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Posted (edited)

T3.jpg
OZ-00MS2B Tallgeese III

Pilot: Zechs Merquise (a.k.a.Preventer Wind)

Series: Gundam Wing: Endless Waltz

JP wiki: http://www4.atwiki.jp/arcgundamexvsfuvo/pages/53.html

Dustloop Wiki Entry: http://www.dustloop.com/wiki/index.php?title=Tallgeese_III_(EXVSFB)

Armor: 620

Changes from Extreme Vs (Thank you, Based Brett)

~Overall mobility nerfed (boost dash, swivel speed, etc)
~Super Vernier consumes more boost (max number of SV 8 → 6)
~Side Heat Rod nerfed (hitbox, startup, etc)
~Taurus assist couint nerfed 4 → 3
~Neutral Heat Rod buffed, can now be cancelled into A
~Can cancel BC (assist) into 2B
~Can cancel 8B melee string into 2B
~Added an extra neutral followup to 2B that makes you rise

 

-Suitable partners: Pressure based 1k and 3k Cost suits as a high pressure suit will create opportunities to land his strong Gerobi. That said, he works just fine in a poke composition with his extra mobility and csA

 

-Best Burst: Blast. Reason: You are to die second both when Paired with a 1k or a 3k suit. You will need the added defense of Blast to survive and make your second life count. The Boost Efficiency will be a huge benefit to your Super Vernier, Your charge time being lowered on csA is a great benefit both for mobility and damage, and frankly, you're not really gonna use his Burst Attack.

Movelist

[A] Mega Beam Cannon: Compact Configuration

Your main weapon, a BR shot, can be Zunda'd, and you can also cancel to 2B. Decent Tracking. Shot penetrates target, in the unlikely event that opponents are grouped up it can hit multiple targets. Please be mindful of the reload time. it is FIVE SECONDS. Compared to say Quebeley or Freedom, two units of similar cost who's BR charges 1 round per 3 seconds.

Ammo: 8
Reload Time: 5 seconds/shot. Always reloading


[csA]Mega Beam Cannon: Compact Configuration Volley
Tallgeese III does a barrel roll and fires a three shot volley. This volley IMO tracks a bit better. Tallgeese will ALWAYS roll to his Left unless you hold 6,9,or 3, in which case he will instead roll to his right. Try to use this when appropriate so that you can better manage your A ammo.

You can Boost Dash or Super Vernier out of it. You CAN NOT 2B out of it.

Ammo: None, does not take ammo from A.
Charge Time: 3 seconds.

[AB]Retractable Heat Rod

A key weapon in Tallgeese's arsenal. This will be used to during melee combos and as a defensive measure when pressured by Melee suits. Master it's range ASAP and be mindful of it's startup. There are 4 different uses:

[8 or 5AB] Tallgeese stabs forward with the heat rod, a successful hit paralyzes the target. Easily the WORST one as rainbow step means you whiffed. DO NOT use.

[4AB] Tallgeese III whips towards his left horizontally. anyone hit is sent spinning to the left. If they hit a wall they will wall splat. if the opponent rainbow steps to your left this will smack them. If they went right, you're in trouble.

[6AB] Tallgeese III whips towards his right horizontally. anyone hit is sent spinning to the right. If they hit a wall they will wall splat. if the opponent rainbow steps to your right this will smack them. If they went left, you're in trouble.

[2AB] Uppercut whip sends them high and upwards. Can't really recommend this one either. Only use after landing a melee attack or BC.

You can Super Vernier during or after all AB attacks.

[AC] Meaga Beam Cannon: Barrel Extended Mode
After a short start up fires a Gerobi. GREAT damage, no tracking, however it has good muzzle correction. This is your big daddy punish. YOU MUST MAKE YOUR OPPONENT RESPECT THIS TOOL.

Ammo: 1
Reload: 12 seconds. reload begins once you have finished firing the beam.

[bC] Summon OZ-12SMS Taurus

The lovely Lucrezia Noin shows up and fires a BR shot with good tracking. If your opponent is hit they are stunned briefly. Suitable as a get off me tool.

Ammo: 3
Reload: None. Once expended this assist will NOT reload until you burst, Make them count.

[ABC] Burst Attack: Mega Beam Cannon: Critical Power Extended Mode
While in Burst pressing ABC will make Tallgeese III Fire a huge gerobi from his Mega Beam Launcher, very long range, very good damage. Armor on startup



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Melee


Personally, Tallgeese III's melee is SORELY lacking. As a back unit you have no business doing melee unless it's a last resort and even then you should likely consider using your Heat Rod (AB) and getting the hell out of there.

Your melee combos should be ONE melee hit, AB, get outta there unless you have a chance at a full punish.

[5B B B] Basic melee slash with beam saber. can be done for a total of 3 hits. Nothing special. You can cancel to 2B OR any AB move at anytime and frankly, you should.



[8B B] Stabs forward. pressing B again makes Tallgeese kick the enemy away and create some distance. On HIT You can only cancel to 2B AFTER the kick, pressing 2B anytime after you land 2B will make you do the kick. Can only combo to Heat Rod if you Boost Dash Cancel after the kick, and even then it is not worth it.

[4B & 6B B B] side swipes slash, can be done for a total of 3 hits. mediocre and slow, please cancel to AB immediately as you are asking to get cut. You can cancel to 2B OR any AB move at anytime.

[boost Dash B] dashes forward and slashes past the opponent knocking them upwards and pizza spinning them. immediately upon landing this move us an AB whip to land another hit or Super Vernier > 2B then quickly get out of there.

[2B B] Ballerina Spin. Tallgeese spins and moves backwards can be used after A shots (useful to reduce recovery from airborne A shots), BC assist calls, B melee attacks that have not landed, any B attacks that have landed that are not 8B or any Super Vernier maneuvers. While grounded 2B moves you backward. if you press B again quickly, you will spin back but gain a lot of altitude instead. The second spin recovers fast. It is ideal to fire A and then 2B to quickly drop down, also ideal after a 2BB to A and then 2B once. While Airborne, 2B will spin backwards and make you descend quickly. Get into the habit of doing this after Airborne A, Airborne Boost Dashes or Super Vernier maneuvers, this will make you land quicker and can help off set recovery.



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Things to test:
-Tallgeese III Heat Rod goes through, and can hit past Zaku II Kai's Santa Balloon and will NOT trigger Santa explosion.

Check if csA breaks tracking?



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Extra stuff.
artist credit here: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=27316816
Tallgeese III: http://gundam.wikia.com/wiki/OZ-00MS2B_Tallgeese_III
Zechs Merquise: http://gundam.wikia.com/wiki/Zechs_Merquise Edited by Densuo
Posted (edited)

t3sv.jpg

Super Vernier


The Original Tallgeese was capable of quick maneuvers that could kill the pilot. Zechs himself almost became a victim. But eventually he became so accustomed to it that when he complained that the Tallgeese was lagging when he wanted to do something his engineer noted that Tallgeese was fine, Zechs himself had simply become too good, and had surpassed it's abilities.

That's our goal here with understanding and Super Vernier, This movement can get you killed via improper or accidental use. Likewise you can become much stronger with this suit once you get the hand of it's movement.
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Super Vernier is an important tool for Tallgeese III. It is a separate Boost when compared to a standard boost dash. Knowledge of properly using this manuever will allow you to over heat less.
You'll notice that sometimes you'll end up boosting Twice. this is because you are actually activating both Super Vernier and a Boost Dash. What times can you accidentally activate Super Vernier you ask? At any time an example being you are moving to your left (4) and when you are thinking of boosting you move your pad/stick to 7 and hit C twice. Whoops you just Super Vernier'd and immediately Boost Dashed. It is IMPERATIVE that we make you're first step be avoiding stuff like that in it's entirety.

How do we do that? With knowledge and being calm and collected all times. When playing as Tallgeese you are backing. Your extra movement ability means you can position yourself to cut, punish, and position in more ways then other units and potentially avoid pressure better than other back units.
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Super Vernier can be used in the same instances as a side step (out of a melee, it doesn't count as a rainbow step) or Boost Dash. All Super Vernier boosts can also be followed up by his 2B Ballerina Spin.

To Execute a Super Vernier do the following:
Tap any direction on the pad/stick and press C at the same time, doing so causes Tallgeese to ascend and move either forward, backwards, Left or or Right at about a 45 degree angle or so depending on which direction you held. Holding C extends the duration of Super Vernier for a Maximum of 2.5 Seconds (which costs about Half your Boost Bar). This means you can not hold a Super Vernier indefinitely like a Boost Dash. You can only move in that direction, you can not change direction mid boost like you can a Boost Dash. If you do nothing afterwards Tallgeese III will drop and land.

Note: I've noticed that when you allow Super Vernier to go for maximum distance and he starts to drop 2B does not work. If you want to execute 2B do so before the Super Vernier ends. The last moment you have is when Tallgeese's legs get under him before beginning his descent.

1/4/7+C - Super vernier Up and to your Left. Note: good for followups after a 2AC
3/6/9+C - Super Vernier Up and to your Right.
2+C - Super Vernier Up and backwards. Note: Useful against a melee Pursuit, gives you some space to evaluate if you should retaliate or continue to evade.
8+C - Super Vernier Up and forwards. Note: I like this after I land a standard melee attack if I am scared that I will be cut.


Cancel Routes


A > 2B
A > AC
A > BC (will cause a fast fall if A is done as a Turn Around.

All Melee before hit > 2B

All Melee on Hit except for 8B > 2B
> any AB


Neutral AB ON HIT > A
Neutral AB ON HIT > BC

 

2B > 2B

BC > 2B



Artist Credit: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=17870864 Edited by Densuo

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