Qubeley

Model Number:AMX-004

Pilot: Haman Karn

Cost: 2500 Hp: 620 Transform: O Form Change: X

A suit built on Axis for Newtype use. The flexible binders on its shoulders provide it with an elegant silhouette that shrouds its deadliness on the battlefield. Freely controlling its funnels to perform all-range attacks, Qubeley easily overwhelms all who choose to oppose it.

MS Mode Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Beam Gun

8

80

Higher-than-average BR damage

Charged Main

Beam Gun (Dual shot)

120

Fires both beam guns mounted on each hand simultaneously. One-hit down. If Hamma Hamma is deployed, it fires as well

Charged Melee

   

24-130/24-83

Sends a large number of funnels to attack the enemy. Multi-Lock available. Causes vernier in MS but can be cancelled into A to freefall. Does not cause vernier in MA

Sub

Funnels (set)

18 

 

Sends a set of 3 funnels to the desired location using directional input. Up to 3 sets of funnels (total 9) can be sent out at once.

Special Shooting 

Funnels (fire)

25~68

Command the funnels you have set to shoot.

Special Melee

Hamma Hamma & R-Jarja Summon

1

75/111

Summon the squad. Hamma Hamma shields you and fires when you do, R-Jarja tackles the enemy and explodes. Both summons appear simultaneously.

2B

Pressure

1

0

Super armor, stuns all MS in its effect radius

Burst Attack

Qubeley Rush

256-309 (S), 252-303 (E), 272-321 (F)

You can mash A during the grab sequence to fire your funnels and do additional damage.

Melee

Input

DMG

Notes

5B

5BBB

193

 

5B~2B~A

210

Knock the enemy into the air and attack with funnels

5BB~2B~A

243

8B

8BBB

212

Last hit causes Bound Down

8B~2B~A

193

Knock the enemy into the air and attack with funnels

8BB~2B~A

219

4B

4BB

171

 

4B~2B~A

198

Knock the enemy into the air and attack with funnels

CC8B

CC8B

83

Last hit causes spinning down

MA Mode Melee

B

100

One-hit melee

 MA Form Ability Summary

Note: During MA Form, input the side step command (44/66) and Qubeley will do a short barrel roll animation, which also cuts tracking.

Ranged

Armament

Ammo

DMG

Notes

Main

Beam Gun

10

80

 

Charged Main

Beam Gun (Dual shot)

120

Transforms back into MS to fire the same CSA

Charged Melee

   

24-130/24-83

Same as MS form but does not cause vernier

Sub

Funnels (set)

18 

 

Sends a set of 3 funnels to the desired location using directional input. Same as MS form but no vernier.

Special Shooting 

Funnels (fire)

25~68

Command the funnels you have set to shoot. Same as MS form but no vernier.

Special Melee

Hamma Hamma & R-Jarja Summon

1

75/111

Summon the squad. Hamma Hamma shields you and fires when you do, R-Jarja tackles the enemy and explodes. Both summons appear simultaneously. Same as MS form but no vernier.

2B

Pressure

1

0

Transforms back to MS form and releases the same Pressure. 

5B

Cross Slash

 

100

Transforms back to MS mode and slashes at the enemy. Very cool.

44/66

Barrel roll

Double tap left or right to do a barrel roll. You will maintain the same trajectory but move slightly faster while cutting tracking. 

Cancel Routes:

A/ MA mode A: AB, AC, BC, 2B 

CSA: AC,BC, 2B

AB: A, AC, BC

MA Mode AB: AC, BC

CSB/ MA Mode CSB: A, AB

BC/ MA Mode BC: A

Overview

Qubeley has a lot of very strong tools that makes it a nightmare at all ranges. It has strong options at the long range due to its above average BR, strong inertia-inheriting CSA/CSB, and great tracking on its assist. But what makes the suit truly outstanding is its ability to fire funnels at will, something that is unique to Qubeley and Qubeley alone (unless you count Rozen Zulu’s creep hands). The ability to blend funnel deployment seamlessly into your movement and attacks makes for both confusing movement and a strong ranged offense.

Qubeley’s funnels are great for catching landings even at green lock, but even more valuable than that is that they let you control your enemies and mess with their minds. You can put them in a perpetual state of fear to land due to the uncertainty of whether funnels are waiting to fire on them. And of course if they expend all their boost trying to dodge your funnels, you’re ready to capitalize. Using funnels effectively takes a lot of practice, but they become an extremely potent tool when properly learned.

While Qubeley’s huge binders don’t have an actual hitbox, the unit is still larger than most, so you need to learn to evade cleanly. Qubeley however has no shortage of freefalls and opportunities to step while moving, allowing it to move in confusing patterns that all but veterans will not be able to read. 

Qubeley’s melee is also nothing to scoff at. 4B and CC8B have high priority, 8B does great damage, and MA Mode B is a great surprise attack. All this is further augmented due to the fact that you have an assist that can block shots for you  making melee much safer to attempt, as well as Pressure that fully compliments close ranged combat.

Qubeley is a unit deserving of the title ‘all-rounder’. Which isn’t at all to say that it’s a jack of all trades— it excels in a lot of areas that even dedicated specialists will find hard to beat. If you enjoy a playstyle that is extremely complex but well worth the effort to learn, then Qubeley may be the unit for you.

Ranged Weapons 

Main: Beam Gun

Functionally similar to most beam rifles, but with a high damage output of 80 (standard is roughly 70, 75). As with most ranged units, this is your standard jab. If Hamma Hamma is deployed, he will fire his weapon a brief moment after you use this move. 

Charged Main: Beam Gun (Dual Shot)

Stops to fire the beam guns mounted on both its left and right hands. Pretty standard charged shot, if there’s anything special about this it’s that it retains a lot of inertia before firing. Great for helping to supplement your Main ammo. You can also combo this into funnel firing. If Hamma Hamma is deployed, he will fire his weapon a brief moment after you use this move. 

Charged Melee: Funnel Assault

Sends a large number of funnels to attack the enemy. Multi-Lock available. Causes vernier in MS, but can be cancelled into your Main to freefall. Qubeley must have a lot of funnels stored in those binders, because you can still use AB and AC freely while the CSB funnels are deployed.

Overall, the tracking on these is not very good, and using multi-lock decreases your chance significantly of hitting the enemy, because the total number of funnels deployed is divided between the two enemies. You can cancel multi-lock using your main, CSA, or AC. The enemy needs to get hit by 3 funnels to get staggered. 

Overall, this is still a move you’ll be using often because it’s free of charge. In the lulls where you’re out of ammo on your main or sub, you can use this to keep up the pressure. It’s also a good freefall when combined with a sidestep, although Qubeley has no shortage of freefalls to begin with. 

The MA version of this causes no vernier and is just as good to use as the regular version during MA.

Sub: Funnels

5AB sets the funnels at your current location, while 2,4,6,and 8 set the funnels in the respective locations surrounding the enemy based on your perspective. 3 funnels are set with every input, up to a maximum of 3 sets. If you have 3 sets of funnels deployed, it will cost 9 ammo to fire everything. 

You can still send out funnels and fire them with AC even if you have no ammo, just that nothing will be shot. This means you can use the AB freefalls even with no ammo, which is great. You do not have to fire funnels if you don’t want to- they automatically return to you if not fired after a few seconds. 

While it may seem wasteful to have one command to deploy funnels and one command to fire them, this move is great even just as a movement tool. You can loop A~AB~A~AB until you run out of boost, allowing you to “zunda” without boost dashing. You can use this to freefall when you do A~AB while firing out of angle. You can deploy funnels around the enemy just to scare them and make them evade funnels you have no intention of firing. There are many applications to this, which you will discover over time while mastering this suit.

Special Shooting: Funnels (Fire)

Fire all set funnels. While this cannot be used to freefall, the rigidity after firing the funnels is very short. You can use this as a pseudo freefall by sidestepping before releasing the funnels, which inherits a huge amount of horizontal inertia, allowing you to slide a great distance before falling. You can also guard quickly after firing the funnels, which can prove useful in a pinch.

Special Melee: Hamma Hamma & R-Jarja Summon

Summons two assists for the price of one. As soon as you press BC Hamma Hamma will take his defensive stance around you, and R-Jarja will charge at the enemy. Because using your burst will reload this weapon, it’s recommended that you use this before bursting so that it reloads, allowing you to use it immediately again once Hamma Hamma leaves.

Hamma Hamma

While you might be inclined to laugh at its name, Hamma Hamma is a great assist and loyal friend who you will always be thankful to have by your side. Hamma Hamma stands in front of you and blocks all ranged attacks from the front, up to a maximum of 100 damage. Certain attacks do bypass this, such as boomerangs and bazookas that have an AOE explosion. 

Hamma Hamma also fires its mega particle gun when you fire your Main or CSA. Each shot is actually 3 projectiles which do 25 damage each. When Qubeley fires its guns, Hamma Hamma moves slightly to the left position which can leave you slightly unguarded, so be wary when you fire. Hamma Hamma will protect you while dashing in with a melee attack but not while you actually attack, so if you want to close in on an enemy with the active guard be sure to cancel out of your melee attack right before the attack animation begins so Hamma Hamma stays in front of you at all times. 

While this is pretty situational, Hamma Hamma does not go invincible if you are downed. So opponents can actually shoot at it and remove it if you get downed by a melee combo or shots from behind. 

BC does not start reloading until Hamma Hamma is destroyed or leaves the field. If Hamma Hamma is not destroyed it disappears after a relatively long duration. 

R-Jarja

Unlike Hamma Hamma who loves sticking around, existence is pain for the R-Jarja and it wants to die ASAP. Upon being summoned in red lock, R-Jarja charges head-first at the enemy, grabbing it upon contact. After holding the enemy in place for about 3 seconds, it explodes, dealing damage and sending the enemy skyward. 

If used in green lock, R-Jarja hangs out with you and Hamma Hamma until you enter red lock, at which point it charges at the enemy. Unfortunately it doesn’t like you very much, and will automatically leave if you don’t enter red lock for 10 seconds.

R-Jarja is a great assist that charges quickly and has great tracking. It’s also great for dealing big combos, because you are given ample time to set up your best combos while he is grabbing the enemy. 

2B: Pressure

Super armor, stuns all MS in its effect radius. All in all, one of the best self defense moves in the game, and also useful as an okizeme tool. However, it’s not omnipotent. Here are the moves that bypass Pressure:

  • Nu Gundam’s Fin Funnel Barrier
  • Quanta’s GN Field
  • Cherudim’s Shield Bits
  • Zabanya’s Holster Bits
  • 00 Seven Sword’s GN Field
  • Deathscythe Hell’s (TV and EW) Cloak
  • Gyan’s Shield
  • Dynames’ GN Full Shield
  • Alex’s Armor
  • Efreet’s Dash
  • All Super Armor moves

Ranged Weapons During MS

Most of the MA mode weapons are functionally identical to the ones in MS, except without vernier. The rest directly transform you into MS mode to fire the regular MS version. Not much to explain here, except for:

MA Mode 44 or 66: Barrel Roll

By inputting a sidestep during your MA Mode, you execute a barrel roll while continuing to fly straight in your current trajectory. This moves you forward faster, and also cuts tracking. This is a great option for escaping, especially during an enemy’s S burst. Can be done in rapid succession, but watch your boost consumption.

Melee Set

5B: Beam Saber

Standard 3-hit combo with your beam sabers. Pretty good cut resistance because you move forward quite a lot.

4/6B: Beam Saber Spin Slash

Qubeley slashes at a wide angle before spinning rapidly with its beam sabers out. Fast startup and good travel distance makes this a strong melee option to initiate a combo with.

8B: Beam Saber Stabs > Wild Rush

Qubeley stabs the enemy rapidly before slashing wildly with its beam sabers. This is actually your highest damage melee set, so you should try to combo into this when you want optimal damage. 

CC8B: Pinwheel Slash

Qubeley spins rapidly while slashing with its beam sabers. This move has a big hitbox, and is your other main combo initiator aside from 4/6B. Last hit causes spinning down. 

Melee~2B~A Cancel Route: Uppercut to funnel assault

From 5B, 8B, or 4/6B, you can cancel into 2B to slash the enemy sending it upward, and then input A multiple times to fire funnels into them. Once the funnel is deployed it will fire even if you boost dash cancel, meaning you can leave enemies trapped in a sorry state while you go assist your teammate. 

MA Mode Melee: Cross Slash

While you may have doubts about the effectiveness of this move, it is actually an incredibly strong option. The move travels very fast and has a very good hitbox, and because it is unleashed from MA it’s often unexpected. You can use this in conjunction with the MA mode roll to dodge attacks and close the gap before unleashing this beast of a move. 

Burst Attack

Qubeley Assault

A pretty cool beam saber rush. There is a sequence where Qubeley grabs the enemy, during which you can mash the A button to fire funnels to increase the damage done. Overall not a bad burst attack, but you’ll find yourself short on opportunities to use it mostly because it’s very long and drawn out.

Strategies

  • Qubeley can be played in an orthodox fashion, but its true power can only be realized when you blend funnel deployment and its numerous freefalls into your offense. One common example will be doing something like A~4AB~A~8AB>>AC while falling, allowing you to fire two beam rifle shots off while setting your funnels, and then sidestepping into firing your funnels. 
  • There are numerous variants of the above sequence. Some examples include doing it while rising, adding sidesteps or fuwasteps in-between, doing it while boost dashing, etc. Hit the training mode and figure out all your options for all situations.
  • Qubeley is great even at green lock. It is easy to catch unaware opponents with a full load of funnels right at the start of the match, by deploying two sets of funnels and firing with AC when they land. Lots of people like to start the match with a boost dash jump, and this punishes that kind of lazy movement perfectly.
  • As a 2.5k, Qubeley has what it takes to even go toe-to-toe with a lot of 3k units, but most of the time you will be relegated to the back role when teamed with a 3k. Instead of taking risks and directly engaging the enemy, it is more important that you preserve your HP and take minimal risks. Once your teammate has died and you are still healthy you can start going a bit deeper. 
  • Qubeley by nature is a suit that many people do not want to attack haphazardly due to Pressure and the Hamma Hamma assist. This often causes the enemy to lock on to your teammate instead. Show them that Qubeley is not a suit to be ignored by sending them to funnel hell.