<?xml version="1.0"?>
<rss version="2.0"><channel><title>1000 Cost Suits Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/277-1000-cost-suits/</link><description>1000 Cost Suits Latest Topics</description><language>en</language><item><title>[FB] Efreet Custom Thread - The original EXAM user</title><link>https://www.forums.dustloop.com/forums/topic/8285-fb-efreet-custom-thread-the-original-exam-user/</link><description><![CDATA[
<p></p><p></p><div style="text-align:center;"><img src="http://1.bp.blogspot.com/-UNR-CJswQQw/T-LmFrPhw9I/AAAAAAAAm8k/jMWf9s_8QPk/s640/20120619171449-96563.jpg" alt="20120619171449-96563.jpg"><p>
</p><p>
Efreet Custom/Kai</p><p>
Pilot: Nimbus Schterzen</p><p>
Cost: 1000</p><p>
Health: 350</p><p>
</p><p>
<a href="" rel="external nofollow">JP Wiki</a></p><p>
</p><p>
Main villain from the first part of Gundam Side Story: Blue Destiny. Uses the EXAM system which was copied over to Blue Destiny Unit 1 by a defected Zeon scientist.</p></div><p></p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Movelist</b></div><p>
<strong>[A] Wrist Grenade Launcher </strong></p><p>
Fire two rocket grenades from the wrist. Two shots until reload. Has some homing.</p><p>
</p><p>
<strong>[AB] 6-Tube Missile Launcher </strong></p><p>
Fires 6 missiles in a straight horizantal line towards the enemy. Has some homing.</p><p>
</p><p>
<strong>[bC] Command Strike </strong></p><p>
Dashes forwards and hits enemy with a melee attack. After attack, Efreet poses and the enemy explodes. Explosion restores 30 EXAM. Can be cancelled out of with B. You do not get EXAM if you cancel or if the enemy dies from either the explosion or the hit.</p><p>
</p><p>
<strong>[AC]  EXAM Dash </strong></p><p>
Dashes forward with help from the EXAM system. Blocks some shots. Can be cancelled into B. Uses 40 EXAM.</p><p>
</p><p>
</p></div><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>COMBOS</b></div><p>
~WIP~</p><p>
</p></div><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>EXAM SYSTEM</b></div><p>
Indicated by a red aura around the Efreet. Starts out at 100 and does not go down with time. When active, several changes happen to the MS. When amount reaches 0, unit gets a debuff and the gauge refills up to 100.</p><p>
</p><p>
~WIP~</p><p>
</p></div><p>
</p><p>
Editing atm.</p>
]]></description><guid isPermaLink="false">8285</guid><pubDate>Tue, 04 Feb 2014 03:07:11 +0000</pubDate></item><item><title>[FB] Hildolfr (Tank) Thread</title><link>https://www.forums.dustloop.com/forums/topic/8221-fb-hildolfr-tank-thread/</link><description><![CDATA[
<p></p><p></p><div style="text-align:center;"><img src="http://i.imgur.com/fDMxCbK.jpg" alt="fDMxCbK.jpg"><p>
</p><p>
Name: YMT-05 Hildolfr</p><p>
Pilot: Demeziere Sonnen</p><p>
Cost: 1000</p><p>
HP: 300</p><p>
</p><p>
Movement Type: Ground | Mode Change: <span style="color:#008000;">Yes</span> | Transform: <span style="color:#FF0000;">No</span> | Special Burst Effects:<span style="color:#FF0000;"> No</span></p><p>
</p><p>
<a href="" rel="external nofollow"><strong>JP Wiki</strong></a></p></div><p></p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Introduction</b></div><p>
Hildolfr is a long range suit that has many different weapons as well as good movement. Hildolfr's movement has been described as being one of the tougher suit-specific things to learn in EXVS, due to pretty much pushing buttons constantly the entire match, but with practice the player can learn all of the brake cancels and sidestep shenanigans Hildolfr is known for. Due to its low HP, learning how to move properly with it is very important. It was nerfed quite a bit coming from EXVS to Full Boost, but is still no slouch, and only went from being completely stupid to just being a good suit. No Sean-level nerfs here!</p><p>
</p><p>
On a personal note, moving well with Hildolfr and dodging stuff like a champ is probably my favorite thing to do in this game. It's really fun.</p><p>
</p></div><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Movelist (MS Mode)</b></div><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Weapons</b></div><p>
<strong>[A] Zaku Machinegun</strong></p><p>
<span style="color:#0000FF;">[Damage: 112/20 shots][Ammo: 80][Down Value:?][Proration:?][Reload Time:?/80 shots][Type: Live Ammo][stagger]</span></p><p>
Serviceable MG, not bad when you are out of everything else. Fires up to 20 rounds at a time.</p><p>
</p><p>
<strong>[AB] 30cm Cannon (HE Round)</strong></p><p>
<span style="color:#0000FF;">[Damage: 94][Ammo: 6][Down Value:?][Proration: -40%][Reload Time: 10s/6 shots][Type: Live Ammo][Down]</span></p><p>
Standard ammo, and the only one available in MS mode. Ammo is shared with tank mode.</p><p>
</p><p>
<strong>[2AB] Zaku II Summon</strong></p><p>
<span style="color:#0000FF;">[Damage: 104][Ammo: 1][Down Value:?][Proration:?%][Reload Time: 10s/1 shot][Type: Live Ammo][stagger]</span></p><p>
</p><p>
<strong>[AC] Smoke discharge</strong></p><p>
<span style="color:#0000FF;">[Ammo: 100][Reload Time: 20s/1 shot][Cooldown: 8s][Type: Jammer]</span></p><p>
Pops the smoke. Cuts tracking and lasts 5 seconds. No longer starts the match with smoke available!</p><p>
</p><p>
<strong>[bC] Mode Change</strong></p><p>
Switches to tank mode.</p><p>
</p><p>
<strong>[ABC] EX Burst Attack</strong></p><p>
<span style="color:#0000FF;">[Damage: 198]</span></p><p>
Hildolfr spins like it's EXVS again and fires a bunch of HE rounds.</p><p>
</p></div><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Melee</b></div><p>
<strong>[5B]</strong></p><p>
BBBB - </p><p>
<span style="color:#0000FF;">[Damage: 204]</span></p><p>
</p><p>
B8B - </p><p>
<span style="color:#0000FF;">[Damage: 118]</span></p><p>
</p><p>
<strong>[8B]</strong></p><p>
8B - Hildolfr uses the recoil of its cannon to slam into the target.</p><p>
<span style="color:#0000FF;">[Damage: 81]</span></p><p>
</p><p>
<strong>[4/6B]</strong></p><p>
4/6B - Hildolfr uses the recoil of its cannon to slam into the target.</p><p>
<span style="color:#0000FF;">[Damage: 81]</span></p><p>
</p><p>
<strong>[2B]</strong></p><p>
2B - Hildolfr launches itself into the target.</p><p>
<span style="color:#0000FF;">[Damage: 80]</span></p><p>
</p><p>
<strong>[bD8B]</strong></p><p>
BD8B - Hildolfr spins with its shovels extended to hit the target.</p><p>
<span style="color:#0000FF;">[Damage: 113]</span></p><p>
</p></div><p>
</p></div><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Movelist (Tank Mode)</b></div><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Weapons</b></div><p>
<strong>[A] 30cm Cannon (Incendiary Round)</strong></p><p>
<span style="color:#0000FF;">[Damage: 115][Ammo: 1][Down Value:?][Proration: ?%][Reload Time: 8s/1 shot][Type: Live Ammo/Explosion][Down]</span></p><p>
Kaboom. Makes a big explosion when it hits.</p><p>
</p><p>
<strong>[A] 30cm Cannon (APFSDS Round)</strong></p><p>
<span style="color:#0000FF;">[Damage: 115][Ammo: 2][Down Value:?][Proration: -20%][Reload Time: 11s/2 shots][Type: Live Ammo][Down]</span></p><p>
Pew. A fast round comparable to a shot from Dynames or Cherudim(but not <em>that</em> fast), good for catching landings and people doing slow + stationary attacks(e.g. nukes)</p><p>
</p><p>
<strong>[A] 30cm Cannon (Anti-air shrapnel Round)</strong></p><p>
<span style="color:#0000FF;">[Damage: 66][Ammo: 1][Down Value:?][Proration: ?%][Reload Time: ?s/1 shot][Type: Live Ammo][stagger]</span></p><p>
Crackle? Fires a big spread that looks a lot like fireworks. At long range it's pretty useless, but up close it's not bad.</p><p>
</p><p>
<strong>[AB] 30cm Cannon (HE Round)</strong></p><p>
<span style="color:#0000FF;">[Damage: 94][Ammo: 6][Down Value:?][Proration: -40%][Reload Time: 10s/6 shots][Type: Live Ammo][Down]</span></p><p>
Ammo is shared with MS mode.</p><p>
</p><p>
<strong>[2AB] Zaku II Summon</strong></p><p>
<span style="color:#0000FF;">[Damage: 104][Ammo: 1][Down Value:?][Proration:?%][Reload Time: 10s/1 shot][Type: Live Ammo][stagger]</span></p><p>
</p><p>
<strong>[AC] Smoke discharge</strong></p><p>
<span style="color:#0000FF;">[Ammo: 100][Reload Time: 20s/1 shot][Cooldown: 1s][Type: Jammer]</span></p><p>
Pops the smoke. Cuts tracking and lasts 5 seconds. No longer starts the match with smoke available!</p><p>
</p><p>
<strong>[</strong><strong>B] Ammo change</strong></p><p>
Cycles between the three ammo types that are fired with the A button.</p><p>
</p><p>
<strong>[bC] Mode Change</strong></p><p>
Switches to MS mode.</p><p>
</p><p>
<strong>[C] Spin</strong></p><p>
Spin.</p><p>
</p></div><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Melee</b></div><p>
None!</p><p>
</p></div><p>
</p></div><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Mode Differences</b></div><p>
MS Mode: Slower than tank mode, but has the ability to block as well as smack people with shovels. Can cancel AB into BC to zip back into tank mode and replenish boost. It can get airlifted too but that doesn't have much use.</p><p>
</p><p>
Tank Mode: Faster, has more ammo options (but loses the machinegun). Can't block or melee, but it can spin. Whee.</p><p>
</p></div><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Strategy</b></div><p>
Stagger the timing of your shots. As fun as it can be to fire them out as fast as you can, doing so makes it a lot easier for the target to dodge them. </p><p>
</p><p>
Watch your boost meter. While playing as the tank you will pretty much never run out of boost, provided you mode switch before overheating. </p><p>
</p><p>
Be sure to integrate sidestepping into your movement, just boost dashing isn't always enough to dodge stuff. If you see a red arrow that indicates an attack is headed your way, try to sidestep out of its vector, e.g. if an attack is coming from the front, sidestep left or right.</p><p>
</p><p></p><div style="text-align:center;"><img src="http://i.imgur.com/ABYJEAf.png" alt="ABYJEAf.png"></div><p> </p><p>
</p><p>
When someone is trying to shoot you, it is best to have your suit facing them to decrease the size of your hitbox. This is less important at longer ranges, but when closer and/or vs. bigger beams it makes a big difference. Spinning can be used to change the direction you are facing by switching modes when the tank is lined up in the direction you want it to be facing.</p><p>
</p><p></p><div style="text-align:center;"><img src="http://i.imgur.com/y3D8iM9.png" alt="y3D8iM9.png"></div><p></p><p>
</p><p>
If your partner is being attacked with a melee combo, the APFSDS round is usually your best bet to try and cut the enemy. For suits with tougher melee combos to cut, like Quanta, cutting is generally a crapshoot(though you may be able to punish the landing).</p><p>
</p><p>
If you are being approached by a melee suit and can't pick them off of you in tank mode, pop smoke and switch to MS mode to be able to block. For suits with whips like X1 or Master, blocking will be the safest bet to take. Against suits without whips, another option after popping smoke is to boost away/sidestep and fire AB or sidestep and go in for your own melee attempt. Generally attempting to melee a melee suit with the tank is a horrible idea, but with smoke active it becomes a decent (and entertaining) strategy. Upon getting a knockdown, or at least stunning them, waste no time in getting out of there. Try to avoid getting knocked down while in tank mode, especially if you don't have smoke-- you are almost guaranteed to lose a huge chunk of HP.</p><p>
</p></div><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Cancel Routes</b></div><p>
MS Mode: AB→BC </p><p>
</p></div><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Full Boost Changes</b></div><p>
Overall mobility nerfed</p><p>
Tank mode 5B changed</p><p>
Tank mode Main 1(Incendiary) guidance, muzzle correction, explosion size nerfed</p><p>
Tank mode Main 2(APFSDS) Muzzle correction nerfed, guidance slightly buffed, speed nerfed, reload time increased, damage reduced.</p><p>
Tank mode Main 3 (Anti-air) now blows back instead of normal stagger on hit</p><p>
New Move: Tank Mode Main 4 added.</p><p>
Sub proration, guidance, blast size, damage nerfed </p><p>
Smokescreen starts at 0 instead of 100, reload time increased to 20s and cooldown time  is 1s</p><p>
BC mode change slower</p><p>
Tank mode brake cancel spin is slower</p><p>
Gained a Burst Attack</p><p>
</p><p>
nerf champ</p><p>
</p></div>
]]></description><guid isPermaLink="false">8221</guid><pubDate>Fri, 24 Jan 2014 20:49:33 +0000</pubDate></item><item><title>[FB] AMX-011S Zaku III Custom Thread - LONG LIVE LADY HAMAN!</title><link>https://www.forums.dustloop.com/forums/topic/8305-fb-amx-011s-zaku-iii-custom-thread-long-live-lady-haman/</link><description><![CDATA[
<p>JP Wiki page for reference: <a href="" rel="external nofollow">http://www4.atwiki.jp/arcgundamexvsfuvo/pages/270.html</a></p><p>
</p><p>
</p><p></p><div style="text-align:center;"><img src="http://fc05.deviantart.net/fs71/f/2014/039/a/5/mashymreiiifb_by_bannedb0ss-d75oqc9.png" alt="mashymreiiifb_by_bannedb0ss-d75oqc9.png"></div><p></p><p>
</p><p>
AMX-011S Zaku III Custom</p><p>
Pilot: Mashymre Cello</p><p>
Armor: 330</p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Movelist</b></div><p>
<strong>[A] Beam Rifle</strong></p><p>
- Standard BR</p><p>
- Rechargeable</p><p>
</p><p>
<strong>[CSa] Beam Gun</strong></p><p>
- Fires a pair of beams that will cause knockdown</p><p>
</p><p>
<strong>[CSb] Power of a Cyber Newtype</strong></p><p>
- Most attacks deal increased damage</p><p>
- Increased movement speed</p><p>
- Third melee added to 5B and 4/6 B combos</p><p>
- Lasts ~16 sec.</p><p>
- Recharges in ~10 sec. (after ~10 sec. cooldown)</p><p>
</p><p>
<strong>[AB] ReGelg Assist</strong></p><p>
- ReGelg assist fires three pairs of grenades from forearms</p><p>
- Knocks enemy airborne</p><p>
- Damage increases with consecutive hits</p><p>
- 3 uses, does not recharge</p><p>
</p><p>
<strong>[AC] Pressure</strong></p><p>
- Short range, spherical AOE, heavy stun</p><p>
- Recharges (~12 sec.) after cooldown (~15 sec.)</p><p>
</p><p>
<strong>[bC] I can not be defeated</strong></p><p>
- Grabs enemy and spin kicks them away</p><p>
- Pressing A during grab will throw enemy behind and fire BR</p><p>
- Pressing 2B during grab will sacrifice self for high damage</p><p>
- Range of forward movement and explosion radius roughly equivalent to Pressure</p><p>
</p></div><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Cancel Routes</b></div><p>
</p><p>
A -&gt; Everything</p><p>
CSa -&gt; A, CSb. BC</p><p>
(All except 8) B -&gt; BC</p><p>
CSb &lt;-&gt; CSa</p><p>
</p><p>
</p></div><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Combos</b></div><p>
</p><p>
5BB &gt; 5BB</p><p>
5BB &gt; 8B</p><p>
2B &gt; 5BB</p><p>
2B &gt; 8B</p><p>
</p><p>
With CSb active</p><p>
</p><p>
</p><p>
</p><p>
</p></div><p>
</p><p>
I am very limited in my knowledge of Japanese and the terms commonly used for this game (gerobi, etc.) and apologize for any wrongly-named attacks or other information.  If someone could give me appropriate translations, or even some way to help me learn Japanese, I would appreciate it.  I will add cancel routes and combos etc once I finish my notes on them.</p><p>
</p><p>
Updated 2/20/2014: Still incomplete</p>
]]></description><guid isPermaLink="false">8305</guid><pubDate>Sun, 09 Feb 2014 03:42:33 +0000</pubDate></item><item><title>[FB] Starting an Individual Unit Thread *IMPORTANT*</title><link>https://www.forums.dustloop.com/forums/topic/8136-fb-starting-an-individual-unit-thread-important/</link><description><![CDATA[
<p>Our goal is to have as much suit information as possible collected and organized onto the front post of every individual suit page. As such, if you are a responsible user who can manage to check the thread on a regular basis and update the first post with useful information as it presents itself, please begin by at least including the movelist to start. Think of this like being the character mod in GG/BB. You're not obligated to write a guide or lead discussion though. Just on keeping the front page useful, if possible. Thanks!</p><p>
</p><p>
If the OP is inactive, and you're interested in replacing him, and are capable of maintaining the responsibilities of a thread OP, inform me. Actually just use this thread to report inactivity.</p><p>
</p><p>
Example using DX (BBCode included below):</p><p>
</p><p>
</p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Movelist</b></div><p>
</p><p>
<strong>[A] DX Buster Rifle</strong></p><p>
Standard BR</p><p>
</p><p>
<strong>[CSa] Hyper Beam Sword</strong></p><p>
Chucks a sword that stuns on contact. Doesn't really have much guidance.</p><p>
</p><p>
<strong>[AB] Leopald Destroy / Airmaster Summon</strong></p><p>
Calls in either Leopald or Airmaster Assists</p><p>
</p><p>
<strong>[AC] Twin Satelite Cannon</strong></p><p>
Fires a huge gerobi. Has super armor.</p><p>
</p><p>
<strong>[bC] Activates G-Bits</strong></p><p>
Summons G-bits that float around you, firing when you fire for a fixed amount of time. Can amekyan into BR. Pressing BC while G-Bits are on will force them to fire automatically.</p><p>
</p><p>
</p></div><p>
</p><div></div><pre class="ipsCode"><br>
[noparse][INFO=Movelist]<br>
[B][A] DX Buster Rifle[/B]<br>
Standard BR<br><br>
[B][CSa] Hyper Beam Sword[/B]<br>
Chucks a sword that stuns on contact. Doesn't really have much guidance.<br><br>
[B][AB] Leopald Destroy / Airmaster Summon[/B]<br>
Calls in either Leopald or Airmaster Assists<br><br>
[B][AC] Twin Satelite Cannon[/B]<br>
Fires a huge gerobi. Has super armor.<br><br>
[B][BC] Activates G-Bits[/B]<br>
Summons G-bits that float around you, firing when you fire for a fixed amount of time. Can amekyan into BR. Pressing BC while G-Bits are on will force them to fire automatically.<br>
[/INFO]<br>
[/noparse][/CODE]<p></p></pre>
]]></description><guid isPermaLink="false">8136</guid><pubDate>Sat, 18 Jan 2014 08:23:30 +0000</pubDate></item><item><title>[FB] RGZ-91 Re-GZ "Wait, Hathaway! Don't shoo-!"</title><link>https://www.forums.dustloop.com/forums/topic/9153-fb-rgz-91-re-gz-wait-hathaway-dont-shoo/</link><description><![CDATA[
<p><img src="http://img1.wikia.nocookie.net/__cb20120629112249/gundam/images/4/46/1340966865245.jpg" alt="1340966865245.jpg"></p>
<p>RGZ-91 Re-GZ (Refined Gundam Zeta)</p>
<p>Pilot: Chan Agi</p>
<p>Series: Mobile Suit Gundam: Char's Counter-Attack</p>
<p> </p>
<p>HP: 320</p>
<p> </p>
<p>*NOTE: Re-GZ starts in BWS (Back Weapon System) waverider mode and you can manually switch to the mobile suit by pressing <strong>[AC]</strong>. </p>
<p> </p>
<p>*NOTE:Waverider mode lasts for 90 seconds before BWS is purged.</p>
<p> </p>
<p><strong></strong></p><div style="width:auto;border:1px solid #930000;padding:4px;"><strong> 
</strong><div style="border:1px solid #3d3d3d;padding:4px;"><strong> 
<b>BWS Waverider Movelist</b></strong></div><strong>
</strong><p><strong><strong><strong>(A) Beam Cannon</strong> </strong></strong></p><strong>
</strong><p><strong>8 shots.  Causes stagger on hit. Decent tracking.<br><br><strong><strong><strong> Grenade Launcher</strong></strong><strong><strong> </strong></strong></strong></strong></p><strong><strong>
</strong></strong><p><strong><strong>2 shots before reload. Shoots four grenades per shot that have decent tracking.</strong><br><br><strong><strong><strong>[AB] Mega Beam Cannon</strong></strong><strong> </strong></strong></strong></p><strong><strong>
</strong></strong><p><strong><strong>2 shots before reload.  Causes knockdown on hit.</strong><br><br><strong><strong><strong>[AC] BWS Mode Change</strong></strong></strong><br><strong>
Launches BWS at opponent and causes knockdown while changing Re-GZ into mobile suit. Can only be used ONCE per life.</strong><br><br><strong><strong><strong>[bC] Barrel Roll</strong></strong></strong><br><strong>
Does a barrel Roll</strong></strong></p><strong><strong>
</strong></strong><p><strong></strong></p><strong></strong></div><strong><br><strong><strong> </strong></strong></strong><strong>
</strong><p></p><div style="width:auto;border:1px solid #930000;padding:4px;"><strong> 
</strong><div style="border:1px solid #3d3d3d;padding:4px;"><strong> 
</strong><b><strong>Mobile Suit Movelist</strong></b></div><strong>
</strong><p><strong> </strong></p><strong>
</strong><p><strong><strong>[A]Beam Rifle</strong></strong><strong><strong> </strong></strong></p><strong>
</strong><p><strong>4 shots before reload. Standard Beam Rifle shot.</strong></p><strong>
</strong><p><strong> </strong></p><strong>
</strong><p><strong><strong><strong> Beam Saber</strong></strong></strong></p><strong><strong>
</strong></strong><p><strong><strong>Standard melee weapon</strong></strong></p><strong><strong>
</strong></strong><p><strong><strong> </strong></strong></p><strong><strong>
</strong></strong><p><strong><strong><strong>[AB]Tube-launched Grenade 1 </strong></strong></strong></p><strong><strong>
</strong></strong><p><strong><strong>2 shots before reload.  Shoots two grenades from wrist-mounted tube launchers.  Has decent tracking.</strong></strong></p><strong><strong>
</strong></strong><p><strong><strong> </strong></strong></p><strong><strong>
</strong></strong><p><strong><strong><strong>[AC]Tube-launched Grendade 2 </strong></strong></strong></p><strong><strong>
</strong></strong><p><strong><strong>1 shot before reload. Shoots two grenades from hip-mounted tube launchers.  Has decent tracking but slower speed than wrist-mounted version.</strong></strong></p><strong><strong>
</strong></strong><p><strong><strong> </strong></strong></p><strong><strong>
</strong></strong><p><strong><strong><strong>[bC]Dummy Launcher 1 use before reload</strong></strong></strong></p><strong><strong>
</strong></strong><p><strong><strong>Shoots a dummy balloon to lose enemy target lock.  Explodes and causes damage if enemy touches it.</strong></strong></p><strong><strong>
</strong></strong><p><strong><strong> </strong></strong></p><strong><strong>
</strong></strong><p><strong><strong><strong>[ABC]Extreme Burst Attack</strong></strong></strong></p><strong><strong>
</strong></strong><p><strong><strong>Beam Rifle and Grenade/Missile barrage</strong></strong></p><strong><strong>
</strong></strong><p><strong><strong> </strong></strong></p><strong><strong>
</strong></strong><p><strong><strong><strong>Combos:</strong></strong></strong></p><strong><strong>
</strong></strong><p><strong><strong> </strong></strong></p><strong><strong>
</strong></strong><p><strong><strong><strong>5BBB</strong></strong></strong></p><strong><strong>
</strong></strong><p><strong><strong> </strong></strong></p><strong><strong>
</strong></strong><p><strong><strong><strong>4/6BBB</strong></strong></strong></p><strong><strong>
</strong></strong><p><strong><strong> </strong></strong></p><strong><strong>
</strong></strong><p><strong><strong><strong>cc8BB</strong></strong></strong></p><strong><strong>
</strong></strong><p></p></div><strong><strong>
</strong></strong><p><strong><strong>Will add pictures and move damage info VERY soon!</strong></strong></p>
]]></description><guid isPermaLink="false">9153</guid><pubDate>Wed, 27 Aug 2014 14:00:18 +0000</pubDate></item><item><title>[FB] GN-XIII General Discussion: The Immortal Colasour!!</title><link>https://www.forums.dustloop.com/forums/topic/8339-fb-gn-xiii-general-discussion-the-immortal-colasour/</link><description><![CDATA[
<p>GN-XIII A-Laws Type</p><p>
Pilot: Patrick Colasour (AD 2312 00 Gundam)</p><p>
Durability: <strong>330</strong></p><p>
</p><p>
<img src="http://i.imgur.com/vipgqSB.png" alt="vipgqSB.png"></p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Move List:</b></div><p>
<strong>[A]: GN Lance</strong></p><p>
Live-like ammunition GN rifle.</p><p>
</p><ul><li>Damage 24~82/24~109 | Ammo 40/60.<br></li><li>Fires 8/12 shots.<br></li><li>6 Second / Full ammo reload.<br><br><br><strong>[AB]: GN Beam Rifle</strong><br>
A single or burst beam shot.<br><ul><li>Damage 65~137 | Ammo 3/6.<br></li><li>1 Shot / 5 Second reload | Always reloading.<br></li><li>Can be shot once or held down for multiple shots (3 max).<br></li><li>Has bad muzzle correction.<br><br><br><strong>[AC]: I'll catch you, Gundam!</strong><br>
Replenishes and increases max ammo of BR &amp; Sub.<br><ul><li>Starts at 0. Usable when it reaches 100.<br></li><li>Lasts for 18 seconds.<br></li><li>Cooldown time is 4 seconds | 20 Seconds / Full ammo reload.<br></li><li>BR ammo count increases to 60.<br></li><li>BR shots increased to 12.<br></li><li>Sub ammo count increases to 6.<br></li><li>Improves movement momentum and swiveling.<br></li></ul><p></p><p>
</p><p>
<strong>[bC]: Special Movement</strong></p><p>
Dashes in the intended direction.</p><p>
</p><p>
[*]Dashes in the input direction with no guidance.</p><p>
[*]Consumes 1/4th boost.</p><p>
[*]Plummets at end.</p><p>
[*]Can link anything after use.</p><p>
[*]Can be rainbowstepped and very useful.</p><p>
</p><p></p><p>
</p><p>
<strong>[ABC Super]: THE IMMORTAL COLASOUR!</strong></p><p>
Grabs the target and kamikazes.</p><p>
</p><p>
[*]Damage 302 [Assault] 282 [blast]</p><p>
[*]GN-XIII Durability is reduced to 1.</p><p>
[*]Super armor on start-up.</p><p>
</p><p></p><p>
</p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Cancel Routes:</b></div><p>
A -&gt; AB / AC / BC</p><p>
AB -&gt; BC</p><p>
AC -&gt; BC</p><p>
(Any)B -&gt; BC</p><p>
</p></div><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Combo List:</b></div><p>
<em>Note: -&gt; means normal cancel, &gt;&gt; means boost dash cancel, &gt; means rainbowstep cancel.</em></p><p>
</p><p>
cc8BB (2 hits) &gt; 2BBB [Damage 221~]</p><p>
</p><p>
cc8BBB -&gt; 8BC &gt; 6BB [Damage 232~]</p><p>
</p></div></li></ul></li></ul></div>
]]></description><guid isPermaLink="false">8339</guid><pubDate>Wed, 19 Feb 2014 05:08:19 +0000</pubDate></item><item><title>[FB] MS-06J Zaku II - Karate Zaku</title><link>https://www.forums.dustloop.com/forums/topic/8612-fb-ms-06j-zaku-ii-karate-zaku/</link><description><![CDATA[
<p style="text-align:center;"><img src="http://i1256.photobucket.com/albums/ii482/MamaTyler/KarateZakuII.png" alt="KarateZakuII.png"><br><em>Image of MS-06J Zaku II Ground Type, referred to as Karate Zaku or Doan Zaku lifting Earth above his head with his mighty hands.</em></p>
<p> <br><em>Pilot: Cucuruz Doan</em><br><img src="http://img.photobucket.com/albums/v195/BlaineKodos/doan.jpg" alt="doan.jpg"><br>
 <br><em>Series: Mobile Suit Gundam</em><br><img src="http://www.gundamplanet.com/media/gundamarchive/img/01_ms_gundam/02_other/first-gundam-logo.png" alt="first-gundam-logo.png"><br>
 <br><em>JPWiki Page: <a href="" rel="external nofollow">http://www4.atwiki.jp/arcgundamexvsfuvo/?cmd=word&amp;word=MS-06&amp;type=normal&amp;page=ザクII</a></em><br><br><em>Armor: <strong>350</strong></em><br>
 <br>
​<span style="font-size:12px;"><span style="background-color:#f7f7f7;"></span></span></p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Move List</b></div><br><strong>[A] </strong>Throw rock (Small) /3: Throws a small rock, falls at a certain range, only recharges when empty. (Also protects children.)<br><br><strong>[AB]</strong> Throw rock (Large) /1: Throws a large rock, aims directly toward opponent, blocks projectiles and disappears after impact, recharges after one use. (Also protects children.)<br>
 <br><strong>[AC]</strong> Core Fighter Assist /2: Calls the Core Fighter to fire it's MG and has decent follow of the enemy, recharges after 2 uses. (Also protects children.)<br><br><strong>[bC]</strong> Special Dash: Karate Zaku moves quickly to the right or left, avoiding projectiles or attacks, this can also cancel the previous move to chain into the next one, uses a little boost so it's used quite a lot. (Also protects children.)<br>
 <br><strong>[ABC]</strong> Doan Fist Penetrating Punch: Karate Zaku musters up all his strength into his powerful fist to melee punch the opponent, sending his enemy flying across the map. (Also saves children.)
<p></p></div><br><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Melee</b></div><br><strong>Moveset:</strong><br><strong> </strong><em>[5B] Standard punch or karate chop.<br>
 [2B] Uppercut that sends the opponent flying in the air.<br>
 [8B] Lunge attack, jumps toward the opponent and kicks them down.</em><br><em> [boost Dash 8B] Shoulder Check, send the opponent flying back.</em><br><em> [4B or 6B] Haymaker, dashes to the left or right and attacks with a haymaker.</em><br><br><strong>Combos:</strong><br>
 <em>5BBB - Standard 3-punch combo, pretty slow.</em><br><em> 5BB&gt;BC&gt;5BB&gt;BC&gt;AB - Two hits followed by two hits followed by a giant rock, takes a good chunk of health.</em><br><em> 2B&gt;BC&gt;2B&gt;BC&gt;2B - Triple Uppercut, this is the most useful combo Karate Zaku has since uppercut has pretty high priority and, because you're sidestepping, you're a little harder to hit for a teammate.</em>
<p><em> 2B&gt;BC&gt;2B&gt;BC&gt;4B or 6B - A double uppercut followed by a haymaker, pretty much a stronger version of Triple Uppercut.</em><br><em> Boost Dash 8B&gt;BC&gt;8B&gt;BC&gt;8B - pushes the opponent back and follows up with a lunging attack twice.<br>
 4B or 6B&gt;BC&gt;</em><em>4B or 6B&gt;BC&gt;4B or 6B - Triple Haymaker, this move is actually really difficult to land, but it will get you the most damage.</em><br>
 <br><em>Almost all of Karate Zakus combos are based around his Special dash BC, which will cancel the last move into the next one with the exception of AC, the combos I've listed here are gonna be the most used combos for him, and they are all based around timing, so practice, practice, practice!</em><br></p><p></p><blockquote class="ipsStyle_spoiler" data-ipsspoiler=""><p>https://www.youtube.com/watch?v=SvgAL4wNLno</p>
<p><em>Perfect example of a follow through combo, as the opponent attacks with MG, Doan uses BC to avoid, followed by A to destroy the missile that the opponent only had time to fire because of the intervals between MG and Missile, an interval that matters not to Karate Zaku, a devastating combo.</em><br></p></blockquote><p><br>
 <br><strong>Tips:</strong><br><strong> </strong><em>Karate Zaku's BC is also very useful to avoid beams, head on attacks or to move out of the area quickly, it's almost like rainbow stepping, but like a man.</em><br><em> Try not to leave only 1 small boulder in your ammo, always use all 3 or the meter won't refill.</em><br><em> AC, like most assists, is useful to set up for combos, follow AC with A&gt;BC&gt;Combo for best results, select your combo based on how many times you hit you opponent.</em></p>
<p><em></em></p></div><br><br><br>
If I missed anything, let me know, I'll add it to this post.

]]></description><guid isPermaLink="false">8612</guid><pubDate>Wed, 16 Apr 2014 05:45:15 +0000</pubDate></item><item><title>[FB] 1000s Moveset and Combos Compilation [4/24]</title><link>https://www.forums.dustloop.com/forums/topic/8611-fb-1000s-moveset-and-combos-compilation-424/</link><description><![CDATA[
<p style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;">My least favourite cost (sorry 1k fans) since I like being OP and this is basically the opposite <img src="https://www.forums.dustloop.com/uploads/emoticons/default_frown.gif" alt=":("></p>
<p style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;">But I don't discriminate, so here we go!</p>
<p style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;"> </p>
<p style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;">Keep in mind that most my work is off Google translate, though I'm fairly confident in my translations (I tried to stick to the simple stuff) and almost 100% certain in the combo notations.</p>
<p style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;"> </p>
<p style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;">If there's been any mistake, which there undoubtedly will be, the docs can all be commented on, so feel free to correct me or add things you see missing.</p>
<p style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;"> </p>
<p style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;">If you guys want to add these to your own threads, feel free!  All I ask is that you credit me with the link at the beginning.</p>
<p style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;"> </p>
<p style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;">If anyone has a specific request below, feel free to ask, I've just been kind of going through them arbitrarily.  I want to eventually get to everyone, but certain suits already have very good analyses already, so I'll likely save those for last if I can.</p>
<p style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;"> </p>
<p style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;"><a href="" rel="external nofollow">Puru (Qubeley Mk-II)</a></p>
<p style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;"> </p>
<p style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;"><a href="" rel="external nofollow">Berga</a></p>
<p style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;"> </p>
<p style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;"><a href="" rel="external nofollow">Ez8</a></p>
<p style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;"> </p>
<p style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;"><a href="" rel="external nofollow">Tank (Hildolfr)</a></p>
<p style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;"> </p>
<p style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;">If you do add a comment for correction purposes, please reply in this thread OR message me.</p>
<p style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;"> </p>
<p style="color:rgb(40,40,40);font-family:helvetica, arial, sans-serif;">I'm way too lazy to frequent every individual unit page to look for comments, so it'd be way easier and faster for me to make corrections if you message me on this forum personally.</p>
]]></description><guid isPermaLink="false">8611</guid><pubDate>Wed, 16 Apr 2014 05:10:48 +0000</pubDate></item><item><title>[FB] Zudah General Discussion: 2 Fast 2 Furious</title><link>https://www.forums.dustloop.com/forums/topic/8193-fb-zudah-general-discussion-2-fast-2-furious/</link><description><![CDATA[
<p>This thread is for Zudah information/discussion/questions/etc!<br><br>
JP Wiki: <a href="" rel="external nofollow">http://www4.atwiki.jp/arcgundamexvsfuvo/?cmd=word&amp;word=Zudah&amp;type=normal&amp;page=%E3%83%85%E3%83%80</a><br><br></p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Move List</b></div><br><br><strong>[A] - M-120A1 120mm Machine Gun </strong><br>
Standard Machine Gun.<br>
Ammo count of 45, so-so tracking, large Magazine count, reloadable, reload keeps some of your momentum<br><br><strong>[CSb] Boost Mode</strong><br>
Slow charge, when activated retains some momentum and restores a portion of boost. During boost you effectively have infinite ammo on MG, improved Red Lock Range, more boost meter, and move faster. You also gain access to a Kamikaze attack similar to BC, the Zudah shoots off at it's intended target with decent tracking and if it connects does major damage and you're treated as having been shot down losing 1K points, this done by doing CSb again during boost mode.<br><br><strong>[AB] - 280mmA-P Bazooka </strong><br>
Fires a shell with decent tracking.<br>
Ammo count of 3, only starts reloading after all have been used., ammo goes to full when activating CSb, some Melee attacks are cancellable into sub<br><br><strong>[AC] - Sturm Faust </strong><br>
Fires two quick Grenades with good tracking, will fire both unless boost cancelled or cancelled into BC.<br><br><br><strong>[bC] - Kamikaze Rush</strong><br>
Summons another Zudah to Kamikaze rush your target, great speed and solid tracking and you can summon two at a time and does not reload unless you burst.<br><br><br></div><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Core Strategy/Advice</b></div><br><br>
-general gameplan<br><br>
-using assists properly<br><br>
-nuances of BC<br><br>
-How I learned to stop worrying and love Boost mode<br><br></div><br><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Cancel Routes</b></div><br>
- 5BB -&gt; A<br>
- 2B -&gt; A/AB/AC<br>
- 6BB -&gt; AB<br>
- CC8B -&gt; A<br></div><br><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Combos</b></div><br><em><strong>Note: -&gt; means normal cancel, &gt;&gt; means boost dash cancel, &gt; means rainbowstep cancel</strong></em><br></div><br><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Video Section</b></div><br><a href="" rel="external nofollow">Zudah/Gundam MKII vs Reborns/Banshee</a><br><p>http://www.youtube.com/watch?v=XfnZKFqku0I</p><br><br></div><br><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Team Composition Advice</b></div><br>
~WIP~<br></div><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Other information</b></div><br>
Concerns regarding fighting specific suits, picking assault or blast burst, and miscellaneous details go here.<br></div>
]]></description><guid isPermaLink="false">8193</guid><pubDate>Wed, 22 Jan 2014 20:37:26 +0000</pubDate></item><item><title>[FB] Gouf Custom Thread - "Watashi Wa Norris Packard"</title><link>https://www.forums.dustloop.com/forums/topic/8369-fb-gouf-custom-thread-watashi-wa-norris-packard/</link><description><![CDATA[
<p>MS-07B-3 Gouf Custom</p><p>
Pilot : Norris Packard</p><p>
Cost : 1000</p><p>
Durability : 350</p><p>
From : Mobile Suit Gundam 8th MS team</p><p>
<img src="https://lh3.ggpht.com/-yO3GGjQKpDM/UskG8bgHDgI/AAAAAAAFiAY/m1u9zqOFnl0/s1600/l_52aac3d4c4604.jpg" alt="l_52aac3d4c4604.jpg"></p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Movelist</b></div><p>
<strong>[A] 75mm Gatling Gun</strong></p><p>
Machine Gun rounds with good tracking and strength. Max 50 ammo that does not reload. After you run out, it reverts to 3-barrel 35mm Gatling Gun  </p><p>
</p><p>
<strong>[A]3-barrel 35mm Gatling Gun</strong></p><p>
Usable after you run out of the 75mm ammo. Slow and pretty weak. Max 10 ammo and reloads slowly</p><p>
</p><p>
<strong>[AB] Heat Rod</strong></p><p>
Fires a grappling hook forward that will stun the enemy. Press B once it hits for a followup attack. Great for combos. Max 2 ammo that refills once Gouf touches the ground</p><p>
</p><p>
<strong>[AC] Heat Rod (Downwards) </strong></p><p>
Fires a grappling hook downward that can stun the enemy if it hits. If it hits the ground, you can pull yourself into that direction. You can control the direction of where you initially fire it. Shares ammo with AB</p><p>
</p><p>
<strong>[bC] Heat Rod (Movement) </strong></p><p>
Fires a grappling hook upward that will pull Gouf into the direction and lets him swing across great distances. Hold C to stay in place in the air with the help of a corefighter and input AC to throw the corefighter while in the air. Can do two hooks in succession. Extremely useful movement move that you will be using the entire match. Shares ammo with AB</p><p>
</p><p>
<strong>[2B] Bridge Throw</strong></p><p>
Gouf grabs a piece of a bridge and throws it. Has guard properties that blocks ranged attacks and some melee attacks. Good for defense, pressure and oki</p><p>
</p></div><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Movement</b></div><p>
</p><ul><li>You will be using BC to move around the battlefield about 50% of the time. Use it at the start of a match and when you are trying to gain distance on an enemy MS (or escape one). Since you consume little to no boost while doing it, you can get a good upper-hand on an enemy if you close in on them. For very long distances use both rods to move. For normal encounters stick to one rod you can escape when needed or extend combos. A good technique is to do a short boost and use BC right after.<br></li><li> After swinging off of a BC, opt to do a fuwastep/fuwafuwa to dodge attacks as you move forward.<br><br></li></ul></div><br><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Play style</b></div><br><p></p><p>As a 1k, you will generally shift to being a support unit but don't be afraid to take the front lines as that is where you shine. Always try to attack units when they are separated so they don't interrupt your combos.</p><br>Since you don't have a Zunda combo, use a few shots from your machine gun at a time to pressure opponents. Always make sure to conserve your ammo until you get enough burst to refill it, getting stuck with the weak machine gun is liability. <br>Bridge Throw has alot of uses offensively and defensively. Its range is not amazing so limit it to close range encounters or as an oki tool for when your opponent is waking up from a knockdown. Don't rely on it all of the time to block ranged attacks since its startup is somewhat slow.<br><br><p></p><p>
</p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Cancel Routes</b></div><p>
a--&gt;ab</p><p>
a--&gt;ac</p><p>
a--&gt;bc</p><p>
</p><p>
</p></div><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Melee Strings</b></div><p>
5bbbb</p><p>
5b8bbb</p><p>
4/6bb</p><p>
8bb</p><p>
cc8bb</p><p>
2b(brick)</p><p>
</p></div><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Combos</b></div><p>
</p><p>
</p></div><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Video</b></div><p>
Use the replay feature to look for matches or the Nico gundam archives(need a niconico account to see)</p><p>
<a href="" rel="external nofollow">http://horibuna.web.fc2.com/EXVSFB/EXVSFB_0d63asskfvds.html</a> &lt;-- archive of hundreds</p><p>
<a href="" rel="external nofollow">http://www.nicovideo.jp/watch/sm22961491</a> &lt;-- Good example of movement and use of machinegun</p><p>
</p></div><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Full Boost Changes courtesy of Brett and his translations</b></div><p>
Cannot regain boost with AC </p><p>
</p><p>
2B reload time 7sec→5sec, now is set remotely</p><p>
</p><p>
Wire’s reload when you touch the ground after being shot in the air.</p><p>
</p></div></div>
]]></description><guid isPermaLink="false">8369</guid><pubDate>Tue, 25 Feb 2014 19:22:35 +0000</pubDate></item><item><title>[FB] The Duel Assault Shroud Thread - SUTORAAAAIIIIKUUUU !</title><link>https://www.forums.dustloop.com/forums/topic/8179-fb-the-duel-assault-shroud-thread-sutoraaaaiiiikuuuu/</link><description><![CDATA[
<p>GAT-X102 Duel Gundam Assault Shroud</p><p>
Pilot : Yzak Joule</p><p>
Cost : 1000</p><p>
Durability : 330</p><p>
Overall Height : 17.50 meters</p><p>
Standard Weight : 103.47 metric tons</p><p>
From : Mobile Suit Gundam SEED</p><p>
</p><p>
<img src="http://www.gundam.info/uploads/image/thumbnail/20120925115714-35940.jpg" alt="20120925115714-35940.jpg"></p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Movelist</b></div><p>
</p><p>
<strong>[A] Main : Beam Rifle</strong></p><p>
Standard BR.</p><p>
Ammo : 5</p><p>
Damage : 75</p><p>
Reload Time : 3 seconds per ammo</p><p>
Staggers in 1 hit.</p><p>
</p><p>
<strong>[CSa] Shiva</strong></p><p>
Fast physical projectile from the shoulder cannon. Railgun-type.</p><p>
Damage : 95</p><p>
Charge Time : 2 seconds</p><p>
Instant down.</p><p>
</p><p>
<strong>[AB] Sub : Missile Pods</strong></p><p>
Fires missiles from the shoulders. Hold the input to fire the 5 missiles in a row.</p><p>
Ammo : 5</p><p>
Damage : 40</p><p>
Reload Time : 5 seconds, reloads when empty</p><p>
Staggers in 1 hit, down in 5 hits.</p><p>
</p><p>
<strong>[AC] Special Shoot : Buster Gundam Assist (Shoot)</strong></p><p>
Calls Buster Gundam for a short intervention. 3 different ways to shoot :</p><p>
NAC : Hyper Impulse Long-Range Sniper Rifle. Fires a gerobi at the target.</p><p>
4/6AC : Hyper Impulse Long-Range Sniper Rifle. Fires a gerobi at the target and moves in the inputted direction slowly.</p><p>
2/8AC : Anti Armor Shotgun. Similar to Sazabi's CSa. Staggers in 1 hit.</p><p>
Ammo : 2</p><p>
Damage: 120/</p><p>
Reload Time : 15 seconds, reloads when empty</p><p>
</p><p>
<strong>[bC] Special Melee : Buster Gundam Assist (Follow)</strong></p><p>
Calls Buster Gundam. It follows you for a limited amount of time. Fires its missiles along with your Main and Sub ?</p><p>
Timer : 100</p><p>
Damage : 75</p><p>
Reload Time : 10 seconds, reloads when empty</p><p>
Cooldown Time : 8 seconds</p><p>
</p><p>
<strong>[ABC] Burst Attack : Buster Gundam Assist (Last Resort Full Power Bazooka)</strong></p><p>
Fires Buster's Bazooka at full power. You can change the beam trajectory during the attack.</p><p>
Damage : 251</p><p>
</p><p>
</p></div><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Cancel Routes</b></div><p>
</p><p>
<strong>[A]&gt;[AB]</strong></p><p>
Main&gt;Sub</p><p>
Beam Rifle&gt;Missile Pods</p><p>
</p><p>
<strong>[A]&gt;[AC]</strong></p><p>
Main&gt;Special Shoot</p><p>
Beam Rifle&gt;Buster Gundam Assist (Shoot)</p><p>
</p><p>
<strong>[A]&gt;[bC]</strong></p><p>
Main&gt;Special Melee</p><p>
Beam Rifle&gt;Buster Gundam Assist (Follow)</p><p>
</p><p>
</p></div>
]]></description><guid isPermaLink="false">8179</guid><pubDate>Wed, 22 Jan 2014 15:42:48 +0000</pubDate></item><item><title>[FB] Zaku II Kai *whistles*</title><link>https://www.forums.dustloop.com/forums/topic/8389-fb-zaku-ii-kai-whistles/</link><description><![CDATA[
<p><img src="http://i87.photobucket.com/albums/k138/Densuo/Bernie.jpg" alt="Bernie.jpg"><br><br>
MS-06FZ Zaku II Kai (herein refered to as Zaku Kai)<br><br>
Pilot: Bernard "Bernie" Wiseman<br><br>
Series: Mobile Suite Gundam 0080: War in the Pocket<br><br>
JP wiki: <a href="" rel="external nofollow">http://www4.atwiki.jp/arcgundamexvsfuvo/pages/86.html</a><br><br>
Armor: 330<br><br><br><br></p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Movelist</b></div><br><strong>[A] MMP-80 90mm Machine Gun </strong><br>
Machine gun fires three shots per button press, however if you boost dash during the three shot burst you will stop firing. Holding the button down fires a maximum of 10 shots. Weak guidance.<br><br>
Ammo: 80 Ammo max<br>
Reload Time: 5 seconds. Reloads once all ammo is expended.<br><br>
Uses: a three shot hit will stagger, if you were to fire a 10 shot burst and land them all you will deal full damage (unless of course somewhere you triggered a knockdown)<br><br><strong>[AB] Grenade</strong><br>
"His grenades let him sort of "ignore" the normal flow of punishes in the game. 3k with lots of boost left and not in zaku2's vector? Doesn't matter, grenade." - Mightfo<br><br>
IMO Zaku Kai's best tool, a single grenade is launched, if stick/pad is neutral the grenade goes straight ahead. 9, 6, or 3AB will throw a grenade towards 9, likewise 7,4,1AB will throw a grenade towards 7. Be aware 1/3AB will make him turn around first THEN throw the grenade if your back is turned to the target, otherwise if say you are walking forward and then you 1/3AB you will turn while throwing the grenade normally. 8AB makes the grenade go farther out as opposed to neutral AB. 2AB makes the grenade not go out too far in front of him. As long as you do not have your back turned to the target you will not incur additional startup during 2AB<br><br><strong>While in Burst AB throws <span>all three grenades out at the same time</span> in a pattern of 789. 2AB still makes them go less far out, but 741 or 963AB does not affect direction pattern. </strong><br><br>
Ammo: 3<br>
Reload Time: about 4 seconds.<br>
Reloads upon ammo being expended. The reload time will NOT start until any grenades that are out in the field have been detonated, in other words once the boom STARTS not ENDS the reload starts.<br><br><strong>[AC] Summon MSM-03C Hygogg </strong><br>
Calls 2 Hygoggs to fire a straight firing rocket. Staggers on hit. Can boost dash out of it. Looks like it recovers fairly quickly. You can call it again immediately upon the Hygoggs leaving.<br><br>
Ammo: 4<br>
Reload: <em><strong><span style="color:#ff0000;">None</span></strong></em>. Only reloads when you activate burst. Regardless of what burst you use (half burst, blast etc) it will always restock to 4.<br><br><strong>[bC] Manual Detonation</strong><br>
Manual detonation of any and all grenades (AB) as well as 2B's that are active on the field. Can be performed in air. Can be boost dash canceled (grenades will still detonate even if you Boost Dash Cancel before Zaku Kai completes the ducking animation)
<p> </p>
<p>BC consumes boost if done in mid air. it will also slightly slow your descent a bit during it's animation. Even if you over heat you can still repeatedly perform BC.</p>
<p><strong>[2B] Santa Balloon</strong><br>
Bernie leans forward and plants a Santa balloon that goes forward VERY slowly. Anyone hit while in the middle of a melee animation is paralyzed. anyone running into it otherwise are made to kneel for a moment. Great for countering reckless melee attempts, watch out though, as rainbow steps will avoid it entirely. Can block shots.<br><br>
When a Santa is out, if the enemy is targeting you, Assist Calls, be they Melee or Shooting WILL target the Santa. Doesn't matter what lock.<br>
When a Santa is out, if the enemy is NOT targeting you, Assist calls will NOT aim at Santa. This will not cover for your team mate.<br><br>
Santa stays out for 7 seconds, after which it will explode, It will damage the enemy in the unlikely chance of them getting caught it its explosion.<br><br>
Ammo: 3<br>
Reload time: 10 Seconds. Reloads upon all being expended. Even if Balloons are in the field, the reload will begin.<br><br><strong>[ABC] Burst Attack</strong><br>
While in Burst pressing ABC will make Zaku Kai throw a grenade forward, it has Super Armor during the animation, this grenade throws out five pillars.<br><br></p></div><br><br>
---------<br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Melee</b></div><br><br>
Dat Heat Hawk.<br><br><strong>[Neutral B] </strong> Dashes forward for a swing. Can follow up two more times. as the combo proceeds you go up in the air, the third hit slamming the opponent down into the ground a moderate distance away.<br><br><strong>[8B] </strong> Overhead Chop. Single hit. Knocks down. if you have an opening you can rainbow step and land an OTG (off the ground) hit afterwards, but IMO going for the followup hit isn't worth it.<br><br><strong>[4B &amp; 6B] </strong> a sideways chop, pressing B again follows up with a kick that creates more distance than Neutral B<br><br><strong>[2B] </strong> Just a reminder that this is Santa Balloon. Not a melee. <img src="https://www.forums.dustloop.com/uploads/emoticons/default_smile.gif" alt=":)"><br><br><strong>[ccB aka Boost Dash B] </strong> Dashes forward and slashes once for 2 (3?) hits. sends the opponent flying about the same distance as Neutral B combo<br><br></div>
<p>---------------</p>
<p>if you do A while your back is turned you will do Turn Around A. During Turn Around A you will stay afloat and fire your Machine Gun. THIS EXPENDS BOOST.</p>
<p>Canceling the Turn Around A to AB will cause you to fall as normal.</p>
<p>---------------<br>
Things to test:<br>
Melee vs Santa Balloon<br><span style="color:#FF0000;">-Tallgeese III Heat Rod goes through, can hit you past it if you are in range, and will <strong>NOT</strong> trigger Santa explosion.</span><br><span style="color:#FF0000;">-Gundam Alex while in Armor barrels right through. </span><br>
-GP02 Charged Saber is stopped in his tracks.<br>
-God Gundam's BC is stopped cold. <span style="color:#FF0000;">*REQUIRES FURTHER TESTING IN HYPER MODE*</span><br><br>
-Confirm best burst<br>
-Suitable partners<br><br>
---------<br>
Extra stuff.<br>
artist credit here: <a href="" rel="external nofollow">http://www.pixiv.net/member_illust.php?mode=medium&amp;illust_id=1889161</a><br>
Zaku II Kai: <a href="" rel="external nofollow">http://gundam.wikia.com/wiki/MS-06FZ_Zaku_II_Kai</a><br>
Bernard Wiseman: <a href="" rel="external nofollow">http://gundam.wikia.com/wiki/Bernard_Wiseman</a><br><br>
Pretty sure he says something specific if he shoots down Christina Mackenzie (Alex)</p>
]]></description><guid isPermaLink="false">8389</guid><pubDate>Tue, 04 Mar 2014 02:09:13 +0000</pubDate></item><item><title>[FB] RX-78NT-1 Gundam Alex - My boyfriend's a Zeon</title><link>https://www.forums.dustloop.com/forums/topic/8398-fb-rx-78nt-1-gundam-alex-my-boyfriends-a-zeon/</link><description><![CDATA[
<p><img src="http://i87.photobucket.com/albums/k138/Densuo/13372220_m.jpg" alt="13372220_m.jpg"><br>
RX-78NT-1 Gundam "Alex" (herein referred to as Alex)<br><br>
Pilot: Christina "Chris" Mackenzie<br><br>
Series: Mobile Suite Gundam 0080: War in the Pocket<br><br>
JP wiki: <a href="" rel="external nofollow">http://www4.atwiki.jp/arcgundamexvsfuvo/pages/85.html</a><br><br>
Armor: 300</p>
<p><br></p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b> Movelist</b></div><br><strong>[A] 90mm Gatling Gun </strong><br>
Fires three shots per button press, however if you boost dash during the three shot burst you will stop firing. Holding the button down fires a maximum of 10 shots. Weak guidance.<br><br>
Ammo: 80 Ammo max<br>
Reload Time: 5 seconds. Reloads once all ammo is expended.<br><br><strong>[csA] Double 90mm Gatling Gun </strong><br>
Alex fires a concentrated volley of shots from both arm mounted gatling guns. Be aware that when used, Alex will STOP any movement she was doing and fire. You can, however Boost Dash out of it. Seems to tracks better than A, the opponent has to boost dash/boost dash. csA can also Multi Lock, each arm aiming at a separate suit.<br><br>
Ammo: None. This weapon does not use up any of A's ammo.<br>
Charge Time: 3 seconds<br><br><strong>[AB] Summon GM Sniper II </strong><br>
Two GM Sniper IIs appear and fire a three shot BR volley for a total of 6 shots. Some tracking.<br><br>
Ammo: 1<br>
Reload Time: 12 seconds. reload begins immediately upon summoning assist.<br><br><strong>[bC] BOWA·Norfolk XBR-L Type-3 Beam Rifle with RX·C-Sh-05 UBC/S-0003 Shield </strong><br>
Alex takes aim and fires a Beam Rifle. Knocks down on hit. Tracks. Enemy must boost dash or sidestep to avoid. Alex also brings up a Shield while firing and WILL AUTO GUARD. if timed perfectly you will guard an attack while firing. if a bit early Alex will guard but will not fire. I believe the guard ends just after she has fired.<br><br>
Ammo: 1<br>
Reload Time: 5 seconds. Reload begins immediately upon firing.<br><br><strong>[AC] Equip Chobham Armor</strong><br>
So long as Armor is available Alex will equip it. Changes your movelist and also slightly reduces your mobility as well as your red lock range. You plow through everything, beams melee etc. Melee attacks that hit you will deal damage to your Chobham's armor count (just like projectiles) but the opponent will be repelled as if you guarded. This move can be rainbow stepped.<br><br>
When the Chobham armor is broken, Alex stumbles a bit as the armor falls off. <span style="color:#FF0000;">Note: will test if you can Boost Dash or otherwise avoid any recovery etc from the stumble.</span>
<p> </p>
<p>Performing AC does not consume boost and can be done even if you have no boost.</p>
<p> </p>
<p>AC Can be rainbow stepped. </p>
<p> </p>
<p>Armor: 100<br>
Reload: 25 seconds. Reload begins immediately upon armor being broken.<br><br><strong>[ABC] Burst Attack </strong><br>
Alex does a Shin Shoryuken, if Armor is available she will equip it during the rising portion, and purge it at the end. if Armor is not available she will still do the purge animation. Can be combo'd into from a melee. <span style="color:#FF0000;">BEWARE! If your opponent does a full burst they will flip out of it.</span><br><br></p></div><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b> Movelist (Armor Mode) </b></div><br><br><strong>[A] 60mm Gatling Cannons "Vulcan Guns" </strong><br>
Fires from the Alex' Head Vulcan. Has weak tracking. You must FACE the opponent or be moving sideways (Alex will be looking towards the opponent) otherwise you will simply waste ammo firing elsewhere. 4 shot burst on button press. 10 shots at full volley. this move will not make you turn to face the opponent.<br><br>
Ammo: 40<br>
Reload: 5 seconds.<br><br><strong>[AB] Summon GM Sniper II </strong><br>
Two GM Sniper II suits appear and fire a three shot BR volley for a total of 6 shots. Some tracking.<br><br>
Ammo: 1<br>
Reload Time: 12 seconds. reload begins immediately upon summoning assist.<br><br><strong>[csB] Spinning Backfist </strong><br>
Alex dashes forward and does a spinning backfist, crumples the opponent, can be Rainbow Stepped like other Melee attacks, do so quickly to allow melee follow up.<br><br>
Charge Time: 1 second.<br><br><strong>[AC] Purge Chobham Armor</strong><br>
Removes armor, reverting to normal mode. Changes move list, increases mobility and red lock range. The range is short but purging the armor actually deals damage and forces knockdown on the opponent, this move can also be Rainbow Stepped. if you Boost Dash too early you will cancel the purge.
<p> </p>
<p>Doing AC to Purge Armor DOES consume some boost, however it can be done even if you have no boost.</p>
<p> </p>
<p>AC can be Rainbow Stepped.</p>
<p> </p>
<p><strong>[ABC] Burst Attack </strong><br>
Alex does a Shin Shoryuken, Purges armor at the end. Can be combo'd into from a melee. <span style="color:#FF0000;">BEWARE! If your opponent does a full burst they will flip out of it.</span><br><br></p></div><br>
---------<br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Melee</b></div><br><br>
Blash·XB-B-09 Beam Saber<br><br>
While in Green Lock range pressing B will make you draw your Beam Saber. If you do this while in mid air it will stop your movement and consume some boost.<br><br>
All Melee Attacks can be canceled into AC (Equip Chobham Armor), giving her plenty of opportunities for fancy combos.<br><br><strong>[Neutral B] </strong> Alex rushes forward and slashes. pressing B again will have her dash and slash past the opponent, this second attack electrocutes the opponent and forces them to their knees. Rainbow Step allows you to follow up. But as you're a 1000 you're probably better off letting your partner get a free shot while you re-position.<br><br><strong>[8B] </strong> Alex does a single slash that hits 3 times. Knocks opponent down. Simple and to the point. This is the best punish melee in my opinion<br><strong>[4B &amp; 6B] </strong> Alex does a Slash towards her left, followed by a shoulder tackle that creates distance. The only worthwhile follow-up is rainbow step &gt; BC (Beam Rifle).<br><strong>[2B] </strong> Uppercut slash, knocks opponent airborne. does not create much distance. Ideal for full on combo opportunities.<br><strong>[boost Dash B] </strong> Dashes forward and stabs. Knocks down.<br><br>
Example Combos:<br>
B, B, AC, rainbow step, 2B, AC, BC<br>
B, B, AC, rainbow step, B, B, B.<br>
4B, B, rainbow step left, BC<br>
2B, rainbow step left, B, B, Rainbow Step, BC<br></div><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Melee (Armor Mode) </b></div><br><br>
Fist + Blash·XB-B-09 Beam Saber<br><br><span style="color:#FF0000;">Note: Unlike normal mode Pressing B while in green lock will make you throw a punch. you do not draw your saber.</span><br><br><strong>[Neutral B] </strong> Punches the opponent, pressing B again makes it a two piece, and pressing B again kicks the opponent away. Creates a good distance between you and the target.<br>
It is ideal to do a csB after the initial B here if you press and hold B from a moderate distance.<br><br><strong>[8B] </strong> Straight Punch. Pressing B again performs a shoulder tackle knocking the opponent down and creating distance.<br><br><strong>[4B &amp; 6B] </strong> Backfist, ideal move to use csB. A second B press has Alex do a double downward slash with both Beam Sabers.<br><br><strong>[2B] </strong> Alex Dashes forward and flips the enemy like a pancake. This move is ideal to AC out of and then follow up with BC <span style="color:#FF0000;">BE CAREFUL about holding down the button too long and executing her csB by accident. That can be a FATAL mistake</span><br><br><strong>[boost Dash B] </strong> Delivers a single punch sending the opponent away. <span style="color:#FF0000;">BE CAREFUL about holding down the button too long and executing her csB by accident. That can be a FATAL mistake</span><br><br>
Example Combos:<br>
B B rainbow step 2B AC rainbow step BC<br>
4B, csB, rainbow step 2B AC rainbow step BC<br><br></div><br><br>
---------<br>
Things to test:<br><span style="color:#FF0000;">- Confirm if you can Boost Dash or otherwise move while Alex stumbles from Chobham Armor being broken.</span><br><br>
-Suitable partners<br><br>
---------<br>
Extra stuff.<br>
artist credit here: <a href="" rel="external nofollow">http://www.pixiv.net/member_illust.php?mode=medium&amp;illust_id=13372220</a><br>
Gundam Alex: <a href="" rel="external nofollow">http://gundam.wikia.com/wiki/RX-78NT-1_Gundam_%22Alex%22</a><br>
Christina Mackenzie: <a href="" rel="external nofollow">http://gundam.wikia.com/wiki/Christina_Mackenzie</a><br><br>
She says something specific if she shoots down Bernie (Zaku II Kai)

]]></description><guid isPermaLink="false">8398</guid><pubDate>Thu, 06 Mar 2014 08:12:24 +0000</pubDate></item><item><title>[FB] ZGMF-X19A Infinite Justice Lacus - Haha time for understanding</title><link>https://www.forums.dustloop.com/forums/topic/8206-fb-zgmf-x19a-infinite-justice-lacus-haha-time-for-understanding/</link><description><![CDATA[
<p></p><p></p><div style="text-align:center;"><img src="http://i750.photobucket.com/albums/xx148/Kirby_The_Bloodedge/1389365393155_zpse85b6c09.jpg" alt="1389365393155_zpse85b6c09.jpg"></div><p></p><p>
</p><p>
Unit: ZGMF-X19A Infinite Justice</p><p>
Pilot: Lacus Clyne</p><p>
Cost: 1000</p><p>
From: MSG Seed Destiny</p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Movelist</b></div><p>
<strong>[A] Beam Rifle</strong></p><p>
</p><p>
<strong>[b.] Beam Saber</strong></p><p>
</p><p>
<strong>[AB] Fatum-01 Launch</strong></p><p>
</p><p>
<strong>[AC] Beam Boomerang</strong></p><p>
</p><p>
<strong>[bC] S-Freedom Assist</strong></p><p>
</p><p>
<strong>[ABC] S-Freedom Full Burst</strong></p><p>
</p></div><p>
</p><p>
Lacus IJ cannot transform.</p><p>
</p><p>
New to the game and I don't know if other infos about her were released so any help is appreciated</p>
]]></description><guid isPermaLink="false">8206</guid><pubDate>Thu, 23 Jan 2014 12:09:17 +0000</pubDate></item><item><title>RX-178 Mk-II: "Not enough Mk-II's? Here's more D-Elle-C for you."</title><link>https://www.forums.dustloop.com/forums/topic/8565-rx-178-mk-ii-not-enough-mk-iis-heres-more-d-elle-c-for-you/</link><description><![CDATA[
<p>So here's another Mk-II suit for you. What? Too many Mk-II's? Of course not, this isn't nearly enough!! *sarcasm* </p>
<p> </p>
<p> </p>
<p><strong>Quick introduction to Elle:</strong></p>
<p>15 years old, loves Judau, fights with Roux for his affection.... </p>
<p>Oh, and she's from ZZ. </p>
<p> </p>
<p>Introduction over. <br>
 </p>
<p> </p>
<p> </p>
<p>So here's an introduction to Elle's Mk-II unit. </p>
<p> </p>
<p>Please keep this in mind: <strong>ALL OF THIS IS JUST A PLACEHOLDER UNTIL THE JP WIKI HAS THE INFO!!</strong></p>
<p><em>This is not meant to be a guide on how to play this suit, I'll leave that to the good people in Japan or something. This will be an introduction to the tools she has and what to expect from them, as well as my thoughts. If there's mistakes in here, I'll fix them as soon as they come out. So take all of this with  a grain of salt.</em></p>
<p> </p>
<p> </p>
<p> </p>
<p><strong>Suit info:</strong></p>
<p><strong>Cost: 1000</strong></p>
<p><strong>Armor: 330</strong></p>
<p> </p>
<p></p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Move List:</b></div>
<p> </p>
<p><strong>[A] Beam Rifle</strong><br><em>Ammo: 4</em></p>
<p><em>Damage: 65</em></p>
<p><em>Reload: Manual</em><br><u>- Standard BR. This beam looks wider than most BR's... And it's manually reloadable after emptying it, which is even better.</u></p>
<p> </p>
<p> </p>
<p><strong>[AB] Bazooka Launcher</strong></p>
<p><em>Ammo: 3<br>
Damage:  140 at point blank. If you hit with spray parts, it will do slightly less</em></p>
<p><em>Reload: About 5 seconds</em></p>
<p><u>- Same as Emma's. You can do A &gt; AB just fine for a knockdown if you're close enough. If you're not, it will just put the opponent in stun.</u></p>
<p> </p>
<p> </p>
<p><strong>[AC] Hyaku Assist </strong></p>
<p><em>Ammo: 2<br>
Damage: 147<br>
Reload: ~15 seconds *Timed with a stopwatch. </em></p>
<p><u>- Hyaku will move forward and fire three shots which will knock the opponent down. After testing this suit online, this assist has semi okay-ish tracking. You can not do A &gt; AC unless you BD. </u><br>
*I almost want to say it attracts' enemy assists, but I don't have a viable way to test that, sadly.</p>
<p> </p>
<p> </p>
<p><strong>[bC] Zeta Assist</strong></p>
<p><em>Ammo: 2 </em></p>
<p><em>Damage: 117<br>
Reload: ~15 second *Timed with a stopwatch</em></p>
<p><u>- Zeta will come in and shoot three shots which knock the opponent down. Zeta will fire his shots pretty fast, and since he moves after every shot, my guess is that it's gonna be hard to shoot him down.</u><br>
 </p>
<p> </p>
<p> </p>
<p> </p>
<p><strong>[ABC] Gundam Team Salvo</strong></p>
<p><em>Assault: 292<br>
Blast: 268</em></p>
<p><u>- Hyaku and Zeta will spawn next to Elle and fire a...well, array of shots along with Elle.</u></p>
<p>There's something interesting about this super. If you press the initial ABC for the super, Elle will shoot at the target you've chosen. If you aim at the opponents' partner, she will proceed to shoot at him/her after she reloads her gun. </p>
<p>Pretty sure she also homes in on the opponent if he/she moved from their original position. </p>
<p><span style="font-size:14px;"></span></p></div>
<p> </p>
<p> </p>
<p> </p>
<p><span style="font-size:14px;"></span></p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Melee Moves, Cancel Routes, Other Stuff</b></div>
<p> </p>
<p><strong>Melee Moves:</strong></p>
<p> </p>
<p><em>5BBB - Simple slashy combo</em></p>
<p><em>5BB AC - Two slashes ending with a napalm that sends the opponent up hella. So far, I haven't found ways to combo off of it. </em></p>
<p><em><span style="font-size:14px;">4/6BB - Two slashes that put the opponent up in the air. Normally not combo-able off of, but if you're close enough to the wall, you can do BD &gt; 5BBB or something.</span></em></p>
<p><em><span style="font-size:14px;">2B - A slash that sends the opponent flying, allowing for followups. Have fun with that.</span></em></p>
<p> </p>
<p> </p>
<p><strong><span style="font-size:14px;">Cancel Routes:</span></strong></p>
<p>So far, I've found:<br><br>
A &gt; AB </p>
<p>AC &gt; BC</p>
<p>BC &gt; AC</p>
<p></p></div>
<p> </p>
<p> </p>
<p> </p>
<p><span style="font-size:14px;">So that's the rundown or her tools. </span></p>
<p> </p>
<p> </p>
<p>I'll be using this suit more in the future, if I find any more info on her or the JP Wiki has stuff on Elle, I'll post it here.</p>
<p> </p>
<p>*P.S Thanks to Donkey Show and Zeph for correcting the assist name and once more Donkey Show for telling me you can do 4/6BC to make Zeta fly a different way.</p>
]]></description><guid isPermaLink="false">8565</guid><pubDate>Wed, 02 Apr 2014 11:10:15 +0000</pubDate></item><item><title>[FB] The LaGOWE Thread - we playing Zoids now</title><link>https://www.forums.dustloop.com/forums/topic/8181-fb-the-lagowe-thread-we-playing-zoids-now/</link><description><![CDATA[
<p></p><p></p><div style="text-align:center;"><img src="http://i.imgur.com/MNZzglZ.png?1" alt="MNZzglZ.png?1"></div><p></p><p>
</p><p>
[table=width: 350, class: grid, align: center]</p><p>
[/tr]</p><p>
</p><p>
	</p><strong>Nane</strong><p>
	</p>TMF/A-803 LaGOWE<p>
</p><p>
</p><p>
	</p><strong>Pilot</strong><p>
	</p>Andrew Waltfield/Aisha<p>
</p><p>
</p><p>
	</p><strong>Cost</strong><p>
	</p><span style="color:#00CCFF;">1000</span><p>
</p><p>
</p><p>
	</p><strong>HP</strong><p>
	</p><span style="color:#FF0000;">330</span><p>
</p><p>
[/table]</p><p>
</p><p>
</p><p>
</p><p></p><div style="text-align:center;"><p>JP Wiki: </p><a href="" rel="external nofollow">http://www4.atwiki.jp/arcgundamexvsfuvo/pages/63.html</a></div><p></p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Move List</b></div><p>
</p><p>
<strong>[A] Bean Cannon</strong></p><p>
Shoots two beams from his cannons. Consumes 1 ammo</p><p>
</p><p>
<strong>[AB] Beam Cannon Multi</strong></p><p>
SHoots several consecutive beam cannons at the target</p><p>
</p><p>
<strong>[AC] Call BaCUE</strong></p><p>
Summons BaCUEs on his sides which run towards the target</p><p>
</p><p>
<strong>[bD B] Drill Spin</strong></p><p>
Spin to win.</p><p>
</p><p>
<strong>[bC] Spin Attack</strong></p><p>
Spins in place. Where are you looking at?</p><p>
</p><p>
<strong>[ABC] Burst Attack</strong></p><p>
Hey look I'm new!</p><p>
</p><p>
</p></div><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Core Strategy/Advice</b></div><p>
</p><p>
Run around and don't get hit too much. Watch out for those slippery slope maps since you are low profile, your BR will often hit the slope instead of going up over it like most standing mechs.</p><p>
Brake cancelling is a staple and luckily for LaGOWE, he has many options:</p><p>
 - <strong>BC</strong> the standard brake (slow but no cost). Note: like most of LaGOWEs brakes, this must be done ON THE GROUND or else you will lose everything good about this</p><p>
 - <strong>BC -&gt; rainbow step -&gt; br (optional) </strong> Improved from vanilla, cuts tracking with the rainbow step and has better skid correction than standard BC brake</p><p>
 - <strong>AC</strong> stops most momentum and dogs can potentially take hits for you, if you can figure out the recovery timing a very strong option</p><p>
Despite the 8B &gt; dash nerf, the general reduced guidance nerf kind of cancels it out so you are still relatively "safe" in the gap where you are falling before you actually hit the land so make use of the new cancels a lot <img src="https://www.forums.dustloop.com/uploads/emoticons/default_eng101.gif" alt=":eng101:"></p><p>
</p><p>
-general gameplan</p><p>
Stay close to your teammate and pressure/support from the rear. Chase when you see the opportunity but don't do it too recklessly or you (and subsequently your partner) will get punished for it <img src="https://www.forums.dustloop.com/uploads/emoticons/default_kitty.gif" alt=":kitty:"></p><p>
</p><p>
</p></div><p>
</p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Cancel Routes</b></div><p>
A -&gt; AB</p><p>
A -&gt; 8B</p><p>
AB -&gt; 8B??</p><p>
</p><p>
Useful to note the recovery of AC ends extremely quick with respect to the number of dogs that come out (3 dogs feels like you recover when the 3rd dog is out) so you are capable of "linking" inputs with 8b after AC without it being an actual cancel.</p><p>
</p></div><p>
</p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Combos</b></div><p>
<strong><em>Note: -&gt; means normal cancel, &gt;&gt; means boost dash cancel, &gt; means rainbowstep cancel</em></strong></p><p>
</p><p>
<strong>[5BBB] Basic Combo</strong></p><p>
Dog Combo. Woof</p><p>
</p><p>
<strong>[4/6BBB] Side Combo</strong></p><p>
Attacks the enemy from the side then ends in drill spin</p><p>
</p><p>
<strong>[2BB/A] Back Combo</strong></p><p>
Chase them down then kick them with your hind legs. Optional BR air hit afterwards</p><p>
</p><p>
</p></div><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Team Composition Advice</b></div><p>
3k - </p><p>
Get ready to work hard. I feel like there's two ways this matchup goes. 1) You die early, so you go in hard since you are going to overcost anyways and the 3k is forced to play back. 2) You don't die but the 3k has to do double duty since your priority is more survival. Doable but not recommended.</p><p>
</p><p>
2.5k -</p><p>
Standard team comp 1. Gives you the freedom of 1 death before overcosting your partner, but then you get 2.5 lives which is really nice.</p><p>
</p><p>
2k -</p><p>
Standard team comp 2. I feel like this comp is harder than 2.5k but with the right ally you can make it work just fine. 2ks received some pretty well-deserved buffs since vanilla but overall you might have a hard time finding openings against more turtle-y/defensive players/comps</p><p>
</p><p>
1k - </p><p>
Pros: Lives. Cons: Generally weaker and still needs to find ways to make plays while not having great/YOLO options like the higher cost mechs</p><p>
</p><p>
</p></div><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Other information</b></div><p>
I feel like Lagowe works well with both assault or blast burst. Blast burst is great for an extended pursuit due to its increase in lock range, ammo recharge speed, and its overall duration. You can chase pretty hard for a good amount of time. Assault on the other hand is great when you are in that punish situation and need to spit out some quick damage that you don't normally get in the neutral game. Pick the right burst for the team comp (are you fronting? chasing? backing? etc) and general playstyle.</p><p>
</p></div><p>
</p><p>
Credit to <a href="" rel="external nofollow">http://www.pixiv.com/users/861684</a> for the banner image</p>
]]></description><guid isPermaLink="false">8181</guid><pubDate>Wed, 22 Jan 2014 16:12:46 +0000</pubDate></item><item><title>[FB] Red Qubeley General Discussion: Who's a good girl?</title><link>https://www.forums.dustloop.com/forums/topic/8187-fb-red-qubeley-general-discussion-whos-a-good-girl/</link><description><![CDATA[
<p>This thread is for Qubeley mk-ii information/discussion/questions/etc!</p><p>
</p><p>
<img src="http://i.imgur.com/znQZvwo.png" alt="znQZvwo.png"></p><p>
</p><p>
JP Wiki: <a href="" rel="external nofollow">http://www4.atwiki.jp/arcgundamexvsfuvo/pages/73.html</a></p><p>
</p><p>
everything is a work in progress of course</p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Move List</b></div><p>
</p><p>
<strong>[A] - Beam</strong></p><p>
Standard beam rifle shot.</p><p>
1 reload per 2.5 seconds. Max ammo of 6.</p><p>
</p><p>
<strong>[CSa] - Funnel Salvo </strong> </p><p>
Funnels fire in a wide pattern in front of Qubeley.</p><p>
Does not consume ammo.</p><p>
2 second charge time.</p><p>
</p><p>
<strong>[AB] - Funnels </strong> </p><p>
Sends out a group of 3 funnels. Can send out up to 3 groups at once.</p><p>
One funnel reloads every 2.5 seconds. Max ammo of 12.</p><p>
</p><p>
<strong>[AC] - Bawoo Assist </strong></p><p>
Summons an assist that shields you. It fires A when you fire A(but moves off to the side to do so, so it will not shield you when you are firing). It faces the target that you are targeting- so if you want to use bawoo to prevent a landing punish, for example, target the enemy who you are most worried will punish you with a beam shot. Otherwise, bawoo may not be on the right side of you needed to block the shot!</p><p>
Lasts for 8 seconds.</p><p>
Reloads in 15 seconds. Only starts reloading after it is destroyed or leaves.</p><p>
Can be summoned during BC.</p><p>
</p><p>
<strong>[bC] - Funnel Mode </strong></p><p>
A special mode where Qubeley stays still and you control funnels with A and B. A fires them, B changes their positioning. Can cancel out of this mode in multiple ways. You are very vulnerable during this, but Bawoo assist and terrain can help defend you.</p><p>
Lasts up to 10 seconds if you use the full gauge. Takes 3 seconds to start reloading again, then takes 15 seconds to fully reload.</p><p>
Can do 2BC to not rise into the air.</p><p>
</p><p>
</p><p>
<strong>[ABC during EX] - Super funnel mode </strong></p><p>
This sends your cloud of funnels to hover around an enemy. Lasts about 12 seconds. During this, you hit AB to cause the funnels to fire at the enemy(cooldown of about 1.5seconds). This does not consume AB ammo.</p><p>
</p><p>
Has super armor.</p><p>
</p><p>
</p></div><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Core Strategy/Advice</b></div><p>
</p><p>
</p><p>
Red qubeley is a 1k suit with some special long range and "close" range options, but is rather unspectacular at "mid" range without AC.</p><p>
</p><p>
Her redlock range is incredibly long. Use this to your advantage when poking with A to get BR punishes(or at least pressure) that few mechs can.</p><p>
</p><p>
Her funnels are much less versatile than other funnels as a poking tool. The reason for this is that at closer ranges, they get into a special formation which ruins their muzzle correction. If there are any advantages to this formation, I cannot figure them out because they make the funnels bad at both simple punishes and controlling vectors.</p><p>
</p><p>
The ideal range for summoning funnels is around the edge of your redlock range. Much closer and they get into that crippling formation, too much farther and they may not be close enough to be of much use in controlling vectors or punishing. At this ideal range, they are alright for punishing boost hops and they are fantastic at punishing someone if they simply keep moving in one direction.</p><p>
</p><p>
Don't just fire funnels aimlessly and then forget about them. Think of funnels as firing beam rifle shots in the future- in about 2 seconds, those shots will fire. By themselves, these are pretty useless, especially since it is hard to predict things 2 seconds in advance. What you want to do is use them as a centerpiece. The enemy is spending lots of boost, but they might land before those funnels shoot- so fire earlier to prevent that early landing. Or, the funnels forced the enemy to change direction and thus spend more boost, and then you can clutch it out with a BR zunda.</p><p>
</p><p>
However, while non-ideal ranges are subpar for funnels, if you have max funnel ammo you might as well throw out AB because they do sometimes get punishes or prevent movement when they get into that silly formation. They are just worse than pretty much all other funnels at it at that sort of range. But the funnels are vernierless, so the risk is nonexistent to simply throw out that extra filler. They can still be alright for punishing overheats or extended vernier.</p><p>
</p><p>
If the enemy is simply moving left/right, funnels(when summoned from proper ranges) are pretty great at punishing them if they dont charge direction/swerve/hop. Boost hopping makes most funnels pretty easy to avoid. However, you shouldn't just think of the enemy boost hopping as "oh, they're avoiding my hits." Boost hopping changes their positioning dramatically. If they run away, you can focus on the other enemy. They may end up cornering themselves. If they move closer, they become easier to punish. Boost hopping is evasive, but it means a large, telegraphed amount of movement.</p><p>
</p><p>
At closer ranges, dont use funnels very much aside for doing turnaround A-AB for fastfalls. At close ranges, csA and AC can be particularly valuable. AC will shield you, allowing early landings, and it fires when you fire, helping you punish/pressure/use less A ammo. AC also shields your melee approaches, but raises when you actually attack. Regardless, this can help make your melee less vulnerable to projectile counter attacks, forcing the enemy to run or try to out-melee you.</p><p>
</p><p>
csA is quite nice. You do over 200 damage with csA into two A shots. If they sidestep, they'll get hit. If they change from moving left to moving right, they'll probably get hit. If they melee, they'll probably get hit. So you can use csA to make them hesitant to melee, sidestep, or move in certain ways. If you're close enough and they try moving left/right to avoid csA, your 4b/6b can be quite nice They can fuwa hop to deal with both csA and melee, but that is quite boost inefficient so you can take advantage of that. And if they run away, they may be handing the advantage over to you due to your long redlock range and AB. Leaping melees like Exia's can be particularly annoying vs csA, though, so don't try to do csA tactics much against mechs with special options like that.</p><p>
</p><p>
Do note that csA has a bit of a deadzone right in front of it where it wont hit, so if a melee approach gets deep enough your csA will not hit them. So use it more in anticipation rather than raw reaction.</p><p>
</p><p>
BC is pretty nice. You pretty much always want to 2bc instead of normal bc, because being low to the ground lets you take advantage of the terrain. Try to identify useful spots to hide behind on each stage, such as buildings, hills, etc. Indestructible natural terrain like hills are preferable to buildings. If there is none for you at the moment, use AC to shield you when shots start coming.</p><p>
</p><p>
Use it to punish your enemies for landing no matter how far away you are, or to prevent them from doing attacks that vernier them. I do not have much advice for how often you should tap B to rearrange the funnels, but I guess if they seem like they're not on a good vector or not close enough, hit it. I generally tap B periodically during BC.</p><p>
</p><p>
Of course, be concerned about enemies using Gerobis vs your BC. Try to pay attention to when they stop in the air if you cant actually see them due to the building in your way or whatever. Boost dash cancel your BC and then input block(boost dash easily cancels into block) to block the gerobi. You may have successfully made them waste some ammo and boost. And if you bait them enough, they may hesitate to do it so quickly later, which can give you more time to freely BC. Also, it is noteworthy that you can fire your funnels at someone you suspect is doing a gerobi and then you boost dash cancel and block- you dont have to stay still for your funnels' already fired lasers to keep flying at the enemy, but they have to stay still for their gerobi to fly at you.</p><p>
</p><p>
BC may be useful for trying to bait the enemy to pay attention to you, which can help your ally get into an advantageous situation.</p><p>
</p><p>
Use AC to help enable riskier landings. Just make sure you're switching to the right target to block fire with it.</p><p>
</p><p>
</p><p>
Because her AB funnels are rather situational and her super is quite good, I would recommend picking Assault Burst and trying to half-burst often, similar to vanilla EXVS. Try to time assault burst soon after your AC wears off and when you're rather low on AB and A ammo. Try to use a good amount of your funnels again before you super, because you'll recover about 5 funnels during the super since it lasts about 12-14 seconds. Try to always super before your burst wears off. Use it to pressure enemies to prevent them from doing attacks that vernier, and use it to punish landings that pretty much no other mech can punish without proximity. Remember, her super has super armor, so dont fret tooo much about random BR hits when performing it.</p><p>
</p><p>
Since she both has tools that are exclusively long range(BC, AB) and exclusively close range(csA), you may feel torn between moving closer or moving away. The following factors can be important for helping you decide which to do during various matchups/situations: 1)your ally's ideal range and where they are right now. 2)The HP you and your ally have, dont cause overcost etc 3)The ideal ranges of your enemy mechs  4)How much boost your enemies have left at the moment and where they are, of course! 5)Whether or not there are any buildings left to 2BC behind.</p><p>
</p><p>
</p><p>
</p><p>
</p></div><p>
</p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Cancel Routes</b></div><p>
A -&gt; AB,</p><p>
</p><p>
</p></div><p>
</p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Combos</b></div><p>
<strong><em>Note: -&gt; means normal cancel, &gt;&gt; means boost dash cancel, &gt; means rainbowstep cancel</em></strong></p><p>
</p><p>
5bbb is your main combo meat. </p><p>
</p><p>
5bb&gt;5bbb 211 damage</p><p>
</p><p>
5bb&gt;5bb&gt;2b 208 damage, launch(being launched in the air=more time until they tech, more time before they can get up and help their ally)</p><p>
</p><p>
6b&gt;5bbb 197</p><p>
</p><p>
</p><p>
BR&gt;&gt;BR&gt;&gt;BR 158</p><p>
</p><p>
AB BR&gt;&gt;BR 164</p><p>
</p><p>
</p><p>
</p><p>
</p></div><p>
</p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Video Section</b></div><p>
</p><p>
~WIP~</p><p>
</p><p>
</p><p>
</p></div><p>
</p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Team Composition Advice</b></div><p>
~WIP~</p><p>
</p><p>
What Red Qubeley brings to the table:</p><p>
-long redlock range helps her punishes in more situations and be safer while poking</p><p>
-funnels can help prevent various movement choices, like simple perpendicular movement, which may be hard to punish otherwise without taking risks</p><p>
-bawoo assist and A-AB fastfall help survivability</p><p>
-useful super allows for exceptional punishes/pressuring</p><p>
-BC gives a max range option, especially on certain stages where you can use cover effectively</p><p>
-csA helps defeat melee and sidesteps at close ranges</p><p>
</p><p>
</p><p>
Concerns:</p><p>
-lack of tools to quickly knockdown with</p><p>
-mid range has issues</p><p>
-light ammo issues</p><p>
-not as good at cutting melee combos as other 1k mechs</p><p>
-poor melee</p><p>
-does not really have an ideal range</p><p>
</p><p>
Pairing with a 2.5k is generally the best choice.</p><p>
</p><p>
It is probably preferable to team with someone who has a good mid range so that red qubeley can lean on her partner at that range.</p><p>
</p><p>
Zeta:</p><p>
</p><p>
Zeta's csB means more A, AB, and AC, so you get to poke plenty and defend yourself plenty with AC. </p><p>
Both of your bursts are rather intimidating due to zeta's hyper armor and red qubeley's super.</p><p>
Zeta's firepower is pretty nice for forcing the enemy to spend more boost, which can work well in tandem with qubeley's long redlock range with A and AB.</p><p>
However, this team lacks some self defense.</p><p>
</p><p>
</p><p>
Tallgeese:</p><p>
</p><p>
</p><p>
Banshee:</p><p>
Play patiently with banshee. Help her survive to get multiple NTDs. Use your funnels and AC to give a nice volume of fire, use your long redlock range to punish enemies who successfully escape from banshee flanking tactics.</p><p>
</p><p>
</p><p>
Haman Qubeley:</p><p>
</p><p>
</p><p>
</p><p>
</p></div><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Other information</b></div><p>
Concerns regarding fighting specific suits, picking assault or blast burst, and miscellaneous details go here.</p><p>
</p><p>
There are tiny deadzones between the shots of csA, so it *is* possible for mechs to sometimes not get hit while standing between the shots, but it is quite unlikely in this version unlike the last version. You may want to be more concerned about this vs  smaller mechs like V1, F91 than big mechs like Zeong.</p><p>
</p><p>
If you're facing away from the enemy you are summoning funnels at, the funnels will have to travel further because they always go out via qubeley's front before heading towards the enemy. So, if you're facing away from the enemy and you're a little too close for ideal range, facing away will help to prevent the funnels from getting in that bothersome formation.</p><p>
</p><p>
Destiny, Gunnerzaku, Impulse, and other mechs with SEED csA Gerobis: Funnels can help you prevent them from doing such gerobis often. However, gerobis can also wreck you for trying to simply use AC to protect your landing.</p><p>
</p><p>
VS Other funnel users: Be careful about doing BC. Funnels can be tough to react to/notice and your AC probably wont save you.</p><p>
</p></div>
]]></description><guid isPermaLink="false">8187</guid><pubDate>Wed, 22 Jan 2014 17:17:38 +0000</pubDate></item><item><title>[FB] The Gundam MkII (Kamille) Thread - Hahahaha ! Zamanaize !</title><link>https://www.forums.dustloop.com/forums/topic/8340-fb-the-gundam-mkii-kamille-thread-hahahaha-zamanaize/</link><description><![CDATA[
<p>Gundam MkII (Kamille)</p><p>
Durability : 330</p><p>
Cost : 1000</p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Movelist</b></div><p>
<strong>[A] Main - Beam Rifle</strong></p><p>
Standard BR. Reloadable manually like Emma's MkII.</p><p>
Ammo : 4</p><p>
Damage : 65</p><p>
</p><p>
<strong>[AB] Sub - Hyper Bazooka</strong></p><p>
Same bazooka as Emma's MkII and Hyaku Shiki.</p><p>
Ammo : 3</p><p>
Damage : 75~148</p><p>
Reload Time : 5 seconds, reloads when empty</p><p>
</p><p>
<strong>[AC] Special Shoot - Rick Dias Assist</strong></p><p>
Same assist as Emma's MkII. Rick Dias fires its bazooka 3 times.</p><p>
Ammo : 2</p><p>
Damage : 120 (3 hits)</p><p>
Reload Time : 15 seconds, reloads when empty</p><p>
</p><p>
<strong>[bC] Special Melee - Continuous Kick</strong></p><p>
MkII hits the opponent with a 2-hit kick combo.</p><p>
Damage : 133 (2 hits)</p><p>
</p><p>
<strong>[ABC] Burst Attack : Zamanaize !</strong></p><p>
This is what you play this unit for ! Kamille will trashtalk your opponent while bodying him <img src="https://www.forums.dustloop.com/uploads/emoticons/default_smile.gif" alt=":)"></p><p>
Damage : 242 (Assault) / 224 (Blast)</p><p>
</p></div><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Cancel Routes</b></div><p>
[A]→[AB],[bC]</p><p>
[AB]→[bC]</p><p>
[AC]→[bC]</p><p>
[NB]→[8B],[2B],[bC]</p><p>
[8B]→[bC]</p><p>
[2B]→[AB],[bC]</p><p>
[6B]→[8B],[2B],[bC]</p><p>
</p></div>
]]></description><guid isPermaLink="false">8340</guid><pubDate>Wed, 19 Feb 2014 05:59:32 +0000</pubDate></item><item><title>[FB] Victory Thread</title><link>https://www.forums.dustloop.com/forums/topic/8225-fb-victory-thread/</link><description><![CDATA[
<p><img src="http://i.imgur.com/30XVFLJ.jpg" alt="30XVFLJ.jpg"><br><br>
Victory Gundam<br>
Pilot: Uso Ewin<br>
Cost: 1000<br>
Health: 320<br><br><a href="" rel="external nofollow">JP Wiki for reference</a><br>
Victory features in 4 configurations: The standard Victory Gundam mode, Top Fighter mode which has no legs, Bottom Fighter mode which has no arms, and Core Fighter mode which is just a jet. During EX Burst it mounts the Overhang Pack, giving it a new attack.<br><br></p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Movelists</b></div><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Victory Gundam</b></div><br><strong><span>Weapons</span></strong><br><strong>[A] Beam Rifle</strong><br><span style="color:#0000FF;">[Damage: 70][Ammo: 7] [Down Value: 2][Proration: -30%][Reload Time: 3s/shot][Type: Beam][stagger] </span><br>
Extends its beam shield while firing, auto-guarding against enemy fire<br><br><strong>[CSa] Overhang Cannon (EX Burst Only)</strong><br><span style="color:#0000FF;">[Damage: 182(A Burst)/168(B Burst)][Charge Time: 1s][Type: Beam][Knockdown]</span><br>
Fires a gerobi<br><br><strong>[AB] Fire Hangar</strong><br><span style="color:#0000FF;">[Damage: 91][Down Value: 2.5][Proration: -30%][Type: Live Ammo][Down]</span><br>
Fires the upper body of the Victory into the enemy, switching to Bottom Fighter mode in the process. Will deploy its shield while firing and guard against projectiles for 2 hits, the second of which will destroy it after guarding it.<br><br><strong>[AC] Summon Zoloat</strong><br><span style="color:#0000FF;">[Damage: 60][Ammo: 1] [Down Value: 1][Proration: -20%][Reload Time: 8s][Type: Beam][stun]</span><br>
Marbet's Zoloat appears and fires a beam that stuns the enemy<br><br><strong>[bC] Fire Boots</strong><br><span style="color:#0000FF;">[Damage: 124][Down Value: 3][Proration: -30%][Type: Live Ammo][Down]</span><br>
Fires the lower body of the Victory into the enemy, switching to Top Fighter mode in the process<br><br><strong>[ABC] Parts Attack (During EX Burst)</strong><br><span style="color:#0000FF;">[Hangar Damage: 97(A Burst) / 89(B Burst)][boots Damage: ?(A Burst) / 117(B Burst)]</span><br>
Victory switches to Core Fighter mode and fires a barrage of Hangars and Boots at the enemy. Pressing A shoots Hangars while pressing B shoots Boots. Getting hit will end the super and knock you back into Victory Mo<br><br><strong><span>Melee</span></strong><br><strong>5bb</strong><br><strong>8bb</strong><br><strong>4/6bb</strong><br><strong>2b</strong> - Quickly jumps up and stomps the target. Useful for confusing enemies and for movement.<br><strong>BD8b</strong><br><br></div><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Top Fighter</b></div><br><strong><span>Weapons</span></strong><br><strong>[A] Beam Rifle</strong><br><span style="color:#0000FF;">[Damage: 70][Ammo: 7] [Down Value: 2][Proration: -30%][Reload Time: 3s/shot][Type: Beam][stagger] </span><br>
Extends its beam shield while firing, auto-guarding against enemy fire during that time<br><br><strong>[CSa] Overhang Cannon (EX Burst Only)</strong><br><span style="color:#0000FF;">[Damage: 182(A Burst)/168(B Burst)][Charge Time: 1s][Type: Beam][Down]</span><br>
Fires a gerobi<br><br><strong>[AB] Fire Hangar</strong><br><span style="color:#0000FF;">[Damage: 91][Down Value: 2.5][Proration: -30%][Type: Live Ammo][Down]</span><br>
Fires the upper body of the Victory into the enemy, switching to Core Fighter mode in the process. Will deploy its shield while firing and guard against projectiles for 2 hits, the second of which will destroy it after guarding it.<br><br><strong>[AC] Summon Zoloat</strong><br><span style="color:#0000FF;">[Damage: 60][Ammo: 1] [Down Value: 1][Proration: -20%][Reload Time: 8s][Type: Beam][stun]</span><br>
Marbet's Zoloat appears and fires a beam that stuns the enemy<br><br><strong>[bC] Call Boots</strong><br>
Calls for new lower body parts and docks Victory Gundam mode<br><br><strong><span>Melee</span></strong><br><strong>5bb</strong><br><strong>8b</strong><br><strong>4/6bb</strong><br><strong>BD8b</strong><br><br></div><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Bottom Fighter</b></div><br><strong><span>Weapons</span></strong><br><strong>[A] Beam Rifle</strong><br><span style="color:#0000FF;">[Damage: 70][Ammo: 7] [Down Value: 2][Proration: -30%][Reload Time: 3s/shot][Type: Beam][stagger] </span><br>
Fires up to 3 beams in place<br><br><strong>[CSa] Overhang Cannon (EX Burst Only)</strong><br><span style="color:#0000FF;">[Damage: 182(A Burst)/168(B Burst)][Charge Time: 1s][Type: Beam][Down]</span><br>
Fires a gerobi<br><br><strong>[AB] Call Hangar</strong><br>
Calls for new upper body parts and docks to Victory Gundam mode<br><br><strong>[AC] Summon Zoloat</strong><br><span style="color:#0000FF;">[Damage: 60][Ammo: 1] [Down Value: 1][Proration: -20%][Reload Time: 8s][Type: Beam][stun]</span><br>
Marbet's Zoloat appears and fires a beam that stuns the enemy<br><br><strong>[bC] Fire Boots</strong><br><span style="color:#0000FF;">[Damage: 124][Down Value: 3][Proration: -30%][Type: Live Ammo][Down]</span><br>
Fires the lower body of the Victory into the enemy, switching to Core Fighter mode in the process<br><br><strong><span>Melee</span></strong><br><strong>5bbb</strong> - Launches target upwards. Can chain the last hit into Boots Fire, switching to Core Fighter mode in the process<br><strong>5bb2b</strong> - Knocks target down into the ground<br><strong>8bb</strong><br><strong>4/6bb</strong><br><strong>2b</strong> - Quickly jumps up and stomps the target. Useful for confusing enemies and for movement.<br><strong>BD8b</strong><br><br></div><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Core Fighter</b></div><br><strong><span>Weapons</span></strong><br><strong>[A] Vulcan</strong><br><span style="color:#0000FF;">[Damage: up to 82][Ammo: 60] [Down Value: ?][Proration: ?%][Reload Time: ?][Type: Live Ammo][stagger (after 4 hits?)]</span><br>
Fires the head vulcans<br><br><strong>[AB/BC] Call Hangar and Boots</strong><br>
Docks with new upper and lower parts, forming Victory Gundam mode<br><em>Upon entering overheat Victory will automatically do this</em><br><br></div><br></div><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Strategy</b></div><br>
Don't stop shooting Hangars, carry on with shooting Hangars. You've got 7 shots and 1 assist, both of which take some time to reload. But it's okay because you've got the Hangar, and if you don't then you can have one delivered in like half a second. You'll be using Hangar Fire instead of shooting Boots in most situations. Its fastfall properties as well as Bottom Fighter mode being the superior of its two amputee modes makes it a better choice. Not only that, but Hangar Fire's guard properties could save you from some damage. Boots Fire is more situational, doing more damage and having a higher down value at the expense of not having fastfall and leaving you in the inferior Top Fighter mode. If they're closing in and A-&gt;AB will hit them, for example, then do A-&gt;BC to fire the Boots instead for the hard KD. Try to only use BC if you know it's safe. After firing either arms or legs call for new pairs ASAP. Your infinite supply of arms and legs to use as improv weaponry is what makes you strong.<br><br>
Though its BR is now vernier'd and shieldless, Bottom Fighter retains the regular movement of Victory mode and boasts more threatening melee than either of its other modes. Also in spite of having to stop to shoot its rifle, it can shoot 3 times in place and there are times when this can be useful. It also retains Victory mode's 2b jump which is particularly rad at tripping up your targets at close range because of how sudden the motion is (Remember that you control your opponents' camera). The 2b jump is also useful for special movement, allowing you to move away even in overheat. Top Fighter, on the other hand, not only lacks that option but also uses ground-style movement all while lacking the good brake cancels that make most ground units effective and fun to play. Whereas Bottom Fighter loses options in exchange for different ones, Top Fighter simply loses without gain. Stand up to the victory isn't just a song, it's a reminder to keep your legs attached at all times because you can't stand with no legs.<br><br>
WIP<br></div><br><br><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Cancel Routes</b></div><br><strong>Mode-specific remarks color coded for <span style="color:#008000;">Victory Mode</span>, <span style="color:#0000FF;">Bottom Fighter Mode</span>, and <span style="color:#FF0000;">Top Fighter Mode</span></strong><br><br>
A -&gt; AB - <span style="color:#008000;">Fastfall entering Bottom Fighter mode</span> / <span style="color:#FF0000;">Fastfall entering Core Fighter mode</span><br>
A -&gt; BC<br>
A -&gt; AC<br>
AB -&gt; BC - <span style="color:#008000;">Victory Mode only</span><br>
AB -&gt; AC - <span style="color:#008000;">Victory Mode only</span><br>
BC -&gt; AB - <span style="color:#008000;">Victory Mode only. Fastfall entering Core Fighter mode</span><br>
BC -&gt; AC - <span style="color:#008000;">Victory Mode only</span>
<p>5bbb -&gt; BC - <span style="color:#0000ff;">Bottom Fighter Mode only</span><br><br>
WIP<br></p></div><br><br>
This'll take some work to finish

]]></description><guid isPermaLink="false">8225</guid><pubDate>Sun, 26 Jan 2014 08:58:46 +0000</pubDate></item><item><title>[FB] Acguy Thread</title><link>https://www.forums.dustloop.com/forums/topic/8224-fb-acguy-thread/</link><description><![CDATA[
<p></p><p></p><div style="text-align:center;"><img src="http://i.imgur.com/zs5LLTr.jpg" alt="zs5LLTr.jpg"><p>
</p><p>
Name: MSM-04 Acguy</p><p>
Pilot: Akahana</p><p>
Cost: 1000</p><p>
HP: 330</p><p>
</p><p>
Movement Type: Ground | Mode Change: <span style="color:#FF0000;">No</span> | Transform:<span style="color:#FF0000;"> No</span> | Special Burst Effects: <span style="color:#FF0000;">No</span></p><p>
</p><p>
<a href="" rel="external nofollow"><strong>JP Wiki</strong></a></p><p>
</p></div><p></p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Movelist</b></div><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Weapons</b></div><p>
<strong>[A]Vulcan</strong></p><p>
<span style="color:#0000FF;">[Damage: 8/shot][Ammo: 90][Down Value:?][Proration:?][Reload Time:?/90 shots][Type: Live Ammo][stagger]</span></p><p>
A vulcan is fired from Acguy's hand. Not bad for hitconfirming into Juaggus. Fires up to 15 shots at once.</p><p>
</p><p>
<strong>[AB] 6 Tube Rocket Launcher</strong></p><p>
<span style="color:#0000FF;">[Damage: 90 shots][Ammo: 3][Down Value:?][Proration:-20%(Warhead) -10%(Explosion)][Reload Time:?/3 shots][Type: Live Ammo][Down]</span></p><p>
Acguy fires a rocket, just like his old sub weapon from Next.</p><p>
</p><p>
<strong>[AC] Juaggu Summon</strong></p><p>
<span style="color:#0000FF;">[Damage: ~30/hit][Ammo: 3][Down Value:?][Proration: -30%/hit][Reload Time:6s/3 shots][Type: Assist/Live Ammo][Down]</span></p><p>
Two Juaggus are summoned and fire some rockets. They absorb all projectiles that hit them from the front, and where they summon relative to Acguy's position can be determined by holding a direction while pressing AC.</p><p>
</p><p>
<strong>[bC] Agg Summon</strong></p><p>
<span style="color:#0000FF;">[Damage: 91(Agg)/89(Agguguy)][Ammo: 3][Down Value:?][Proration: ?][Reload Time:5s/3 shots][Type: Assist/Melee][stun(Agg)/Stagger(Agguguy)]</span></p><p>
Note: Holding a direction summons the alt. assist.</p><p>
</p><p>
Agg is summoned and burrows underground, then emerges underneath the target (unless they are too far). When done in the air, Agg flies after the target.</p><p>
</p><p>
Agguguy is summoned and runs after the target while swinging its heat rods.</p><p>
</p><p>
<strong>[ABC]EX Burst Attack</strong></p><p>
Acguy summons more Acguys, which roll at the target and launch them in the air. Acguy can get hit as well.</p><p>
</p></div><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Melee</b></div><p>
<strong>[5B]</strong></p><p>
BBB - First two B inputs do two hits each.</p><p>
<span style="color:#0000FF;">[Damage: 174]</span></p><p>
</p><p>
B(B)A - Same as above, but fires head vulcans instead of doing an overhead slam.</p><p>
<span style="color:#0000FF;">[Damage: 162]</span></p><p>
</p><p>
<strong>[8B]</strong></p><p>
8B - A slide that does ~5 hits.</p><p>
<span style="color:#0000FF;">[Damage: 85]</span></p><p>
</p><p>
<strong>[4/6B]</strong></p><p>
4/6BB - 4 hits, 2 per input. Acguy's fastest attack.</p><p>
<span style="color:#0000FF;">[Damage: 122]</span></p><p>
</p><p>
<strong>[2B]</strong></p><p>
2B - Overhead slam. Can be used as a poor man's version of attacks like Exia's 2BC or Blue Frame's 2B.</p><p>
<span style="color:#0000FF;">[Damage: 80]</span></p><p>
</p><p>
<strong>[bD8B]</strong></p><p>
BD8B - Acguy rolls into the target. Does a lot of hits and has a tendency to have Acguy roll past the target before finishing the attack.</p><p>
<span style="color:#0000FF;">[Damage: 108]</span></p><p>
</p></div><p>
</p></div><p>
</p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Strategy</b></div><p>
</p></div><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Cancel Routes</b></div><p>
A→2B</p><p>
A→AB</p><p>
A→AC</p><p>
A→(dir+)BC</p><p>
AC→(dir+)BC</p><p>
(dir+)BC→AC</p><p>
2B→AC</p><p>
2B→(dir+BC)</p></div><p>
</p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Full Boost Changes</b></div><p>
Sub changed to rocket launcher</p><p>
AC is the EXVS vanilla Sub</p><p>
BC at neutral and side now control the other two assists he has.</p></div>
]]></description><guid isPermaLink="false">8224</guid><pubDate>Sun, 26 Jan 2014 06:56:46 +0000</pubDate></item><item><title>[FB] EZ-8 Gundam Thread - AINAAAAAAAA!</title><link>https://www.forums.dustloop.com/forums/topic/8203-fb-ez-8-gundam-thread-ainaaaaaaaa/</link><description><![CDATA[
<p>EZ-8 Gundam or EZ-8</p><p>
Pilot : Shiro Amada</p><p>
Cost : 1000</p><p>
Durability : 330</p><p>
From : Mobile Suit Gundam 8th MS team</p><p>
<img src="http://www.mahq.net/mecha/gundam/08thmsteam/rx-79gez-8.jpg" alt="rx-79gez-8.jpg"></p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Movelist</b></div><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Beam Rifle Mode</b></div><p>
<strong>[A] Beam Rifle</strong></p><p>
Standard beam rifle shot. Max ammo of 6. Ammo only recovers in BR Mode</p><p>
</p><p>
<strong>[AB] Full Fire</strong></p><p>
Releases a volley of machine gun shots. Hold down the buttons to keep firing.</p><p>
</p><p>
<strong>[NAC] Ground-Type Gundam Summon (Net)</strong></p><p>
Summons a ground gundam that fires a net shot. On hit, it will slow the enemy down.</p><p>
</p><p>
<strong>[4/6 AC] Ground-Type Gundam Summon (Missle)</strong></p><p>
Summons a ground gundam that fires a missile which knocks-down. Uses same ammo as previous summon.</p><p>
</p><p>
<strong>[2 AC] Type 74 Hover Truck Summon </strong></p><p>
Summons the tank-like hover truck for machine gun rounds that slightly tracks the opponent. Uses same ammo as ground gundams.</p><p>
</p><p>
<strong>[bC] Equipment Change</strong></p><p>
Switches to 180mm Cannon mode.</p><p>
</p><p>
</p></div><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>180mm Cannon Mode</b></div><p>
<strong>[A] 180mm Cannon</strong></p><p>
Fires a Cannon shell. Press A once empty to reload. Max Ammo of 5</p><p>
</p><p>
<strong>[AB] Sniping Mode</strong></p><p>
Fires a Cannon shell into the air with increased range. Shares ammo with 180mm Cannon.</p><p>
</p><p>
<strong>[NAC] Ground-Type Gundam Summon (Net)</strong></p><p>
Summons a ground gundam that fires a net shot. On hit, it will slow the enemy down.</p><p>
</p><p>
<strong>[4/6 AC] Ground-Type Gundam Summon (Missle)</strong></p><p>
Use AC and a directional input. Summons a ground gundam that fires a missile which knocks-down. Uses same ammo as previous summon.</p><p>
</p><p>
<strong>[2 AC] Type 74 Hover Truck Summon </strong></p><p>
Summons the tank-like hover truck for machine gun rounds that slightly tracks the opponent. Uses same ammo as ground gundams.</p><p>
</p><p>
<strong>[bC] Equipment Change</strong></p><p>
Switches to Beam Rifle mode.</p><p>
</p></div><p>
</p></div><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>General Strategies/Advice</b></div><p>
<strong>Movement</strong></p><p>
</p><ul><li>Equipment Change is your friend for ground moment. While depleting your boost gauge, switching resets it to full so you can continue dashing. This allows for (somewhat) infinite boost while on the ground. Great for escapes or chasing down opponents. There is a slight pause and slide while you switch so be wary. This is known as brake cancel.<br></li><li>Always try to out-maneuver your enemies while on the ground. EZ-8's air options are very poor and slow<br><br><br><br><strong>Offense</strong><br><p></p><ul><li>Don't attempt to take the front lines, you mostly a support unit and your melee attacks aren't great. Keep your distance and annoy your opponents from afar with cannon mode.<br></li><li>Most of your offense will come from your beam rifle and cannon shots. Dash cancel them whenever possible for combos and to avoid opponents moves. Cannon shots can hit twice with the first hit knocking down, while Beam rifle shots hit up to 3 times.<br></li><li>When close to an enemy MS, Full Fire and Assists are a good way to knock them down for a retreat or to keep pressure.<br></li><li>The ground gundam summons are mid-range style moves so use them to pressure and annoy your opponent when in that range. The Net shot sticks to an opponent for awhile to slow them down while missiles can knock down if both of them hit. Tank is good for pressure.<br></li><li>Learn to abuse cannon shots at long-range when both opponents have their focus on your partner. Your red-lock range while in that mode is one of the highest in the game and can catch many units at the end of their boosts or combos. Sniping mode has great tracking and speed. Hitting an opponent from far while in green lock is possible if you can punish their recovery.<br></li></ul><p></p><p>
</p><p>
</p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Cancel Routes</b></div><p>
<strong>BR Mode</strong></p><p>
CC8B-A</p><p>
<strong>180 Cannon Mode</strong></p><p>
CC8B-A</p><p>
8B-A</p><p>
</p></div><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Combos</b></div><p>
<strong>Note: -&gt; means normal cancel, &gt;&gt; means boost dash cancel, &gt; means rainbowstep cancel</strong></p><p>
Combos ending with AC, Net stays after they wake up, missle only hits once.</p><p>
<strong>BR Mode</strong></p><p>
NBB&gt;AB or BR</p><p>
NBB&gt;AC/NAC</p><p>
8B&gt;AB or BR</p><p>
2BB&gt;BC or AC/NAC</p><p>
</p><p>
<strong>180mm Cannon Mode</strong></p><p>
cc8B &gt;&gt; cc8B &gt;&gt; cc8B or NB (can end with NB at any shoulder tackle.)</p><p>
4/6BB &gt; A or AC/NAC</p><p>
</p><p>
</p></div><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Video</b></div><p>
General tutorial video for Vanilla version of EZ-8</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=-Akl5tNjSaQ</a></p><p>
alot of the same stuff applies to Full Boost</p><p>
</p><p>
Use the replay feature to look for matches or the Nico gundam archives(need a niconico account to see)</p><p>
<a href="" rel="external nofollow">http://www.nicovideo.jp/watch/sm22837620</a> &lt;-- one of my favorite videos</p><p>
<a href="" rel="external nofollow">http://horibuna.web.fc2.com/EXVSFB/EXVSFB_sjsd9sd6asd4as.html</a> &lt;-- archive of hundreds</p><p>
</p></div><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Full Boost Changes</b></div><p>
Cannon mode red-lock shortened</p><p>
Assists and mode-change preserve some momentum</p><p>
Running jump now gives a proper boost hop (like Mobile Fighter types)</p><p>
In BR mode, mobility and turning capabilities nerfed, 6B nerfed</p><p>
</p></div></li></ul></div>
]]></description><guid isPermaLink="false">8203</guid><pubDate>Thu, 23 Jan 2014 04:22:13 +0000</pubDate></item><item><title>[FB] Arios Gundam General Discussion - 'Mari!' 'Soma Peries da!'</title><link>https://www.forums.dustloop.com/forums/topic/8174-fb-arios-gundam-general-discussion-mari-soma-peries-da/</link><description><![CDATA[
<p>This thread is for discussion of the 1000 cost suit, Arios Gundam.</p><p></p><p>At the top of this post is his movelist, and at the bottom are the detailed value and info tables for his weapons.</p><p></p><p></p><p>There are no melee combo routes listed here, as he is not a melee-centric unit. His highest damage melee combos involve cancelling his melee hits into his GN shield claw, but it's fairly common to see Arios simply step-cancel his melee into his GN twin beam rifle or submachine gun instead. Some melee combos are available on the JP wiki (linked below), if you have difficulty figuring out his melee paths. I may make a list of melee cancel routes in the future, but it's not in the plans at the moment.</p><p></p><p></p><p><strong>JP wiki</strong>: <a data-ipb="nomediaparse" href="" http: rel="external nofollow">http://www4.atwiki.jp/arcgundamexvsfuvo/pages/269.html</a></p><p></p><p></p><p><strong>General Info:</strong></p><p></p><p>Arios Gundam is a very versatile 1000 cost suit, with good mobility and both an amekyan (albeit a slow one) and a turnaround fastfall cancel available to him. In addition, he has a high volume of ranged output, a permanent assist, and fast melee options for quick knockdowns or stuns in tight situations.</p><p></p><p></p><p><strong>Random Info: </strong></p><p></p><p>- GN Archer has a health count, though it is virtually impossible to destroy her (takes around 4 minutes of continuous MG, beam, and missle fire) and she can be respawned by entering MA mode anyway.</p><p></p><p>- GN Archer can absorb physical property ranged attacks before they reach Arios. Beam weapons will penetrate through GN Archer, however.</p><p></p><p>- Arios' boost dash melee (CC8B) is a heavy stun on the first hit.</p><p></p><p></p><p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>MOVELIST</b></div><p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Mobile Suit Mode (MS Mode)</b></div><p></p><p><strong>[A] GN Twin Beam Rifle</strong></p><p>Standard beam rifle. Can be amekyan'd with GN submachine gun. Can be cancelled into quick MA transform, even when out of boost. Notably, if GN Archer is not currently engaged in an action, it will follow-up with its own beam rifle shot, even when Arios itself doesn't have ammo to shoot (ie: when you try to fire an empty shot).</p><p></p><p><strong>[AB] GN Submachine Gun</strong></p><p>Fires a volley from two GN submachine guns. Staggers in 4 hits. Most often seen when used for amekyan and fastfall turnaround shots.</p><p></p><p><strong>[AC] Quick MA Transform with GN Missile Launchers</strong></p><p>Arios Gundam docks with Soma's GN Archer and enters MA mode, then fires off a volley of missles. Useful for emergency maneuvers. Does not share missile ammo with MA mode missile packs.</p><p></p><p><strong>[</strong><strong>B] Beam Saber</strong></p><p>Standard beam saber melee. Average melee. Can be cancelled into MA mode melee attacks: BC goes into the GN shield claw clamp and 8B goes into the assault drill spin.</p><p></p><p><strong>[bC] GN Archer Multi-Shot Assist</strong></p><p>Soma's GN Archer fires a volley from its beam rifles. 4/6 inputs send GN Archer to the left/right sides, and cause it to fire two rounds. Neutral input causes GN Archer to stay in its current position and fire two rounds followed by a third double shot. Only the neutral summon can down an opponent by itself. Can be amekyan'd.</p><p></p></div><p></p><p></p><p></p><p></p><p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Mobile Armor Mode (MA Mode)</b></div><p><em>Arios can enter MA mode with the standard holding boost button + directional double-tap, or by using his AC move when in MS mode.</em></p><p></p><p><strong>[A] GN Twin Beam Rifle</strong></p><p>Standard MA mode beam rifle. Can cancel directly into rolling triple shot (AB) or GN shield claw (BC).</p><p></p><p><strong>[AB] Rolling Triple GN Twin Beam Rifle</strong></p><p>Causes Arios to do a barrel roll while firing three BR volleys.</p><p></p><p><strong>[AC] GN Missile Launchers</strong></p><p>Arios launches a volley of missiles upwards into the sky, which then fall in a scatter on top of the opponent.</p><p></p><p><strong>[</strong><strong>B] Assault Drill</strong></p><p>Arios drills its nose directly into the opponent and launches them upwards on a successful hit, allowing for easy combo followups. On hit, it causes an untechable knockdown, making it a good choice for a fast melee ender and escape.</p><p></p><p><strong>[bC] GN Shield Claw</strong></p><p>3-part attack. Arios flies directly into the opponent and clamps onto them. If the attack successfully hits the opponent, Arios will grind the opponent multiple times for high damage before causing the opponent to explode. Not only does Arios not move while performing the grind, but this move also cannot be cancelled out of once it hits, so use it carefully. The explosion portion of the move will cause an untechable knockdown, and Arios will continue to fly out the other side in MA mode.</p><p></p></div><p></p><p></p><p></p><p></p><p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Extreme Burst Attack</b></div><p><strong>[ABC] GN Archer Combo Attack</strong></p><p>Arios clamps on to the opponent, then spirals upwards into the air while emptying his twin beam rifle into them. At the apex of the rise, GN Archer smashes a beam saber into the opponent and knocks them to the ground. This attack is very easy to confirm into from any random hit, does good damage, and has somewhat decent cut resistance for an EX burst attack, due to its vertical movement.</p><p></p></div><p></p></div><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>VALUE/INFO TABLES:</b></div><p><em>- <strong>Down Values</strong>: When down value on a suit reaches 5, they yellow out. Down value on a suit resets after 3 seconds without taking damage.</em></p><p></p><p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Mobile Suit Mode (MS Mode)</b></div><p>[table]</p><p></p><tr><p></p><td><p><strong>INPUT</strong></p><p></p></td><p></p><td><p><strong>NAME</strong></p><p></p></td><p></p><td><p><strong>AMMO</strong></p><p></p></td><p></p><td><p><strong>DAMAGE</strong></p><p></p></td><p></p><td><p><strong>RELOAD TIME</strong></p><p></p></td><p></p><td><p><strong>PRORATION</strong></p><p></p></td><p></p><td><p><strong>DOWN VALUE</strong></p><p></p></td><p></p><td><p><strong>EFFECT</strong></p><p></p></td><p></p><td><p><strong>PROPERTY</strong></p><p></p></td><p></p></tr><p></p><tr><p></p><td><p><strong>A</strong></p><p></p></td><p></p><td>GN Twin Beam Rifle</td><p></p><td>6</td><p></p><td>70</td><p></p><td>3 sec, continuous</td><p></p><td>-30%</td><p></p><td>2.0</td><p></p><td>Stagger</td><p></p><td>Beam</td><p></p></tr><p></p><tr><p></p><td><p><strong>-</strong></p><p></p></td><p></p><td>GN Archer Assist Shot</td><p></p><td><p>-</p><p></p></td><p></p><td>90</td><p></p><td><p>-</p><p></p></td><p></p><td>-40% (-30% x2)</td><p></p><td>2.5 (1.25 x2)</td><p></p><td>Stagger</td><p></p><td>Beam (Assist)</td><p></p></tr><p></p><tr><p></p><td><p><strong>AB</strong></p><p></p></td><p></p><td>GN Submachine Gun</td><p></p><td>40</td><p></p><td>8-71</td><p></p><td>5 sec, on empty</td><p></p><td>-4%</td><p></p><td>0.24</td><p></p><td>Stagger on 4th hit</td><p></p><td>Beam</td><p></p></tr><p></p><tr><p></p><td><p><strong>AC</strong></p><p></p></td><p></p><td>Quick Transform + Missiles</td><p></p><td>1</td><p></p><td>30-84</td><p></p><td>9 sec</td><p></p><td>-20% per hit?</td><p></p><td>0.8 per hit?</td><p></p><td>Stagger</td><p></p><td>Physical Ammo</td><p></p></tr><p></p><tr><p></p><td><p><strong>BC</strong></p><p></p></td><p></p><td>GN Archer Multi-Shot Assist</td><p></p><td>1</td><p></p><td>150/90</td><p></p><td>6 sec</td><p></p><td>-20% per hit?</td><p></p><td>1.25 per hit? (x2 for 3rd shot)</td><p></p><td>Stagger</td><p></p><td>Beam (Assist)</td><p></p></tr><p>[/table]</p><p></p></div><p></p><p></p><p></p><p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Mobile Armor Mode (MA Mode)</b></div><p>[table]</p><p></p><tr><p></p><td><p><strong>INPUT</strong></p><p></p></td><p></p><td><p><strong>NAME</strong></p><p></p></td><p></p><td><p><strong>AMMO</strong></p><p></p></td><p></p><td><p><strong>DAMAGE</strong></p><p></p></td><p></p><td><p><strong>RELOAD TIME</strong></p><p></p></td><p></p><td><p><strong>PRORATION</strong></p><p></p></td><p></p><td><p><strong>DOWN VALUE</strong></p><p></p></td><p></p><td><p><strong>EFFECT</strong></p><p></p></td><p></p><td><p><strong>PROPERTY</strong></p><p></p></td><p></p></tr><p></p><tr><p></p><td><p><strong>A</strong></p><p></p></td><p></p><td>GN Twin Beam Rifle</td><p></p><td>4</td><p></p><td>90</td><p></p><td>3 sec, continuous</td><p></p><td>?</td><p></p><td>2 (x2)</td><p></p><td>Stagger</td><p></p><td>Beam</td><p></p></tr><p></p><tr><p></p><td><p><strong>AB</strong></p><p></p></td><p></p><td>Rolling Triple GN Twin Beam Rifle</td><p></p><td>1</td><p></p><td>104</td><p></p><td>4 sec</td><p></p><td>-10% (3 shots -25%)</td><p></p><td>1x2x3</td><p></p><td>Stagger</td><p></p><td>Beam</td><p></p></tr><p></p><tr><p></p><td><p><strong>AC</strong></p><p></p></td><p></p><td>GN Missile Pack</td><p></p><td>6</td><p></p><td>30-84</td><p></p><td>5 sec, on empty</td><p></p><td>-20% per hit?</td><p></p><td>0.8 per hit?</td><p></p><td>Stagger</td><p></p><td>Physical Ammo</td><p></p></tr><p></p><tr><p></p><td><p><strong>B</strong></p><p></p></td><p></p><td>Assault Drill</td><p></p><td><p>-</p><p></p></td><p></p><td>70</td><p></p><td><p>-</p><p></p></td><p></p><td>-20%</td><p></p><td>1.7</td><p></p><td>Untechable Down</td><p></p><td><p>-</p><p></p></td><p></p></tr><p></p><tr><p></p><td><p><strong>BC</strong></p><p></p></td><p></p><td>GN Shield Claw</td><p></p><td><p>-</p><p></p></td><p></p><td>199</td><p></p><td><p>-</p><p></p></td><p></p><td>-15%, -45%, -60%</td><p></p><td>1, 0, 3</td><p></p><td>Untechable Down</td><p></p><td><p>-</p><p></p></td><p></p></tr><p>[/table]</p><p></p></div><p></p><p></p><p></p><p></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Extreme Burst Attack</b></div><p>[table]</p><p></p><tr><p></p><td><p><strong>INPUT</strong></p><p></p></td><p></p><td><p><strong>NAME</strong></p><p></p></td><p></p><td><p><strong>AMMO</strong></p><p></p></td><p></p><td><p><strong>DAMAGE</strong></p><p></p></td><p></p></tr><p></p><tr><p></p><td><p><strong>ABC</strong></p><p></p></td><p></p><td>GN Archer Combo Attack</td><p></p><td>1 per burst</td><p></p><td>~271(A)/~251(B)</td><p></p></tr><p>[/table]</p><p></p></div><p></p></div><p> </p><p><em>Note: Original table settings for later restoration: table="width: 500, class: grid, align: center"</em></p>
]]></description><guid isPermaLink="false">8174</guid><pubDate>Wed, 22 Jan 2014 13:53:55 +0000</pubDate></item><item><title>[FB] GunEZ General Discussion: Lose all your shields to a gerobi.</title><link>https://www.forums.dustloop.com/forums/topic/8190-fb-gunez-general-discussion-lose-all-your-shields-to-a-gerobi/</link><description><![CDATA[
<p>This thread is for GunEZ information/discussion/questions/etc!</p><p>
</p><p>
JP Wiki: <a href="" rel="external nofollow">http://www4.atwiki.jp/arcgundamexvsfuvo/pages/47.html</a></p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Move List</b></div><p>
</p><p>
<strong>[A] - Beam Rifle</strong></p><p>
Standard beam rifle shot. </p><p>
1 reload per 3 seconds. Max ammo of 6.</p><p>
</p><p>
<strong>[AB] - Beam Bazooka </strong> </p><p>
Fires a shot with especially good tracking.</p><p>
Max ammo of 3, only starts reloading after all have been used. 6 second reload time.</p><p>
</p><p>
<strong>[AC] - Shrike Team Assists </strong></p><p>
Various attacking assists. They reload 1 at a time every 6 seconds.</p><p>
</p><p>
5AC summons a beam rifle assist, fires three times.</p><p>
8AC summons a kamikaze assist.</p><p>
2AC summons a missile assist, firing twice.</p><p>
</p><p>
You cannot summon two of the same assist at the same time. You have to wait until the previous is done. However, you can summon one beam rifle assist, one kamikaze assist, and one missile assist all simultaneously.</p><p>
</p><p>
</p><p>
<strong>[bC] - Shrike Team Defensive Assists </strong></p><p>
3 GunEZs surround and defend an ally. When the one in the middle is destroyed, one of the ones on the side take its place. 60 HP on each defender.</p><p>
20 seconds to reload. Starts reloading once the previous group of assists have been destroyed. If you reload it with burst, you cant use it again until the previous group has been destroyed.</p><p>
The assists face the enemy whom the carrier is targeting.</p><p>
They lift up out of the way when the carrier fires. However, attacks like funnels and assists do not cause this, because you user is not the one directly attacking.</p><p>
</p><p>
If you input a direction with this, it will go to your ally. If you leave the direction at neutral, you get the assist.</p><p>
</p><p>
Unlike The O and Red Qubeley's shield assist, these shield assists lift up the moment you start using a melee move, as opposed to only when the melee attack actually swings.</p><p>
</p><p>
</p><p>
<strong>[ABC during EX] Shrike Team Assault </strong></p><p>
Several GunEZs do a flurry of attacks. AC is unusable during this. Pretty good utility, they attack for a long sequence and from multiple angles. Looks cool as fuck.</p><p>
</p><p>
</p><p>
</p></div><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Core Strategy/Advice</b></div><p>
</p><p>
</p><p>
Gunez is essentially a pretty standard BR mech with a special BZ chain, tons of assists, and a nice shield assist that she can give to allies.</p><p>
</p><p>
<strong>BASICS</strong></p><p>
</p><p>
Her A ammo is a bit low, so use AB and AC to compensate. knockdown from A into AB, and sometimes use AB for poking instead of A. the ABs all reload at once, so they are pretty convenient ammo wise for poking.</p><p>
</p><p>
AB chains into itself twice and gunez re-aims for each shot. AB is faster and tracks better than A, so doing AB AB AB is pretty great for clutching out a landing punishes.  No boost left to zunda? No problem!</p><p>
</p><p>
her melee isnt very good, but 6b is alright, so use that in certain situations when doing 6b 66 6b would probably work. 2b and 8b have decent priority and naturally, 5b is the fastest melee you have.</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<strong>USING ASSISTS PROPERLY</strong></p><p>
</p><p>
Most of the time, you want to give your BC shield assist to your ally. However, the assists can actually be destroyed in transit, so use your best judgment based on the situation. If your ally has no HP and is far away the shield assists may end up completely wasted.  Furthermore, BC can help you safely summon AC assists.</p><p>
You should aim to summon at least 2 BCs per life. They recover in 20 seconds, so this should be quite reasonable to do.</p><p>
Keep in mind that the shields are not good against melee, large explosions(hildolfr), gerobis, or funnels, so in some matchups BC is not as helpful. Shield assists can help you/your ally land safely and get advantages and save life, but you can still get called out with a DX Gerobi or Zaku2 grenade.</p><p>
Remember, the assists face who the protected mech is targeting, so the user needs to judge who is most likely to punish their landing.</p><p>
</p><p>
</p><p>
AC is the central piece of your offense. While AB AB AB helps you clutch out landing punishes, AC is what helps you set up good situations. </p><p>
</p><p>
-The BR assist is more solid for quick punishes than the other two.</p><p>
-The missiles assist has incredible tracking. It also a long delay between the two barrage, which helps it control a vector solidly and force the enemy to sidestep/spend lots of boost.</p><p>
-The sword assist has fantastic tracking, but isn't as fast as other melee assists(or shots, of course), and so I generally think this is best used when your other two assists are already firing but you want to throw out more. I may experiment with it more soon.</p><p>
</p><p>
Use the beam rifle assist and missiles assist often. When playing neutral cautiously at redlock range,summon one of these to help you pressure the enemy. if they react to this by spending more boost, that can give you or your ally an advantage. if they react to this by running away, you can move forward with your ally, and perhaps pressure the other enemy. if they react to this by sidestepping, you can gain space on the enemy since sidestepping means they're not changing their positioning very much- unless they sidestep and then boost dash, which means they're spending quite a bit of boost gauge and can end up easier to punish.</p><p>
</p><p>
</p><p>
<strong>ASSIST CIRCLING</strong></p><p>
A particular tactic I like to use with GunEZ is what I call "Assist Circling".</p><p>
The idea is:</p><p>
1)summon beam rifle or missile assist.</p><p>
2)boost dash cancel to another side of the enemy, and summon the other assist.</p><p>
3)boost dash cancel more and fire from another angle depending on how the enemy is reacting to these attacks.</p><p>
</p><p>
Circling around them with these assists makes it harder for them to move because they're being fired at from multiple angles, so it is difficult for them to choose the correct vector to move in. it also makes it harder for them to retaliate because it becomes harder for them to simultaneously face you and be moving in a direction that avoids fire, which can help you get a quick landing and thus a major advantage over them. (Or, of course, they simply get hit because they stopped mid air to shoot at you and then your assist beams or missiles hit them lol) </p><p>
</p><p>
 </p><p>
<strong>Burst</strong></p><p>
remember that as 1k you will probably have 1 half burst after each death, so probably 3 half bursts per game, so try to find a situation where getting more boost+ammo through burst would guarantee some damage. AB AB AB ABC AB AB AB?!</p><p>
</p><p>
Whenever you burst, you get a V1 Hexa assist that follows you around and fires when you do A or AC. This seems to have a set time it lasts unrelated to whether or not you're still in burst, but i need to test this. For those unfamiliar with assists that follow like Sazabi, Hyaku Shiki, DX, and Duel's: When the assist fires, it stops moving. So if you move a bunch while it is firing, you can use it to fire from multiple angles at once. Or perhaps, you move to one direction which causes your enemy to move to a different direction to get away from you- but they still end up close to your V1 Hexa Assist, who can then help you punish their landing due to how close it is.</p><p>
</p><p>
I currently favor assault burst with GunEZ, but I have not thought it out thoroughly. Discussion of this is welcome.</p><p>
</p><p>
</p><p>
</p><p>
</p></div><p>
</p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Cancel Routes</b></div><p>
AB -&gt; AB -&gt; AB </p><p>
A-&gt;AB</p><p>
</p><p>
</p></div><p>
</p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Combos</b></div><p>
<strong><em>Note: -&gt; means normal cancel, &gt;&gt; means boost dash cancel, &gt; means rainbowstep cancel</em></strong></p><p>
</p><p>
</p><p>
</p></div><p>
</p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Video Section</b></div><p>
</p><p>
~WIP~</p><p>
</p><p>
</p><p>
</p></div><p>
</p><p>
</p><p>
</p><div style="width:auto;border:1px solid #930000;padding:4px;"> 
<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Team Composition Advice</b></div><p>
</p><p>
You generally want to partner with 2.5ks and 2ks as a 1k.</p><p>
Some characteristics one may look for in ally mechs:</p><p>
</p><p>
-Mechs who have attacks like assists or funnels, since they can do them while they have your BC shield without the shield raising up.</p><p>
</p><p>
-Mechs who have power-ups like Gundam Mk-II or strike, since your BC can help their survivability, which means they may be able to spend more time in their power-up mode per life.</p><p>
</p><p>
-Mechs which can gain serious advantage from moving closer, so that enemies do not want to spend time sidestepping your assists and so that your BC's ability to protect their landings has more offensive impact. "Melee mechs", Banshee(boomerang at flank is scary), and gerbera tetra may be good examples of this. Kshatriya's 4/6AB can help vs those who sidestep as well. </p><p>
</p><p>
-Mechs who can also fire from multiple vectors with their assists or funnels, such as hyaku shiki, raphael, and qubeley may help you create situations where the enemy has an incredibly tough time moving.</p><p>
</p><p>
</p><p>
</p><p>
</p></div><p>
</p><p>
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<div style="border:1px solid #3d3d3d;padding:4px;"> 
<b>Other information</b></div><p>
</p><p>
</p><p>
BC:</p><p>
Like with other shield assists, since they lift when you fire, sometimes the protected mech will take a hit when they are firing, but then the enemy's attempt at a combo fails because the assists returned downwards to protect the mech.</p><p>
</p><p>
If fire, causing the shields to lift, you can make the shields go back down earlier by boost dash canceling. </p><p>
You can also do this by cancelling your shots into something vernierless that doesnt trigger assists to rise. For example, qubeley A-AB.</p><p>
</p><p>
BC assists will actually go away on their own after like 30 seconds.. but what the hell is going on for them to not be destroyed in that time period?!</p><p>
</p><p>
</p><p>
</p><p>
Concerns regarding fighting specific suits, picking assault or blast burst, and miscellaneous details go here.</p><p>
</p><p>
</p><p>
Matchup notes:</p><p>
</p><p>
F91: Can summon csB, which will attract assist shots to it.</p><p>
Zeta: csA does same as ^</p><p>
Nu: csB does same as ^</p><p>
Zaku2: Santa(2b) does same as ^</p><p>
</p><p>
Versus those with beam cloaks such as X1, you need to be more careful about your ranged combos early on because you have almost no attacks that aren't beams. You may need to lean on melee/missile assists or your ally a bit more than usual until their cloak is destroyed.</p><p>
</p><p>
</p><p>
</p></div>
]]></description><guid isPermaLink="false">8190</guid><pubDate>Wed, 22 Jan 2014 18:17:16 +0000</pubDate></item></channel></rss>
