (50×2) |
Summons 2 Rick Dias to support you. |
Melee |
Input |
DMG |
Notes |
5B |
5BBBB |
211 |
Bounce down on last hit |
8B |
8B |
85 |
Short reach, but quick startup and priority |
4B |
4BB |
130 |
|
2B |
2B |
110 |
Weak stun on hit, has landing property. |
CC8B |
CC8BB |
142 |
Bound down on last hit |
BC Derivative |
BC during any melee |
– |
Cancel your melee action into a roll, and mount the Dodai entering your “MA” form. Input a direction to roll left, right, or forward. |
Revived with One Leg |
|||
5B |
5B |
113 |
CC8B and 8B will also do this move |
4/6B |
4/6BB |
122 |
Better chase than 5B |
2B |
2B |
191 |
Melee counter |
MA Form (Dodai) Ability Summary
Ranged |
Armament |
Ammo |
DMG |
Notes |
Main |
Beam Rifle |
6 |
75 |
Able to shoot at all directions except directly above or below. Will not cause vernier regardless of where your target is. Manual Reload. |
Charged Main |
Beam Rifle (Rapid) |
– |
75~158 |
Fires 3 BR while flying sideways. |
Sub |
Clay Bazooka |
3 |
90 |
Fires a bazooka which splits and shoots out pellets in a small cone. Input direction to control how far the bazooka travels before it splits. |
Clay Bazooka(Spread) |
15 ~ 184 |
5/4/6AB: Splits at midrange |
||
Special Shooting |
Dodai Assault |
|
111 |
Fires off the Dodai (has about 100hp, can be destroyed) directly forward, small explosion radius on hit. |
Special Melee |
Dodai Guard |
– |
– |
Guards attacks coming from the front. Release to continue flying. |
Melee |
Input |
DMG |
Notes |
5B |
5B |
115 |
Dismounts from the Dodai and stabs forward, multi hit. Full hits will lead to a down. |
Cancel Routes:
Normal MS:
A: AB,AC,2B, BC,
CSA: AB, 2B
CSB: A
5B, 5BB, 5BBB, 4/6B, cc8B, MA 5B: 2B
All melee even on miss: BC
Dodai (all moves listed in this section are MA moves):
A: AB, BC, AC
CSA: AC
5B~BC (during the roll): A, AB, AC, B, BC
Revived (One Leg):
A: AB, BC, AC
Overview
While at first glance Hyaku Shiki looks like a typical [Beam Rifle Main, Bazooka Sub] all-rounder unit, it holds many unique tricks up its sleeves that make it a strong contender. For starters, Hyaku Shiki is a unit that never has to worry about running out of ammo, sporting a reloadable main, a CSA and a CSB, its trusty Clay Bazooka, plus more weapons in MA mode. Secondly, you’re never too far behind in a damage race because you have one of the highest damaging gerobis in the game.
Thirdly and most importantly, Hyaku Shiki has bountiful cancel routes that allow it to keep up a strong offense and defense in all ranges. Being able to cancel all your whiffed melees into riding the Dodai is amazing for staying mobile and confusing the enemy.
One of Hyaku Shiki’s special traits is the ability to revive once after dying when the the team cost is fully expended. After a short animation, Hyaku Shiki survives the fatal attack with 100hp and one leg missing. In this form you are severely weakened, much like Exia Repair.
Hyaku Shiki has plenty of moves, and very few of them are duds. While beginners can easily grasp the simple nature of some of Hyaku Shiki’s tools, it’ll take a master to bring out everything it’s got, and look cool doing it, too.
MS Mode Ability Details
Ranged Weapons
Main: Beam Rifle
Able to shoot backwards without facing opponent. Manual Reload. Plenty of great cancel routes.
As far as Beam Rifles go, this one’s great. Just be careful not to run out of ammo and have to reload at crucial moments.
When in Revived mode, you only have 6 shots on this and you cannot reload it unless you Burst.
Charged Main: Beam Rifle (High Output)
1-hit down fat BR. Shares charge meter with MA form. Fast startup with decent muzzle correction, but you may find it hard to find time to use this since your Main ammo is unlimited. Try using the Second Impact technique to use both this and your Main.
Charged Melee:Dodai Assault
Fires off the Dodai (has about 100hp, can be destroyed) directly forward. Causes a small explosion on hit, and has no tracking. This will also occur whenever Hyaku Shiki dismounts from the Dodai.
Not tracking the enemy is an obvious downside, but the hitbox on this is excellent. This can be used as a self defense tool, or fired on enemies who are not paying you attention. The added bonus is you can charge this while firing your Main freely.
Sub: Clay Bazooka
Fires a bazooka which splits and shoots out pellets in a small cone. Input a direction to control how far the bazooka travels before it splits. 2: Bazooka splits almost directly in front. 5: Bazooka splits after travelling a short distance forward. 8: Does not split, works like a normal bazooka.
I would love to say that this is a straight upgrade to a regular bazooka, but it’s not. First, the good news: having the freedom to choose between using this as a bazooka or a pseudo shotgun gives you a lot of versatility. If you space it correctly you can fire wide spreads at enemies even from a distance. Needless to say, in the close range this is a great self defense tool.
The downside is that this weapon does not have an active warhead that explodes like regular bazookas, meaning you won’t penetrate shooting guards. Silver lining- Dodai Assault explodes and breaks shooting guards perfectly well, so feel free to use that if you think your enemy is about to come at you like that.
Special Shooting: Mega Bazooka Launcher
Top-class gerobi due to its big hit radius and high damage. Boost Dash right before the gerobi fires to leave the launcher there to continue firing by itself. Or, you can stay docked to the MBL, and control the beam with directional inputs.
Hitting an enemy with this is a big deal, and not as hard as it looks given the huge hitbox and big distances you can maneuver the beam. You can also use this as an okizeme tool, leaving the MBL to fire at an enemy on its wakeup and then pursuing it directly as it flees.
Because the MBL and its shiny gerobi are so big, it can be hard to see incoming projectiles while you are firing it. Pay attention to the arrow markers at the top of the screen so you know when you’re being attacked. The best time to use this move is when you have disappeared completely into the backline and you’re opponents are double locking your teammate. Teach them to never look away from you again.
Special Melee: Rick Dias Summon
Summons two Rick Dias’ to follow you around. When you fire your Main (in MA as well) or input BC again, the Rick Dias’ stop moving and fire their Clay Bazookas.
This move is great for creating flank situations. If that’s what you’re going for, it’s preferable to make the Rick Dias’ fire manually with BC, before changing your firing angle and shooting your Main.
You can also use this as a freefall. When the Rick Dias’ are on the field, sidestep and press BC to freefall.
You can still use this move in Revived mode, which is great. They can help you stall your demise while your teammate tries to close out the game.
Melee Set
5B: 4-hit combo
4 hits with the beam saber. Pretty average in most regards, except that it does pretty exceptional damage for a 2.5k all-rounder. Best as a combo part.
8B: Kick
Char kick. As you’d expect, this is amazing. While it travels a very short distance, the startup and hitbox on this are borderline broken. This is used mostly as a melee intercept.
4/6B: Beam Saber Horizontal Slash
This is a great melee move for a 2.5k all-rounder, allowing you to go up against most suits in a melee battle. Great melee opener.
2B: Pyonkaku
This is arguably one of Hyaku Shiki’s most important moves. It’s great for mobility, and vastly improves your options for offense and defense.
Hyaku Shiki jumps up into the air and slashes downwards, stunning anyone he hits. While the rising and falling speeds are average at best, the hitbox on this is better than most pyonkakus, and the bountiful cancel routes both in and out of this move make it simply amazing.
In particular, A~2B~BC is an amazing sequence for self defense and offense. You can cancel 2B into BC even if it whiffs, an option not available to any other pyonkaku holder in the MBON series. Mix things up and keep your opponents guessing what you’re going to do next!
BC Derivative: Dodai Ride
You can cancel any melee, even on whiff, into the Dodai Ride. There is a slight delay before you are able to do so.
This is a really versatile derivative, as explained in the pyonkaku section above. While cancelling into the Dodai from 2B is most common, learn to use it from your other melee moves as well to add new dimensions to your movement.
Burst Attack
Mega Bazooka Launcher (with Metas Linkup)
Similar to the AC gerobi, except more damage and curves more. However, you cannot leave the launcher to fire by itself and you are completely vulnerable to enemy fire for the entire duration of the burst attack.
MA Mode(Dodai) Ability Details
Ranged Weapons
Main: Beam Rifle
Able to shoot at all directions except directly above or below. Will not cause vernier regardless of where your target is. Manual Reload.
Charged Main: Beam Rifle (Rapid)
Fires 3 BR while flying sideways. Input direction to dictate direction to fly, flies to the right by default. Shares charge meter with MS form.
Only the first shot of this tracks, so any enemy that sidesteps the first shot cuts tracking on all of them.
You can use this move when in Overheat to buy some airtime before you begin your descend.
Sub: Clay Bazooka
Same weapon as with the MS mode, but with a much smaller angle of firing. There is also a lot of rigidity after firing this. It’s preferable you stick with the regular version.
Special Shooting: Dodai Assault
Same as the MS mode CSB, but you can launch this instantly in MA mode without having to charge. This also cancels your MA mode. Unlike the CSB version though, you cannot cancel into your Main after.
This move is great in the close range, and part of one of your best self defense routines. More will be explained in the Pyonkaku move section.
Special Melee: Dodai Guard
Guards shooting attacks coming from the front. Release to continue flying.
Be careful not to use this instead of the Rick Dias summon.
Melee Set
MA Mode B: Stab
Hyaku Shiki leaps off the Dodai and stabs its target. This is a great move in every aspect: speed, range, tracking, startup, hitbox, the whole deal. You can also cancel this back into the BC Dodai Ride derivative, allowing you to loop this sequence multiple times for good damage.
This is a great sneak attack for the close range. The boost consumption is also low, meaning this is a low risk maneuver to throw out.
Recommended Combos
Ranged Weapons |
||
Input |
DMG |
Notes |
A>>A>>A |
158 |
Zunda |
A~2B>8B |
186 |
|
A>CC8BB~BC~AC |
201 |
|
Dodai>>BR |
156 |
Either CSB or BC~AC |
Melee |
||
8B>8B>8B |
204 |
“Zunda” |
8B>5BBBB~CSA |
264 |
Hard to pull off, but good dmg |
4B>4B>2B |
192 |
Cut resistant |
4BB>>CC8BB |
217 |
Bounces enemy on the last hit |
4BB~8BC~B(4hits)~CSA |
254 |
|
4BB~8BC~B(4hits)~8BC~AC |
??? |
Easier version of the above |
2B~8BC~B~CSA |
253 |
Strategies
- Hyaku Shiki excels in every range- it has the Mega Particle Launcher for the long range, plenty of ranged weapons for mid-ranged combat, and great mobility and melee for close range.
- Having said that, as a 2.5k unit, you will most often be relegated to the support role. Try and stay in the long and mid range until it’s time to take the offensive. Only use your close range options if an aggressive enemy brings the fight to you. The name of the game is low risk, low reward.
- Hitting the MPL is often a game changer, so practice reading the enemy movement and hitting them with the MPL. It’s not a tool you use to catch landings- instead, try and cover a wide area and move the beam into their trajectory.
- Practice different setups with the Dodai. Get comfortable with using 2B~BC as an escape option, and also with different 2B pyonkaku setups so your opponent never knows what you’re going to do next.
- While Hyaku Shiki does not have any moves that track well, you can bombard enemies non-stop while staying mobile. Don’t aim for big damage, just aim to deal more damage than you take and win the battle of attrition.
- E Burst is preferred on Hyaku Shiki for the back role. Neither F nor S are particularly noteworthy, but S is preferred if you really want a more aggressive playstyle.