Z-0010332536893 Posted January 24, 2014 Posted January 24, 2014 (edited) Unit: RX-93 Nu Gundam HP: 680 Pilot: Amuro Ray JP Wiki: http://www4.atwiki.jp/arcgundamexvsfuvo/pages/39.html Moveset [A] Beam Rifle Typical BR Ammo: 8 Dmg: 75 [CSa] Beam Rifle (High Output) Shot is somewhat quick and start-up doesn't fully stop inertia. Forces down. Dmg: 120 [CSb] Dummy Ballons Fires 3 mobile suit dummies. Draws fire of assists and blocks 1 hit of ranged attacks. Dmg: 73 (1 hit) [AB] Fin Funnel Funnels are dispatched to fire at a target. Inputting a direction changes where the funnel places itself with respect to the target. Ammo: 12 Dmg: 27 (1 hit) [AC] Hyper Bazooka Nu Gundam will do a back-flip to fire his bazooka. Fires slightly slower than EXVS version. [bC] Fin Funnel Barrier Five of Nu's 6 funnels surround to form a tetrahedron to stop ranged attacks. Only one funnel can be deployed with ab. Press bc again to recall funnels to standby. Edited January 31, 2014 by Z-0010332536893
brett_ Posted January 31, 2014 Posted January 31, 2014 Is this thread going to be updated any time soon? Regardless: just like to report that I noticed his AC startup is a tad slower.
Setsuna Yuki Posted January 31, 2014 Posted January 31, 2014 I know him, just let him more time to figure everything out.
akai_GO Posted April 14, 2014 Posted April 14, 2014 Cancel Routes A→Sub, AC, BC, 2B CSa→Sub, AC, BC, 2B Sub→AC any direction-B→2B, AC, BC* *Pressing BC at any point in a melee combo does the BDb combo punch and followup string. Some Melee Combos 257 4BB->BCBBB->CSa Limited by walls. 256 BBB→BCB→CSa Powerful combo that can be finished even in overheat. BC(no followup B)->CSa does 254 damage. 255 BBB>BB→CSa This move can be a little tricky because the last hit of BBB knocks the enemy away, so you have to start the rainbow dash during the swing animation but before it actually hits if you want to get the full followup. Also, for whatever reason, I found it's much harder to connect with the second string if you rainbow step right instead of left. Overall, BB>BBB->CSa is much more successful of a combo, but I don't know the damage difference from switching the BBB and BB. I would imagine negligible? 250 BDbB>>BDbB→CSa 249 BDbB>B2B→CSa Launched down. Can do end with bazooka instead for 246 damage. 246 BdB>>BdBBB 245 2B>BBB→CSa Fundamental combo. 241 4BB>BBB→CSa Fundamental combo. BDb, 8B, and 2B all cover great ground and quickly. 2B will actually cover the most ground if you continue holding B so that you perform the final slash, and is slightly more boost efficient that BDb. On that note, 2B is an immediate cut-through (similar to God Gundam's 8B during combos) that also stuns; incredibly handy for both followup attacks or for hit-and-run. Can be canceled into at any point in a melee combo, so a very potent ability. Also remember the note about pressing BC at any point during a melee combo will immediately switch to the BDb punch combo string.
akai_GO Posted April 14, 2014 Posted April 14, 2014 A comparison analysis of Nu vs hi-Nu: I made a comment earlier today about how I felt that hi-Nu was better equipped offensively and Nu better equipped defensively, but then decided to actually dig into the numbers and see just what exactly the similarities and differences are. Similarities HP = 600 BR: Exactly the same in all values except correction ratio: 70%/-30% CSa: Exactly the same in all values except correction ratio: 70%/-20%? Sub=Funnels: Exactly the same in all values except reload time 7s/shot, 5s/shot. correction value 90%/-10% AC=Bazooka: Exactly the same in all values except damage 104 /114, reload time 5.5?s/5.0s 2B: both stun enemy. Cancel routes: Both suits have A→Sub, AC, 2B, BC*. Both suits have CSa→Sub, AC, 2B, BC**There are differences in the→BC cancels' actions and use times. Differences BR and CSa: as seen above, Nu appears to be more accurate with these. CSb: Nu has a CSb that hi-Nu doesn't, which releases dummy balloons that make projectiles track to them instead of Nu, and explode for damage if someone runs into them. Funnels: Nu's travel faster I think. hi-Nu can hold funnels beside him with neutral in addition to sending them towards the target. As seen above, hi-Nu reloads funnels faster, but Nu's are more apparently more accurate. Bazooka: It's hard to really quantify the speed difference. I tried firing at an enemy from the same distance and timing the time until impact with a stopwatch and came out about the same, but visually, hi-Nu's seems to travel faster. Nu's bazooka puts him in a somersault flip that slightly reduces the tracking of enemy projectiles. 2B: again, hard to quantify which ones travels further or goes faster. It seems though Nu has a slight advantage in distance, and has the cut-through at the end. Hi-Nu definitely seems to have a much faster execution time, and is harder to cut during approach. Stays next to the target upon hitting. BDb: Nu does a punch combo that can be cut easily but deals hits quickly. Hi-Nu does a dash/cutback that is very hard to cut, and can also be used as a cutthrough if you don't do the second B followup. Melee in general: As a frequent hi-Nu player, I feel now that Nu has more options for dealing melee damage, and his →BC and →2B abilities I think are really nice...but for the few options hi-Nu has, I think he deals comparable damage in fewer hits, and is harder to cut during combos. Cancels: Nu has Sub→AC, any-B→2B, and any-B→BC cancel routes that hi-Nu does not have. →BC cancel: Nu's BC cancel can be done at any point during a melee combo, converting it to the BDb punch combo. Hi-Nu can only →BC cancel during Psychoframe activation, performing a wide-sweeping zig-zag approach strike. Once again, Hi-Nu is much more difficult to cut during this melee action. BC ability: This one is the biggie, and what unquestionably sets the two apart. Nu Gundam's Fin Funnel Barrier negates all projectile damage while it is up. It lasts 10s, can be ended before it reaches zero, and takes 20s to reload following a 13s cooldown. Hi-Nu's Psychoframe immediately reloads its funnel count and extends it from 12->18, and drastically decreases their reload time. It also increases red-lock range and I think increases mobility. It cannot be ended before reaching zero, lasts 13s and takes 30s to reload following a 1s cooldown. EX Attack: Nu's attack requires basically melee range, does 300(A)/275(B) damage, but can be interrupted easily by ranged or melee. Hi-Nu's attack is a ranged gerobi dealing 314(a)/291(B) damage, and has slight ranged protection from the fin funnel barrier (but it's not a guaranteed save like Nu's barrier is, and can still be interrupted by melee). Question Marks? Mobility: difficult to quantify this. I can only say hi-Nu has generally better cut resistance during melee. Conclusion So is "hi-Nu for offensive-focused and Nu more defensive-focused"? Looking at it now, it's not such a cut and dry difference as I originally made it out to be...So which should you pick? Well, looking through the list, Nu definitely has more and a wider range of tools available for it. Really when I look at it now and think about it, the Psychoframe BC is basically the only reason I since EXVS have played hi-Nu over Nu, because I just really like the utility that funnels provide and being able to completely reload, increase, and spam them once every 31s if desired, plus reload from EX Burst. But used in clutch moments Nu's fin funnel barrier is also a very strong tool that can significantly affect momentum in a battle. Hi-Nu's EX attack has more range, but I've had people side-step it very easily making it just as effective as Nu not being in melee range to use its... I personally will probably still use Hi-Nu more, just because of how long I've been playing it, but I think I'm gonna put some more practice into Nu and try to make decisions on which one meshes better with certain units my partner maybe wants to play. If you have little experience with both of them and are trying to pick one, I have laid out here the similarities and differences, pros and cons.
Densuo Posted April 21, 2014 Posted April 21, 2014 I'm just gonna leave this here. On Topic: Fin Funnel Barrier. How do you guys use it? I try to react and predict when I'm going to get hit and block the damage with the barrier and then shut it off in hopes of getting another use out of it. Or would it be wiser to utilize it when you are close to dying? when you want to truly press the advantage?
akai_GO Posted April 22, 2014 Posted April 22, 2014 I think it's most often used in situations where yeah, you're getting low on health, or especially in moments where you know you are going to be double-locked (partner goes down, etc). But I've also seen it used to force double-lock advantage and down someone with lower risk. You can also use it as a strategy for forcing attention over to your partner off of you temporarily, as anyone should know when you see it go up, unless you're in melee range, there's nothing else to do but try to get some damage on the partner. But I think this is something much more situational than the...situations lol described above.
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