Raider Gundam

Model Number: GAT-X370 Pilot: Clotho Buer
Cost: 300 Hp: 540 Transform: O Form Change: X

A unit from the X300 series that has a similar inner frame to the Aegis Gundam. It transforms into a bird-like Mobile Armor form, allowing for high speed movement within Earth’s atmosphere. It excels in hit-and-run tactics.

Move Summary

MS Mode

Ranged Armament Ammo DMG Notes
Main Hyper Velocity Shield Cannon 60 12 ~ 108 Machine gun
Sub Zorn 100mm Energy Cannon
2 120 Forced Down upon hit
Special Shooting Mjolnir Spherical Breaker  92 Throws its hammer at the enemy
Burst Attack Nuclear Missile 315(B)/300(L) Large AoE. Very high damage

 

Melee Input DMG Notes
5B 5BBB 169  
5BB~2B 230  High damage, forced down
8B 8BB 167 Bounces target at end of combo
 4/6B 4/6BBB 164  
2B 2B 32 ~ 136 Blocks ranged attacks, attack animation is extended when button is held
 CC8B CC8BB 116 Launches target into the air
Special Melee (BC) BC~5B 128 Kicks and launches target into the air
BC~8B 147 Finishes off with a transforming Issen attack that leaves the target in a cartwheeling Down
BC~AC 120 Launches target into the air with Mjolnir hammer

Cancel Routes:

A: AB, AC, BC
BC: B, 8B, AC

 

MA Mode

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Ranged Armament Ammo DMG Notes
Main Machine Cannons 30 30~111  
Sub Zorn 100mm Energy Cannon (2) 120 Forced Down upon hit. Fires towards whichever direction Raider is facing. Shares ammo with MS Form
Special Shooting Special Movement (AC) Raider does a rapid movement towards the target. Can be canceled into A, AB and B
AC ~ A 30 30~111 Raider does a rapid movement before firing off from its machine cannons
AC ~ AB (2) 110 Raider does a rapid movement before firing off from its Zorn energy cannon. Forced Down on hit, but does 10 less damage than usual. Shared ammo with MS form
AC ~ B     Raider transforms and does a shoulder tackle
Special Melee Rapid Transformation Rapidly transforms back to MS form. Cuts tracking

 

 

Cancel Routes:

A: AB~BC
AC~A/AB: BC
BC: AB, AC, *B

 

Overview

Raider is a general-purpose suit, albeit one with a relatively short red-lock range. While its tools are generally short in range, the Mjolnir hammer and Zorn beam cannon have relatively high down values to make up for it. Your main role is as a “disruptor”, who comes in close to unsuspecting enemies, down them quickly, and create more favorable 2v1 situations. Thus, proper shot placement is essential when playing Raider, as both its melee and ranged options are rather mediocre.

Raider’s general mobility is decent and has an MA mode. With its below average red-lock range and overall mediocre damage output, Raider is certainly not beginner-friendly, and will require only the most seasoned of pilots to fully bring out its potential.

 

Details

During MS Mode

Ranged Weapons

Main: Hyper Velocity Shield Cannon
Fires 2 rounds per “shot”, thus has a slightly larger hitbox. Fires 10 shots per input. Downs a target after 17 shots.

While the tracking is decent, the firing angles on this tool are rather narrow. Take caution so as not to accidentally turning around while shooting and be placed in vernier.

Sub: Zorn 100mm Energy Beam Cannon
Causes Vernier when used. While this tool Forced Downs any target upon hit, the tracking and projectile is rather lackluster. Difficult to hit raw and best used to hit confirm by cancelling from main. Useful to deter any oncoming enemies with Super Armor melee moves.

Special Shooting:  Mjolnir Spherical Breaker
Essentially a Gundam Hammer, Raider throws a hammer towards the target and launches any target into the air upon hit. Despite its appearance, this tool has a Ranged attribute and thus will be blocked by any attacks that has Shooting Guard. While the startup is fast, the muzzle correction and projectile speed are both weak and thus not reliable when used raw. Regardless, this tool has does not require any ammo and is a useful tool to fall back upon when ammo for both Main and Sub is scarce.

Melee Set

5BBB: Horizontal hit > Horizontal hit > Kick
Standard 3 hit combo. Raider does a series of horizontal hits with its hammer before launching the target into the air with a kick. generally mediocre performance and not cut-resistant

5BB~2B: Horizontal hit > Horizontal hit> Series of Kick
Similar to the basic 5BBB combo but Raider ends off with a series of kicks instead of launching the target into the air. Higher damage than the 5BBB combo and ends with target in Yellow Lock but still not cut-resistant.

8BB: Kick > Kick > Downward Kick
Series of kicks that ends in a downward kick on target. Bounces target on last hit.

4/6BB: Hook > Kick > Upper
Horizontal series of hit that ends in an uppercut

2B: Mjolnir Spin
Raider spins the Mjolnir hammer with a wide radius. Blocks any incoming projectiles and attack animation is extended the longer B is held. Blocks projectiles safely with small explosion radius like bazookas also as the blocking area is slightly in front of Raider. 

CC8BB: Backhand > Kick
Low damage but high down value.

BC: Mjolnir Rush
Raider rushes forwards with its Mjolnir. Can be cancelled into B, 8B or AC.Does not have any Shooting Guard properties whatsoever, but has fast start up with hitbox appearing almost immediately. Weak directional correction, not recommended to use at extremely close ranges. Howver, this move does not consume boost, and also has a hitbox on units that comes into contact with it.  

BC~5B: Mjolnir Rush
Raider rushes forwards with its Mjolnir before kicking then launching the target into the air.

BC~8B: Mjolnir Rush
Raider rushes forwards with its Mjolnir finishes off with a transforming Issen attack that leaves the target in a cartwheeling Down.

BC~AC: Mjolnir Rush > Hammer Throw
Raider rushes forwards with its Mjolnir before ending off with its hammer throw.

Burst Attack

Nuclear Missile
Raider summons a nuclear missile from a pocket universe and fires it at the enemy.  Startup is rather slow and may leave Raider vulnerable but the attack does very high damage and has a wide area of effect. Due to these properties, it is recommended to use at least once right before the end of Burst or on opponents about to wake up.


During MA Mode

Ranged Weapons

Main: Machine Cannons
Raider fires its nose and shoulder mounted machine cannons. Fires towards whichever direction Raider is facing.

Sub: Zorn 100mm Energy Cannon
Fires Raider fires its Zorn cannon. Fires towards whichever direction Raider is facing.

Special Shooting: Rapid Movement
Raider does a rapid spinning movement towards the target. Will dash towards the target if it’s in red lock, if not Raider will dash in the direction he is facing.  Can be canceled into A, AB, B
1) AC ~ A: Raider spins forwards while firing the machine cannons. Shares ammo with MA form’s Machine Cannons, but flinches target with 1 shot.
2) AC ~ AB: Raider spins forward before shooting off a shot from the Zorn Energy Cannon. Forced Down upon hit but does 10 less damage than usual. Consumes ammo from sub as per usual.
3) AC ~ B: Raider spins forward before doing a shoulder tackle that launches the target.

Special Melee: Rapid Transformation
Raider spins to the side before transforming back to MS form. Cuts tracking. Raider faces forward after the transformation.

Melee Set

B: Shoulder tackle
Raider quickly transforms and does a shoulder tackle on the target. Mediocre performance but launches target upon hit.

 

Strategies

  • Raider has pretty lackluster Red Lock range in MS form, general rule of thumb is to stay in MA form at long ranges and MS form at close ranges
  • Raider has plenty of tools with high down values and melee combos that are short; get in quickly, down the enemy and quickly retreat.
  • Due to the short duration of most of its attacks, Blaze Gear is recommended to maximize the damage output from its short combos.
  • What Raider does best is defend itself. You do have decent self-defense options in your machine gun, sub, 2B, and AC. MA mode can also be useful for getting away. Against extremely aggressive players, Raider could be a decent counter-pick.

 

 

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