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High Mobility Zaku II (Johnny Ridden use) [Mobile Suit Variation MSV] - Cost 2000


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Posted (edited)

I'm hype! Info from the trailer shows that...

Unit: MS-06R-2 Zaku II High Mobility Type Johnny Ridden Custom

HP: 600

Pilot: Johnny Ridden

Zaku II High Mobility Type Johnny Ridden Custom @ Japanese Wiki.

Movelist

[A] Zaku Machine Gun

Standard machine gun

Ammo: 60

Damage: 14~113

[AB] Multi-Use Grenade

Throws three grenades. Stuns on hit.

Ammo: 2

Damage: 39

[AC] Giant Bazooka

GIANT BAZOOKA!

Ammo: 2

Damage: 104

[bC] Command Dash

Command dash. Can press B during the dash for an attack that launches target.

[ABC]

EX Burst Attack.

Damage: (Assault)302(Burst)267

Edited by AirMaster
Posted

The grenade and Bazooka are the two gems I definitely look forward to spamming, i mean... using during battle! Team Zaku!

Posted (edited)

Command dash is step cancellable. Seems faster than boost dashing, will measure how much when i get my copy. You can do command dash->a for fastfalls. Yoooo ammoless version of amecancels! Can chain MG into everything else. MG seems about BD-1 quality..? Grenades seem decent for anti-melee and for some punishing/zoning. Bazooka seems like a pretty typical missile attack. Everything reloads once completely empty and everything takes about 5 seconds to reload, so he shouldnt have much ammo problems.

Edited by Mightfo
Posted

BC also has a melee followup and can chain from grenades. 2BB groundbounces!

Posted

Grenades don't seem to have much utility, IMO. After using him for a while they only seemed to be good for anti melee about half the time (if they get too close, then the explosion stuns you as well). Startup is too slow and explosions too small to be of any particular use outside of specific scenarios (anyone feel free to correct me if I'm wrong, maybe I'm just not working them right). I'll have to check some replays to see if I'm missing anything.

Something important to note about the command dash, when in green lock range, it will move in the direction that Ridden is facing regardless of player input. While in redlock it will home on opponents (either directly with 8/5/2BC, or of swerving around the left/right with 4/6BC), so it should be used with caution for players who are skirting the boundary between red and green lock.

Posted (edited)

You can use them to catch landings from above and what not Seph, they heavy stagger on hit so you can follow with a Zooka. Additionally since nobody mentioned this he can chain his MG freely with his weapons:

A>AB

A>AC

Thus the moment you see an enemy stagger you can tap a weapon for free damage. Also can anyone check the tracking on how BC>A actually handles tracking? I feel like Johnny shoots at where an enemy was instead of where they're going when I clear with it.

Edited by Skillkill107
Posted

You're right, I hadn't thought of chaining A>AB on stagger. Seems like a decent use for it. Makes sense since he can can cancel MG into anything.

I don't remember having any problems hitting BC>A, but I didn't really pay that much attention to it since I mostly used it as a punish against my partner getting melee'd. I'll have to test it in depth in Free Battle to say for sure.

Posted

Here are some of my notes from spamming Ridden Zaku lately.

tidbits

*Machine Gun is hard to hit with. Be patient, and cancel into your rifle/bazooka when you expect a hit. If you are in close range, canceling into grenades can also connect.

*Main and sub also cancel into command dash, which makes it exceptionally easy to chase someone down who is trying to ignore you. Even if you were only in green lock when you first started firing, as long as you cancel into command dash, if you cancel command dash into any of your weapons they'll be treated as still in red lock.

*On the other hand, if you green-lock command dash toward the opponent and cancel into a projectile when you get within red-lock, your shots will act as if they were fired in green-lock! (PLEASE CONFIRM)

*Grenades have practically no down value, very small damage, and iffy hitbox depend on the range. The tracking is surprisingly good if your target isn't running away, though. I see JP players throwing some whenever they think the enemy might get close. They also reload the fastest of all your weapons, so it's fine spam them, as long as you're not being double-locked. If you throw them at someone who is trying to melee you, you might end up stunning the both of you. However, this stun does not crumple, so this will result in a neutral recovery, which can be really bad since the other suit is generally a strong melee suit. (try spamming bazooka as anti-melee instead?)

*Command dash behaves differently in and out of red lock. Outside red-lock, it will dash in the direction you are facing, adjusted by whether you did side input or not. While in red-lock, you home in on the opponent at a crazy speed. Side-input avoids most projectiles except fat lasers and strong csA shots. Command dash does NOT cut guidance.

*Command dash can be excellent for running away, just switch to a green-lock on the other opponent or rise high enough, and then spend the rest of your boost spinning away.

*Command dash has a melee follow-up that also travels quite far, and fast. However, it's not quite enough if the opponent saw you coming and boosts away. If you do hit, you will pop the opponent into the air in an un-techable flip. The best way to combo off of this is to backstep.

*All his melee combos have a forward derivation (hold forward during the combo) to end the combo early with an untechable hit. Since you are 2k and usually playing back, this is ideal, unless you have plenty of boost and want more hits. His forward melee also has the same animation and properties as this hit. As far as forward kicks go, it's decent in melee trades...but don't rely on it against melee suits unless they've already gotten in your face.

There's a bit more to write, but I have to go atm, and this should be the gist of it. Now go forth, and make Ridden Zaku the most-played suit in your lobbies! :toot:

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