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Posted (edited)

u3kiJ0N.jpg

Name: MSM-04 Acguy

Pilot: Haman Karn

Cost: 2000

HP: 580

Movement Type: Ground | Mode Change: No | Transform: No | Special Burst Effects: No

JP Wiki

Movelist

Weapons

[A]Vulcan

[Damage: /shot][Ammo: 120][Down Value:?][Proration:?][Reload Time:?/120 shots][Type: Live Ammo][stagger]

A vulcan is fired from Acguy's hand. Not bad for hitconfirming into Juaggus. Fires up to 15 shots at once.

[AB] 6 Tube Rocket Launcher

[Damage: /shot][Ammo: 4][Down Value:?][Proration:-20%(Warhead) -10%(Explosion)][Reload Time:?/3 shots][Type: Live Ammo][Down]

Acguy fires a rocket, just like his old sub weapon from Next.

[AC] Juaggu Summon

[Damage: /hit][Ammo: 3][Down Value:?][Proration: -30%/hit][Reload Time:6s/3 shots][Type: Assist/Live Ammo][Down]

Two Juaggus are summoned and fire some rockets. They absorb all projectiles that hit them from the front, and where they summon relative to Acguy's position can be determined by holding a direction while pressing AC.

[bC] Agg Summon

[Damage: (Agg)/(Agguguy)][Ammo: 3][Down Value:?][Proration: ?][Reload Time:5s/3 shots][Type: Assist/Melee][stun(Agg)/Stagger(Agguguy)]

Note: Holding a direction summons the alt. assist.

Agg is summoned and burrows underground, then emerges underneath the target (unless they are too far). When done in the air, Agg flies after the target.

Agguguy is summoned and runs after the target while swinging its heat rods.

[ABC]EX Burst Attack

Pressure. Stuns everyone in range.

Melee

[5B]

BBB - First two B inputs do two hits each.

[Damage: ]

B(B)A - Same as above, but fires head vulcans instead of doing an overhead slam.

[Damage: ]

[8B]

8B - A slide

[Damage: ]

[4/6B]

4/6BB - 2 hits.

[Damage: ]

[2B]

2B - Overhead slam. Can be used as a poor man's version of attacks like Exia's 2BC or Blue Frame's 2B. Groundbounces!

[Damage: ]

[bD8B]

BD8B - Acguy shoulder tackles the target.

[Damage: ]

Strategy

Cancel Routes

A→2B

A→8B

A→AB

A→AC

A→(dir+)BC

AC→(dir+)BC

(dir+)BC→AC

2B→AC

2B→(dir+BC)

Differences from 1k version

2b groundbounces (woah)

More ammo

8B, 4/6B, CC8B changed

New super: Pressure

Edited by BeaM
Posted

reserved

yeah it's the same suit

Posted

Would you say this version of ACGuy is better than the original 1k ACGuy? I've only played DLC clones with lower cost so I don't know what they went for this time around. Is she more effective than 1k ACGuy?

Posted

a few notes:

i dunno much about normal acguy melee but haman acguy melee seems to have pretty good priority/speed. unfortunate that 8b and cc8b dont lead to combos tho.

she doesnt really have high damage melee combo with decent cut resistance. i'd recommend using air 5BC and AB after landing a melee, but if you arent worried about being cut then 5b's chain is pretty high damage.

redlock range is SLIGHTLY longer than normal acguy's. much less than a backstep's distance. mobility seems to be the exact same.

remember, if using AC to shield your landings as you slide to a halt, input it in the direction you'll be sliding in.

since AC during turn you around, if you cancel into A from it for a fastfall you'll need to do AC-A-AB, cause the A will turn you around and then the AB will let you fastfall.

air 5bc has better tracking and speed than the directional BC assists. however, directional BC stays on the ground, which means if the enemy is boost hopping or does a fuwa the assist wont get confused and go up flying in the air uselessly-itll just tag the enemy when they land. otherwise, you want to use air BC more than directional BC as far as i can tell.

super is bigger than haman/the o's. so i guess pressure burst size comparison would be haman acguy super > the O BC, qubeley BC > zaku3 AC. dunno about messala's super's size.

Would you say this version of ACGuy is better than the original 1k ACGuy? I've only played DLC clones with lower cost so I don't know what they went for this time around. Is she more effective than 1k ACGuy?

she's basically for a different role due to cost but is pretty much the same. instead of 1k acguy front, this 2k acguy is for backing a 3k or a 1k

Posted

It's got better melee. 6B and 8B for this version are faster than the 1k version, and 2B seems to be very slightly faster as well(and groundbounces). Acguy does a lot of wakeup oki stuff, so Pressure is a good tool to have, even if he only gets it as a super. The super starts up quickly too; based on some testing I did, it's much faster than Qubeley or Zaku III's Pressure, and very slightly faster than The O and Messala's. It has the same amount of boost as the 1k version, and technically two 1k Acguys have more HP than one 2k Acguy, but I think it's a little better overall.

Posted
Acguy does a lot of wakeup oki stuff, so Pressure is a good tool to have, even if he only gets it as a super.

I would like to hear about acguy oki setups if you dont mind. Now that I think about it, would ground BC be good against those who boost straight up on wakeup..?

Posted

It's usually just stuff involving 2B, AC, and BC. For example, doing 2B as they get up and cancelling it into BC, resulting in a drill guy popping up behind them. Another example is doing 2B vs. a suit you think will try to melee you on wakeup, and backstepping into 2AC to knock them down again.

Grounded BC could technically be used for that, but so could the air version in some situations. 5BC has been fun for combos with this Acguy, though. Since this 2B groundbounces, I've been messing with ending combos with 2B → BC to try and maximize the amount of time they're out of the fight.

Posted

Thanks for the info!

Speaking of 2AC, what's the point of 2AC as opposed to other versions? No left/right space control unlike 4/6, but also unable to shield you unlike 5AC/8AC since they're behind you.. what's the point?

And yeah, BC seems nice for that. I usually like combos that "remove" someone for a longer period rather than max damage, so that the enemy is in a bad situation for longer. qubeley has some pretty long launches which are nice for that.

Posted (edited)

Melee suits coming at you have a harder time avoiding it, since it's behind you. They would be able to fly through the other versions and hit you if they're close enough.

And yeah, Qubeley can keep someone out of the game for a while. Ending combos with 2B or AC isn't something I have a chance to do very often, but it's great when I can.

Edited by BeaM
Posted

It seems that JP wiki says:

-that AB's tracking is better than 1k acguy.

-slight BC buffs in speed?

-You can cancel A into both 2b and 8b! (lmao 2b BC A 2b AC A?!) (Probably helps when you're completely ammoless and you land A at close range i guess)

Posted (edited)

i typed up a very rough guide that assumes the reader doesn't know about brakes/amekans and tries to teach them 1k acguy basics for movement etc.

http://pastebin.com/VGcPEpXY

i may be quite wrong about some strategic suggestions/specifics.

Edited by Mightfo
Posted

Acguy can already cancel his mg into 2B. It's a very important cancel route for him. 8B is new, though, I think.

  • 4 weeks later...
Posted

So I've been playing Hamans' ACGuy for a while now, and I feel like she's a really good suit. 

Awkward mobility aside, her assists are great. I also like how they don't even take long to fill up so you can just use them again. 

 

Also, I found out she can do AC > BC or even BC > AC. I don't think there's any point to it, but it's something she has.

Which kind of reminds me of Elle's Mk-II, but Elle's assist spammage actually serves a better purpose for pressuring/confirms and stuff. At least, that's what it feels like to me.

 

Amongst the 2k's, I think Haman ACGuy is actually a really good suit with potential. Not sure how you guys feel, but I am glad I decided to get her.

One of the few DLC's worth getting. I think Elle is worth it too, as well as Luna Impulse to an extent...

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