Blade Posted March 9, 2010 Posted March 9, 2010 Well I need to learn stuff for Zero (Endless Waltz Custom), Altron (EW Custom), and Exia (00), but primarily the Gundam Wing and Gundam 00 units in general.
ShoMeYaMoves Posted March 9, 2010 Author Posted March 9, 2010 Well, for starters make sure you can ND anything and everything well. Combos for those mechs... Wing Zero Custom:http://www.youtube.com/watch?v=-4niglrQK7E Nataku: http://www.youtube.com/watch?v=Rxe5CXtItsk Didn't find one for Exia, but learn to use the stun dagger move a ton since it's your easy hitconfirm into a melee combo or beam(and it has infinite ammo).
Blade Posted March 10, 2010 Posted March 10, 2010 Oh hey...um...so I can practice these, how do you go into a training mode in this game? I'm not used to the menus yet, so I don't know how to turn off Time Limits.
ShoMeYaMoves Posted March 10, 2010 Author Posted March 10, 2010 There isn't a training mode per say, just go to the custom battle (second menu option at main menu) and set the cpu of 1 or 2 enemy gundams to "stop" and they won't move so you can practice combos.
Blade Posted March 10, 2010 Posted March 10, 2010 Okay, I found it, there's a menu right after you pick units and you can hit square and even have infinite boost if needed.
CrimsonDisaster Posted March 10, 2010 Posted March 10, 2010 Oh hey...um...so I can practice these, how do you go into a training mode in this game? I'm not used to the menus yet, so I don't know how to turn off Time Limits. To get "training mode..." 1) go into Vs. Mode (2nd option in main menu) and pick 1 player mode (first option, second option is ad-hoc mode) 2) use L/R button to tab over to the CPUs, push up to choose their "team" and turn off all but 1 of them. I like to choose God Gundam/Turn A as the dummy as they have the most HP. 3) go down to CPU level and set it to STOP 4) tab back over, pick your suit, press start 5) stage select/music select on this page, push SQUARE to change options 6) 2nd option = time, set it to infinite 7) 4th and 5th options = team A/team B points, set both to infinite 8) press start, game starts The computer will just sit there and let you practice combos till you have it mostly figured out. Just pause and exit when you're done. As for Exia: - use assist to punish landings even from across the map - harass with single shots from your gun or knives (have to ND after the first knife, before the second one comes out) - don't TRANS-AM just for the sake of doing it, make sure you're at least getting an even exchange out of it because you probably WILL die if you use it. Only useful combos: air 4/6B-B(1 hit) ND air 4/6B-B - Exia's air side melee is one of the fastest melees in the game, and this combo is incredibly easy for ~230 damage. Only do this if they have NO down value, ie. haven't been hit at all for a bit before you get to them. Incidentally ending with 5B-B-B instead does the exact same damage and takes longer, worthless. Ax3 - add ND as you wish. Easy knockdown to punish landings or to hit-confirm off random beam hits. It's like 105 damage or something weak but it's easy damage. A ND AB - alternatively, Ax2 ND AB(1) ND. A/AB(1) ND 4/6B-B - pretty much to say, don't waste boost NDing around to look fancy if they already have down value on them. You are wasting boost AND damage. TRANS-AM, BBBBBBBBBB or whatever - once you hit the starter you can just mash the rest. No need to get fancy. Not to say you should be mashing B to get the first hit. Doesn't do that much more than the B&B combo, but it's hard to hit you out of it. Just remember that your assist/gun/knives are your most valuable contributions to the match, melee is a bonus.
CrimsonDisaster Posted March 10, 2010 Posted March 10, 2010 WZC: 1) punish landings with main gun for instant knockdown 2) get field control via constant quick knockdowns 3) ??? 4) win Nataku: 1) hit people with main gun a lot because they think you are a melee suit 2) watch them cry when they realize how much damage that move does
ShoMeYaMoves Posted March 10, 2010 Author Posted March 10, 2010 WZC: 1) punish landings with main gun for instant knockdown 2) get field control via constant quick knockdowns 3) ??? 4) win Nataku: 1) hit people with main gun a lot because they think you are a melee suit 2) watch them cry when they realize how much damage that move does Sad but true. Sho: "lol I should be safe at mid range near Nata-"*HIT*
Blade Posted March 10, 2010 Posted March 10, 2010 I still haven't quite got the hang of Zero's air combos yet, but it's getting there, and using downtime to charge for stronger shots helps too and his "wing jump" (Boost+Shot) gets him out of the thick of things sometimes. I still haven't quite got the hang of targetting with Machine cannon or ground boosting as he ends up turning around on me and boosting backwards.
CrimsonDisaster Posted March 10, 2010 Posted March 10, 2010 The only reason he would boost backwards is if you input a backwards boost...
Blade Posted March 11, 2010 Posted March 11, 2010 Then how does the directional boosting turn you around? I should be able to strafe in zig-zags without having to adjust facing front all the time. I usually do tap-tap left or right to initiate it.
CrimsonDisaster Posted March 11, 2010 Posted March 11, 2010 Then how does the directional boosting turn you around? I should be able to strafe in zig-zags without having to adjust facing front all the time. I usually do tap-tap left or right to initiate it. That's stepping, not NEXT Dash. NEXT Dash = direction + double tap C (boost button). Stepping is NOT how you want to move around.
ShoMeYaMoves Posted March 11, 2010 Author Posted March 11, 2010 That's stepping, not NEXT Dash. NEXT Dash = direction + double tap C (boost button). Stepping is NOT how you want to move around. The man speaks the truth, stepping is awful. Your movement should mainly be actions followed by NDing those actions early or right afterwards anyway. Stepping won't even prevent you from getting hit by melee, whereas boosting can easily with most mechs. On a separate note, Crimson: how do you feel about the differences between the Ez8 and the RX-79 ground type. Differences as far as I can tell are Ez8 has beam instead of machine gun in mode 1, a seemingly bad machine gun burst ability, different assist, and the ability to reload at any point instead of the bazooza in mode 2. I can't really decide which is better though...manual reloading is a godsend in mode 2 but I also really like the bazooka's tracking.
CrimsonDisaster Posted March 11, 2010 Posted March 11, 2010 Stepping is great, just not as a movement option (unless you're Turn A). Stepping is actually BETTER for dodging most things (including melee) than ND, because it cancels tracking. Assuming you didn't step right into their melee hitbox, you are more likely to step out of a melee at the last second than you are to ND out of it at the last second. Part of why Deathscythe is so good, his melee takes up enough space that you can't just dodge it forever. Ground Type is considered better. Both spend 90% of their time in cannon mode, Ground Type has net bazooka and Ez8 doesn't. Manual reload isn't as important since both of them automatically reload if you push A when out of ammo (so mostly it's just a brake cancel). The other 10% of the time, Ground Type is straight up better. Machine gun > BR for 1000 main guns (for the most part, NT-1 Alex machine guns are pretty sad), manual reload vs. having to wait for BR to recharge, etc. BRs don't really fit running types very well imo.
ShoMeYaMoves Posted March 11, 2010 Author Posted March 11, 2010 Stepping is great, just not as a movement option (unless you're Turn A). Stepping is actually BETTER for dodging most things (including melee) than ND, because it cancels tracking. Assuming you didn't step right into their melee hitbox, you are more likely to step out of a melee at the last second than you are to ND out of it at the last second. Part of why Deathscythe is so good, his melee takes up enough space that you can't just dodge it forever. At least as the Tallgeese, Boosting will avoid just about anything whereas Tallgeese step is garbage. Wouldn't stepping only be better for ground types?
CrimsonDisaster Posted March 12, 2010 Posted March 12, 2010 At least as the Tallgeese, Boosting will avoid just about anything whereas Tallgeese step is garbage. Wouldn't stepping only be better for ground types? Again, stepping cancels ALL tracking at the point where you step. If you boost with Tallgeese while Destiny's assist is about to lock onto you, there's a good chance it'll still chase you and nail you; if you step in that situation, the DRAGOONs just harmlessly fly by. Pretty much for dodging it works like this: If you have plenty of time, ND. If you have less time, step. If you have no time, shield.
Blade Posted March 12, 2010 Posted March 12, 2010 Let me ask, how do you guys deal with that Gundam Mobile Armor with all the Fin Funnels on it (the one with the girl in the yellow dress who makes Amuro cry at the end, I forget her name, she's a Newtype or sumthin'). Once those Fin Funnels come out I don't know how to deal with it and can't seem to block it at all.
CrimsonDisaster Posted March 12, 2010 Posted March 12, 2010 Elmeth, the path B mid-boss? Just shoot a bunch, when the bits come at you just sidestep a few times to get out of the circle, shoot her some more. You can't block the all range attack because you get hit from behind during that move.
Reioumu Posted March 14, 2010 Posted March 14, 2010 Also if you're in the air, just drop a bit and sidestep a few times.
ShoMeYaMoves Posted March 17, 2010 Author Posted March 17, 2010 Crimson, how do you feel about the two Zakus? I feel like I'm awful with them, how do you feel they're most effective? Char's Zaku in three times the speed mode seems great because its massive step lets it weave through combat easily, and Zaku kai has great grenades but that's about as much as I know so far.
CrimsonDisaster Posted March 17, 2010 Posted March 17, 2010 Both Zakus are among the top 4 1000s. Char Zaku II: Most common method I've seen with him is activate speed, play really aggressively, try to land machine gun hits to set your teammate up or to do MG > MG combos for pretty good damage safely, pretty much just blitz them however. If you survive your entire speed mode timer, just burn all your assists and ammo before you die. Or you could just kamikaze into people by going for melee aggressively when your speed timer is about to run out, let your teammate know so they can make use of the openings that creates. Zaku Kai: MG is your main damage when you have openings. Otherwise, zone with AB -> BC grenades, use your assist to punish things you can't MG. You have oki options thanks to grenades, which is relatively rare in NEXT. Again, communication is key; obviously, you don't want to blow up your teammate often (though clutch grenade explosion to save your teammate or yourself from something like a Gundam CSa is pretty sweet). I play a really defensive Zaku Kai, using grenades for map control and zoning, so I usually play the role of spotter and call out opposing movement/openings to my teammate. summary: Char Zaku is hyper-aggressive, Zaku Kai is super turtle/zoning, both are there to create openings for their teammate.
DaiAndOh Posted March 22, 2010 Posted March 22, 2010 Ok guys, can I get some basics for 00? I can't really find high level play for him since he's PSP only sadly. But I like his movelist, that seems to have a little something from everything. And quantimization feels awesome for some reason
calamity2007 Posted March 22, 2010 Posted March 22, 2010 I really want to get this game. Finnaly another Gundam game where Zephyranthes is playable. Also all the music themes is another reason I want to get this game so much. Also it has Gundam 00 as well. I have a quick question. This game is Japanese only and I live in America so if me and my friend get it, will we still be able to play together even if we both have NTSC PSP's?
CrimsonDisaster Posted March 22, 2010 Posted March 22, 2010 Ok guys, can I get some basics for 00? I can't really find high level play for him since he's PSP only sadly. But I like his movelist, that seems to have a little something from everything. And quantimization feels awesome for some reason Stay in gun mode and CSa and BR a lot. Then cry because you are just a worse Destiny but everybody will think you're a tier whore because they suck and think 00 Raiser is good. I have a quick question. This game is Japanese only and I live in America so if me and my friend get it, will we still be able to play together even if we both have NTSC PSP's? This game isn't region locked, I don't actually think any PSP games are?
Arakune Posted March 22, 2010 Posted March 22, 2010 PSPs are able to play every PSP game in existance from any region. Except those from the Moon.
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