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Posted (edited)

This thread is for Qubeley information/discussion/questions/etc!

if you disagree with something i say, let me know what your match experience/testing indicates and we'll discuss and test further!

JP Wiki: http://www4.atwiki.jp/arcgundamexvsfuvo/pages/37.html

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Move List

[A] - Beam

Standard beam rifle shot.

1 reload per 3 seconds. Max ammo of 9.

[CSa] - Funnel All Range Attack

Sends out a group of funnels which attempt to surround the target before they fire. Can target two enemies at once by switching target after it has fully charged.

Does not consume ammo.

3 second charge time.

[AB] - Funnels

Sends out a group of 3 funnels. Direction input causes funnel to try to get that position relative to the enemy before they fire. 5AB places funnels right where Qubeley is. Can send out up to 3 groups at once.

One funnel reloads every 2 seconds. Max ammo of 15.

[AC] - Hamma Hamma and R-Jarja Assist

Summons a shield assist(Hamma) and a tackle assist(R-Jarja). You are slower while the shield assist is up. 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).

Hamma has 150 HP and lasts for 15 seconds.

Reloads in 23 seconds, only starts reloading *after* Hamma leaves or is destroyed.

[bC] - Pressure

Releases a large sphere that stuns everyone near Qubeley. Has lots of superarmor.

Takes 22 seconds to reload after use.(including a 5 second reload-cooldown period)

[C+sidestep and hold] - Flight mode

You can sidestep during this, and A/AC/csA will always be vernierless during this(!!) You cannot melee out of it, but you can BC.

[ABC during EX] - Ranbu

Charges at the enemy, initiating a melee combo. Has super armor. Good reach and speed.

Core Strategy/Advice

Qubeley is a funnel user with very long redlock range, vernierless funnels, above average movement, and some unique defensive and offensive tools. She can provide ample low-risk support while also having tools that allow for both aggressive play and extra defense. However, these tools are not constantly available so she has some weaknesses in applying consistent, immediate aggression.

BASIC GAMEPLAN

Start the match charging csA. Charge csA whenever you have downtime- times when you dont have funnels out and are not immediately in danger or in a situation where you can pressure enemy. (ie everyone is at further ranges and using light amounts of boost) also use it when you have low A/AB ammo and are not in danger.

Use AB regularly, mostly directional AB instead of 5AB.

Do not send funnels and then forget about them. Use them as a centerpiece. The AB funnels will fire in about 2 seconds after you send them, so if the enemy is spending quite a bit of boost, fire A to prevent early landings. Use the funnels to force directional changes, boost hops, and additional boost spending, or to finish the job after you've applied pressure with A.

Use A-AB fastfall and A-5AB-A combo.

Use AC regularly. It will help you survive, but dont overestimate its capabilities to defend you. Use the additional firepower it gives to apply more pressure.

Use BC to defeat melee approaches and make enemies hesitant to approach you. Feint it regularly so that you do not get baited all the time. Only use it aggressively when you can afford the risk- like when you have a full life left and your 3k front has already died.

Ideally, you want to use burst when you are low on A+AB ammo and AC was recently finished.

MORE DETAILS

Regarding csA: You want to hold A lot of the time immediately after doing A/AB, but once you become closely pursued by an enemy, you want to stop charging. Having to csA before having A/AB available can be a critical problem because it prevents you from using your fastfall. Helping maintain your ammo and consistently sending out funnels is less important than making sure you dont get hit.

Especially when you have high amounts of funnel ammo, throw out AB funnels regularly. they have more chase range than your redlock range, so feel free to send them out before you actually get into redlock. use directional AB instead of 5AB unless the enemy is going to get close. They recover 1 funnel every 2 seconds, so a group every 6 seconds, so you will have regular access to them.

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,(more like 3 for csA iirc) those shots will fire. By themselves, these aren't more useful than a randomly placed BR shot especially since it is hard to predict things 2 seconds in advance, although these are nice for preventing vernier fire. 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.

Note that the funnels will fire sooner once they "catch up". If they dont get within a certain range of the enemy they just fire after a specific amount of time, but if the enemy is very close to you for example they will fire pretty quickly. 2AB will fire sooner and 8AB will fire sooner, because they try to get to that side of the enemy- it redefines what "catching up to the enemy" is a bit slightly, so they move less/more based on the directional input.

In contrast, 5AB never moves- it always fires after the same period of time.

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, although both qubeleys' funnels have a decent chance of punishing boost hops. 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.

Also, keep in mind that a nice thing about funnels is that they move faster than anyone and will get pretty close to the enemy before firing. So while your BR shot may not arrive in time to punish a landing, funnel shots might.

Be sure to take advantage of her cancels. Use turnaround A-AB for fastfalls to help avoid being punished and to get sudden early landings and thus boost advantages. If the enemy is pursuing you closely, use 5AB in this. Otherwise, you want to do directional AB so that you set up funnels for the next engagement.

Another use of 5AB is a special chain: A-5AB-A. The second A cancel causes the 5AB to fire immediately. This means you have a vernierless 3 hit combo as if you were zeta! take advantage of this, it will save you on boost, but remember that sometimes a BR zunda is a better choice when you can afford it because of the larger spread of shots. (ie the 3rd BR might hit, which is not an opportunity A-5AB-A give you)

AC is a key tool, use it regularly. Use it soon after it becomes available after you get into range to utilize it. Remember to that hamma blocks in the direction of your target, so switch to the one you need to block projectiles from. It lifts when you fire A and when your melee strikes come out, but not when you're doing csA or AB or during melee approach. This can help you land melee attacks or safely summon funnels. Also use it to augment your A fire and give you more presence and punishing capability. so, it is both useful as a tool for "defensive" play that gives you advantages due to safer movement as well as a raw firepower tool.

You can sometimes use it to block immediate shots, but be wary about this- explosions can get you hit regardless.

If the enemy is significantly higher up than you, their shots will go above past Hamma and will hit you, so keep that in mind.

During flight mode, you can csA and AC vernierlessly. That can be nice to send out csA safely while running.

How to use BC depends on the matchup and team. if you are paired with a 3k, then using BC aggressively is really risky. Save it for a defensive option for when melee mechs are coming at you(dont forget to feint it sometimes), or if you have tons of hp and your partner has already died once, you could use it offensively(especially if you have burst to regen your BC ammo), or if you just feel that the particular enemy is vulnerable to it in whatever situation and so the risk of losing is acceptably low.

The amount of space BC covers has the radius of about a typical boost dash length IIRC.

In 2.5k-1k,(by the way, 1ks generally front if you arent familiar with that yet), in your first life doing more aggressive play with BC as a key threat is more viable since you get 2 full lives and you have to die once before your ally dies twice.

Also, launching your enemy for a long time with 6bba and 2ba followups is often more valuable than raw damage, because you put one enemy out of commission for a long time, putting the other enemy into a 2v1 situation. Think about how important doing damage to that enemy is- are they close to dying and overcosting their ally? If not, it may be more valuable(and more cut-resistant) to just quick launch them and then focus on their ally instead of going for max damage.

When melee mechs are dangerously close and may start meleeing at you, stephop into flight can be good. like 44[c] 4[4]. You can also step during flight mode.

Some things beat BC:

-Efreet's AC shielded charge

-Nu fin funnel barrier

-cherudim shield bits

-dynames shield

-deathscythe cloak

-gyan shield

-alex armor

-various super armors(because super armors end once you max out the down value, IIRC, which BC does not do)

-Qanta sword bits shield

So you must be careful depending on the matchup.

All of qubeley's melee attacks have worse than average startup. 5b has awful range. 6b has good curvearound but is pretty slow. 8b has good reach and great damage but is rather slow. cc8b has good reach but low damage. The priority on her attacks seems decent but i dont really know about that. Anyway, your melee damage is nice but the quality of your melee is mediocre besides 6b's wraparound and perhaps hitboxes, so the enemy really has to be conditioned by your BC and normal ranged play before they ever get melee'd. Dont worry about it much.

Her 6b and 2b are nice for their long launches into A followups which can keep an enemy out of the fight for a long time.

Cancel Routes

A->AB

5AB->A

A->BC

AB->AC

Combos

Note: -> means normal cancel, >> means boost dash cancel, > means rainbowstep cancel

(some are obvious but just listed for damage comparisons' sake)

A>>A>>A 168 damage

AB>>A>>A 156 damage

A->5AB->A 166 damage

Jarja Assist >> A, Mashymere Assist Fire >> A 166 damage (note that jarja assist does 120 damage by itself if you let it explode. you may just want to focus on the other enemy instead of doing this combo, jarja holds them for a while)

5bb > 5bbb 211 damage

5bb > 8bbb 227

5bb > 6bbaaa 228

8bbb > 8bbbb 247 (high damage, but very prone to being interrupted, be careful!)

6b > br >> br 207

6b > 8b > br 226

6bb > 2baaaa 211

6bb aaa >> 6bb 264

6bb aaa boost hop 8b > a 269

2b aaaa >> 8bbb > a 265

2b aaaa >> 2b aaaa 261

bc 8bbbb 185

bc 6bb aaa 182 (could still follow up, but you may want to focus on the enemy instead)

bc 6bb aaa >> 8b 208

bc 8bbb > a 182

supposedly there are higher damage combos listed on the JP wiki but they do not make sense to me and the damage for several BC combos seem off. if anyone can correct me on what's going on here i'd love that.

(i did not test the following yet)

(awakening) a > a > super 248/228 (assault/blast)

(awakening) 8bb > 8bb > super 324/301

(awakening) 8bb > 2baaa >> super 333 (wiki does not list blast damage)

(awakening) 6bb aaaa >> super 347(blast again not listed)

(awakening) 6bb aaaa >> 8bb > super 352 (againnnn)

(awakening) BC >> super 251(wiki pls)

(awakening) BC >> 8bb > 8b > super 275 (again, assault burst)

(awakening) BC >> 6bbaaa >> super 296 (^)

(awakening) BC >> 2b aaaa >> 6bb aaa >> super 318 (^)

Video Section

~WIP~

Team Composition Advice

Pair up with a 3k or a 1k ideally.

If you are paired with a 1k, since you get 2 full lives, you can afford more aggressive useage of BC.

If you are paired with a 3k, because you barely have more than 1 full life you should probably save BC for defensive uses unless you have taken little damage and your ally has taken a lot and so you want to utilize your health for aggression.

While 2.5k+2.5k is not ideal, zeta is an interesting front for qubeley because his csB regens *all* of your ammo. Use up A/AB/AC/possibly BC and then send out a custom comm to request ammo. He gets one per life. His A-A-A should also reasonably synergize with your funnel play.

With 3k especially, focus on taking advantage of your ability to apply pressure with A/AB/AC with low risk.

With regards to 1ks, I very much enjoy Zaku2+qubeley for obnoxious keepaway which can deal with a variety of strategies, but I am not sure if this holds up at high level play.

I think that when pairing with 1ks, it is ideal to pair with those who 1)Benefit a lot from your volume of safe firepower. 2)Don't have to rely on you too much to deal with aggressive melee play.

I would avoid teaming with tank/ez8/red qubeley for these reasons although perhaps I am quite mistaken.

Zaku3 may be a potent combination since he temporarily transforms into a 3k with limited ranged ammo, and both of you having pressure fields is nice, but this team may depend too much on zaku3 landing or successfully threatening with his powered up melee.

I suspect that Zudah, Acguy, Alex, Lagowe, and Efreet may be particularly good partners, but I am unsure.

With Alex, if you perform successful keepaway via good cover of each other, alex could get several uses of armor which effectively transforms her into a 1k with much more HP(hitstunless HP, mind you) per life than others. Attrition!

The JP wiki seems to suggest that Wing Zero(Endless Waltz), Full Cloth, and Qanta make especially good partners.

I definitely agree with full cloth since his melee/whip can help make up for qubeley's lack of threat certain ranges, and he can use his firepower to capitalize on possible ranged punishes himself instead of relying completely on qubeley like that like pure melee mechs like Master would. Similar for Qanta.

When paired with WZ(EW), be careful to not get separated like when he does CC BC.

If teaming with V2, use a minimal amount of AB/A while he is in assault buster mode so that you have plenty of ammo to help make up for his weaknesses when he is in normal mode. V2 has great anti-melee options, and good keepaway with both of you will help you get a good amount of assault buster powerups, but don't abandon V2 to get punished heavily by non-melee mechs when in normal mode.

Similar for 00, but i don't know if 00's anti-melee defense is as good as V2's so you may need to be more concerned about that than with V2.

I feel like Sazabi's fast-reloading gerobi, funnels which are mostly just good against quick landings, and csA help him capitalize off of the support that qubeley gives.

Other information

Qubeley's funnels are especially nice against mechs that have key moves that vernier, like Gunnerzaku, Destinys who try to use csA/csB, etc.

Epyon's A->B->A->B mashing is so fast that it can tear through your BC's super armor extremely quickly, so do not rely on BC versus yolo epyons.

Burst strategy:

Blast burst can be potent because the massive reload buff and the fact that blast lasts quite long means you get lots more AB. Plus, charges charge twice as fast during burst, so blast gives you a longer period where you can fastly charge csA. MORE FUNNELS

When paired with a 3k, consider saving for a full burst to save your hide.

Assault burst's damage can be nice for getting more reward off aggressive BC play.

Since assault increases melee reach etc, it may also improve her super's reach. Someone should test this.

I would generally recommend blast for qubeley, but assault is probably a pretty good option when paired with a 1k.

Other Concerns regarding fighting specific suits, picking assault or blast burst, and miscellaneous details go here.

Edited by Mightfo
  • 1 month later...
Posted (edited)

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i will update this more soon i promise instead of being a pseudo-perfectionist procrastinator

Edited by Mightfo
Posted
I hate the fact that you can't manually control funnel fire anymore but I guess I'll have to adjust. Had some sweet setups when it was controllable, :P

i played qubeley heavily towards the end of EXVS to see how i felt about this change. i think the current setup is much superior although not perfect. the old setup was neat for specifically calling out very far range landings with precision despite cover etc, but the fact that you had to vernier to make use of AB funnels and the fact that they always fired all of your sent-out funnels at once was problematic and meant you had to take higher risks, and it made it much harder to use BR in tandem with funnels while properly managing boost. it was kind of nice against ground runners though since you could fire multiple angles simultaneously, but otherwise i am not aware of particularly strong setups with the old version since vertical movement wasn't really deniable. but yeah, it was much riskier to use and ultimately less rewarding, it made supporting 3ks and making good use of ammo quite a bit harder.

dem buffs

dat huge funnel ammo count

dat new beam CSa that I always wanted

Life is good.

<maxi boost vids>

the csA is nice and old csA being csB and being cancellable into A is amazing. i was really worried at first seeing that the funnels were manually fired and manual control still vernier'd like in vanilla EXVS, but it looks like that's just an option to fire early and it looks like they will automatically fire on their own like rozen AB which is pretty ideal as long as they didnt nerf muzzle correction or anything. maybe i am not understanding what i am watching properly though especially since the video quality is bleh

However, let's keep this thread focused on FB though for the time being, since we wont get to play maxi boost for 1-2 years and it may be ass. having yet more qubeley buffs(and glorious purple qubeley) is nice but if the rest of the game is bleh then blargh. we'll see how it develops.

Posted
i played qubeley heavily towards the end of EXVS to see how i felt about this change. i think the current setup is much superior although not perfect. the old setup was neat for specifically calling out very far range landings with precision despite cover etc, but the fact that you had to vernier to make use of AB funnels and the fact that they always fired all of your sent-out funnels at once was problematic and meant you had to take higher risks, and it made it much harder to use BR in tandem with funnels while properly managing boost. it was kind of nice against ground runners though since you could fire multiple angles simultaneously, but otherwise i am not aware of particularly strong setups with the old version since vertical movement wasn't really deniable. but yeah, it was much riskier to use and ultimately less rewarding, it made supporting 3ks and making good use of ammo quite a bit harder.

Yeah, it was very situational, so I don't miss it too much. For instance, when someone was closing in on me and not really paying attention, I'd do a 5ab, along with 4ab and 6ab. Since all those funnels were coming from me, they wouldn't notice or think nothing of the 5ab, and when they were in range, I'd shoot the funnels with ac and at least one set of funnels would, at the very least, stagger my chasing opponent and I could move in for a zunda or continue to flee and/or assist my partner. I just enjoyed the freedom it gave you, despite the many flaws, that are very apparent now that they're automatic.

Your description and guide gives me hope that Haman's Qubeley isn't a lost cause, again. Although she's still a bottom 2.5K, I'm fine with that and I'll put her into my lineup, again, since she's one of my favorite characters and I love the Qubeley!

Posted
Yeah, it was very situational, so I don't miss it too much. For instance, when someone was closing in on me and not really paying attention, I'd do a 5ab, along with 4ab and 6ab. Since all those funnels were coming from me, they wouldn't notice or think nothing of the 5ab, and when they were in range, I'd shoot the funnels with ac and at least one set of funnels would, at the very least, stagger my chasing opponent and I could move in for a zunda or continue to flee and/or assist my partner. I just enjoyed the freedom it gave you, despite the many flaws, that are very apparent now that they're automatic.

oh that is a decent idea, i never thought of using funnels like that as anti-melee in vanilla. at least improved movement and larger maps in current version helps avoid melee situations though. and yeah, the freedom was nice, i was really uncertain about it for a while because i like having manual control over that sort of thing sort of like some arcsys characters lol

Your description and guide gives me hope that Haman's Qubeley isn't a lost cause, again. Although she's still a bottom 2.5K, I'm fine with that and I'll put her into my lineup, again, since she's one of my favorite characters and I love the Qubeley!

she's not "bottom"(by which i assume you mean B- and not C+ like epyon/kapool), she's listed as mid B currently in http://exvsrank.ninja-x.jp/exvsfb_25.html (although that's a win % rankings in specific tourneys thing, not a theory/analysis based tier list, so it is affected by player demographics/sociology i assume unless those tourneys are massive)

but yeah she's fine. you can play useful low-risk support pretty easily with her and she has decent tools for higher risk make-stuff-happen play as necessary. imo, anyway. im not as experienced/knowledgeable as certain other players. but you can definitely do well against at least like 90% of US gundam players with her.

Posted

Interesting. Last tier ranking I saw, she was between Gottlran (sp) and Zeta were, lol. Not a bad spot at all.

And yeah, mind you, I had to switch up that tactic cause I couldn't use the same trick twice, but it was sweet when I got the hit stagger! Like you said, though, her abilities now help to avoid most melee encounters so it's not all bad.

Honestly, when I heard she was nerfed to HELL after being S Tier at one point in the arcades, and I tried her out in training and discovered she lost manual funnel fire, I kind of wrote her off right away, but I'm glad you shed some light of hope on this suit and now I'm definitely going to pick her up again, ;)

Posted

As a testament to how balanced the game is, putting Qubeley at B is really something. Aside from the obviously really annoying matchups (ie. yolo armor/autogaurd melee GP02, Turn A, Efreet Kai), Qub can really put in work. That and if you consider the American demographic/mech usage, you'll find her to be quite effective since most people don't really main those mechs.

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