LatiosG Posted February 25, 2014 Posted February 25, 2014 (edited) MS-07B-3 Gouf Custom Pilot : Norris Packard Cost : 1000 Durability : 350 From : Mobile Suit Gundam 8th MS team Movelist [A] 75mm Gatling Gun Machine Gun rounds with good tracking and strength. Max 50 ammo that does not reload. After you run out, it reverts to 3-barrel 35mm Gatling Gun [A]3-barrel 35mm Gatling Gun Usable after you run out of the 75mm ammo. Slow and pretty weak. Max 10 ammo and reloads slowly [AB] Heat Rod Fires a grappling hook forward that will stun the enemy. Press B once it hits for a followup attack. Great for combos. Max 2 ammo that refills once Gouf touches the ground [AC] Heat Rod (Downwards) Fires a grappling hook downward that can stun the enemy if it hits. If it hits the ground, you can pull yourself into that direction. You can control the direction of where you initially fire it. Shares ammo with AB [bC] Heat Rod (Movement) Fires a grappling hook upward that will pull Gouf into the direction and lets him swing across great distances. Hold C to stay in place in the air with the help of a corefighter and input AC to throw the corefighter while in the air. Can do two hooks in succession. Extremely useful movement move that you will be using the entire match. Shares ammo with AB [2B] Bridge Throw Gouf grabs a piece of a bridge and throws it. Has guard properties that blocks ranged attacks and some melee attacks. Good for defense, pressure and oki Movement You will be using BC to move around the battlefield about 50% of the time. Use it at the start of a match and when you are trying to gain distance on an enemy MS (or escape one). Since you consume little to no boost while doing it, you can get a good upper-hand on an enemy if you close in on them. For very long distances use both rods to move. For normal encounters stick to one rod you can escape when needed or extend combos. A good technique is to do a short boost and use BC right after. After swinging off of a BC, opt to do a fuwastep/fuwafuwa to dodge attacks as you move forward. Play styleAs a 1k, you will generally shift to being a support unit but don't be afraid to take the front lines as that is where you shine. Always try to attack units when they are separated so they don't interrupt your combos.Since you don't have a Zunda combo, use a few shots from your machine gun at a time to pressure opponents. Always make sure to conserve your ammo until you get enough burst to refill it, getting stuck with the weak machine gun is liability. Bridge Throw has alot of uses offensively and defensively. Its range is not amazing so limit it to close range encounters or as an oki tool for when your opponent is waking up from a knockdown. Don't rely on it all of the time to block ranged attacks since its startup is somewhat slow. Cancel Routes a-->ab a-->ac a-->bc Melee Strings 5bbbb 5b8bbb 4/6bb 8bb cc8bb 2b(brick) Combos Video Use the replay feature to look for matches or the Nico gundam archives(need a niconico account to see) http://horibuna.web.fc2.com/EXVSFB/EXVSFB_0d63asskfvds.html <-- archive of hundreds http://www.nicovideo.jp/watch/sm22961491 <-- Good example of movement and use of machinegun Full Boost Changes courtesy of Brett and his translations Cannot regain boost with AC 2B reload time 7sec→5sec, now is set remotely Wire’s reload when you touch the ground after being shot in the air. Edited February 26, 2014 by LatiosG
Emuser012 Posted February 26, 2014 Posted February 26, 2014 To help save some time: Cancel Routes a-->ab a-->ac a-->bc Not too many cancel routes, I wouldn't really count any wire shenanigans as a cancel of any sort. Melee Strings 5bbbb 5b8bbb 4/6bb 8bb cc8bb 2b(brick) *Gouf Custom can use ab, ac, or 2b(stab) after any melee on hit. Does not mean that they are all guaranteed to properly connect though… Please let me know if there is anything I missed.
LatiosG Posted February 26, 2014 Author Posted February 26, 2014 Yeah, I was a bit busy when I created this so I'll finish the other parts real soon.
akai_GO Posted April 16, 2014 Posted April 16, 2014 Here's a shortlist of combos I translated for a friend: 355/??? B8B→2B(5hit)>B8B→2B(5hit)>Sub→B→2B(5hit)>EX 304/285 BDb→Sub>EX 299 B8B→2B(5hit)>B8B→2B(5hit)>Sub→B→2B You need to keep holding UP for a second after the B8B to rise with the enemy. If you input 2B too quickly the enemy will keep rising and you will miss. You should try to hit with the 2B at the apex of the enemy’s rise before they start to fall. 282 B8B→2B(5hit)>BBB→2B Unless it specifically says (#hit) you should B-mash 2B 281 BBBB→Sub→B→2B 278 BDbB→Sub→B→2B(5hit)>Sub→B→2B Requires you have 2 heat rod ammo available 271 BBB→2B Zero cut resistance but good damage in short time. 260 4BB→Sub→B→2B That’s…essentially it. His huge combo list is just iteration after iteration of different mixtures of B→Sub, B→2B combos. 2B does good damage but leaves you really exposed if your partner doesn't have the other guy out of play. As an aside, if you don't follow-up Sub with an attack, and hold boost instead, you can launch a crazy far distance over the enemy from the momentum.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now