GMcustom Posted January 23, 2014 Posted January 23, 2014 (edited) MS: MSN-001A1 Delta PlusPilot: Riddhe Marcenas Movelist[A] Beam Rifle Damage: 70 Ammo: 4 Can burst fire 2 shots. When empty, press again to reload.[CSa] Unicorn Gundam Assist Damage: 30/70 Delta fires its BR and Unicorn fires its Beam Machinegun while spinning together.[AB] 2-Barrel Grenade Launcher Damage: 89 Ammo: 2 Standard BZ. Cancels from A and AC.[AC] ReZel Assist Damage: up to 144 Ammo: 2 Two ReZels appear and fire 3 BRs each.[MAa] Beam Cannon Damage: 75 Ammo: 4 note: MA ammo reloads upon transformation[MAb] 2-Barrel Grenade Launcher Damage: 94 Ammo: 3 Can rapid fire up to three BZs note: MA ammo reloads upon transformation[MAac] Beam Cannon(rapid fire) Damage: 75-144 Delta barrel rolls and unloads all BR shots. Ammo is shared with MA main.[nBBA] Damage: 170[8BBA] Damage: 183[sideBB] Damage: 128[2b] Melee Counter[bDbb] Damage: 213 Can end the combo into other waverider extension(a, b, ab, ac).[bC] Waverider Crash Damage: 108 A melee attack as well as an alternate way to transform. Cancels from most B variations.[MAbc] Emergency Transformation Delta flies up and transforms back into MS mode.[ABC] Unicorn Gundam(destroy mode) Assist Timed MA mode. Unicorn rides Delta in waverider while they constantly shoot Beam Magnum, Beam Cannon, and Grenade Launchers.Some offensive Blast Burst ideas: 1. BR x 2 > BZ > burst > step > AC > BR 2. AC > BZ > burst > step > BZ > step > BZ > fuwa > BR x 2 3. BZ > burst > step > BR x 2 > BZ > step > BR x 2 > BZ > step > AC > BR Edited April 30, 2014 by GMcustom
GMcustom Posted January 23, 2014 Author Posted January 23, 2014 (edited) A simple and effective BR pattern: It is possible to reload and shoot all four BR shots in a single BD jump. With this, you are able to constantly move and lay down infinite fire while keeping a healthy boost gauge. You will need a high enough jump for at least: - BR x 2 > BR x 2 - reload > BR x 2 - or BR x 2 > reload (be reminded that there is no boost dash in-between any of these actions) You should have enough time to BR x2 again(or reload) after the first BR x2. If not, you didn't jump high enough or your inputs were too late. Once you get this down, you can fit in another action during the boost dash before the boost jump. ex: BD > Reload > Jump > BR x2 > BR x2 If you want, you can fuwa or fuwastep during your jump, usually during the first BR x2. Most of the other suits are capable of this, but lack a reloadable magazine and burst fire to match up with how effective and consistent Delta can do it. Edited April 29, 2014 by GMcustom
GMcustom Posted April 29, 2014 Author Posted April 29, 2014 Tips and Tricks: - Delta can whiff cancel melees into BC. This can be used to extend its melee reach. - MAbz is an abusable poke as Delta can burst fire 3 MAbzs while MA ammo reloads upon transformation. They also track in green lock! By cancelling main into BC ab x 3, Delta can quickly fire off a barrage of beams and rockets. - Cover Delta's landings and reloads with your amekyan(step assist main). Also used to fake melee attacks into step amekyan(4/6b step assist main). You want to execute your amekyan as close to the ground as possible if you can do so. - Step during on-angle BRs can keep Delta safe during attacks. It is common to do [Main step Sub] to stay slippery on offense. - CSa to fend off close-quarter-combat encounters. You can manipulate the spread of the shots via. the direction Delta is looking when used.(thx to Ahhlun for this)
brett_ Posted April 29, 2014 Posted April 29, 2014 Been messing around with this suit a ton recently, thought I'd post some random addons too: - MA AC retracts like a homing dash, and it can be cancelled into MA BZ, so it's useful to do something like MA AC (1) → MA BZ (sub) if you're ma'ing and want to correct your face. You can even re-MA AC after you've sent a BZ or two and then do more BZ's till you run out. - if the opponent is coming in for melee at you on your right, facing the numpad 1 (diagonal left-back) will make it easiest for the CSa to hit them (you're aiming to hit them with the unicorn portion, the beam MGs). Similarly, if they're coming from the left, pointing at 3 is best. CSa always spins counter-clockwise, so due to this nature it's *slightly* easier to hit people if you're facing the left direction (according to some JP player sources) - BC~BC (MA shortcut into emergency transform) is extremely boost efficient, giving you a decent vertical accent for the boost spent, though it does not carry you far. The mild lateral distance gained, however, can actually be useful in minimal adjustments without committing to BDs. Also in green lock or when target switching, BC in general is pretty useful for running away if you are looking at the minimap properly. - 2B does not move you anywhere, making it extremely useful as a melee > amekyan string when you're trying to run away. You can also rainbowstep cancel it slightly earlier than his other melees. It's especially useful to rainbowstep backwards off of it then amekyan. The difference between using 2B and 4/6B in these situations is extremely noticeable. Random "Brett Special" stuff (Note: The notation in this section will be really weird because individual inputs often need to be noted): When exiting MA, even as close to the ground as possible, you can cancel the exit into jump, boostdash, and sidestep, but nothing else. Boostdashing and Sidestepping require timing to get before touching the ground. With a jump, you can just hold C. To time an MA un-transform into sidestep, I suggest holding down the second step input - it seems to help preserve the input, and as a result you can even input the 66 before it has started untransforming. It seems consistent to input it right as the untransform is about to happen. If you've cancelled into any of these actions, you can then perform any action, however. As a result, a few really tricky evasive options you can try out: Low MA x n → untransform → Sidestep, Amekyan - Only works if on angle or without ammo. Extremely strong, basic defensive option from MA Sidestep / Jump → 2B/6B > Amekyan - What you'll want to use most of the time when running away. Works at every angle, but slightly slower, and slightly more vulnerable. If using jump, will not cut guidance until after the melee. It's also better to use 4/6B if you're not preceeding with a step, to help avoid beams slightly before the amekyan. 4/6B is also better for pursuing in this fashion, as well as turning an evasive run-away MA into a sudden attack. Also costs more boost. You'll overheat if you do this option from Boost Hop, then three MA in-and-out transforms. Sidestep → Shield → Amekyan - Final Form. Combining the shield-amekyan technique with MA untransform cancelling. since there is no melee to step out of here, it's highly recommend to use a sidestep, but jump is an option if you are off angle and low on boost. The actual inputs: Untransform → 66 → 2C → 8 → 3/6/9C → AC → A. If performed right, it should look like you MA facing away from the opponent, then untransform and step into an on-angle amekyan. Some examples: - Boost hop BR x 2, fuwastep, MA transform/untransform, jump~6B > Amekyan. Ends in overheat. Pretty standard usage - useful if you find yourself being chased unexpectedly - Boost hop BR x 2 >> BR x 2 → BC → (swerve) → natural untransform → step Amekyan. Ends ~10% boost. Very aggressive. - boost dash BR x 2, hop, falling MA transform/untransform x 3 → Jump Melee Step / Step (Shield) Amekyan - overheat if you use all 3 transforms. - Boost hop, step Amekyan, fuwastep, MA transform/untransform → Step Amekyan - overheat. uses both assist stocks. useful if you think your first amekyan will be punished / read, buys you time to throw in another amekyan.
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