GNkyrios
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
GNkyrios replied to brett_'s topic in Gundam Extreme Versus
i was just repeating something i read around makes sense, else you couldnt get a decent connection if you played outside japan, its now like for example an MMO game where the game needs to send info to the main server then wait for it to return to perform an action its mainly my problem with those games since im from south america, and when i did tried EXVS online i got horrible connection with US lobbys, so i didnt even bother buying full boost. -
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
GNkyrios replied to brett_'s topic in Gundam Extreme Versus
just play online like normal, supposedly it will make the network local by itself, but it still needs internet connection for the autentification. -
yes, just the opening phrase "this game is much less momentum and offensive based than the last game"
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so you are using "momentum" as the ability to carry an offensive action or some sort? because for the physics approach, the game do have more momentum conservation, as on fuwasteps and fuwafuwa, so BD are shorter but faster so you still move around with more fluidity (unless you are vanilla Strike Freedom wich had to get a nerf), more moves that carry some momentum, a little more boost if im not mistaken, vanilla always felt slower and more about "catch landings", FB looks more fluid and involving more strategy this time around, well it helps that the players have evolve as well, more team synergy, or when i started watching players using green lock to aim gerobis to the other player i started to get amazed, also the guidance and muzzle nerf must help melee suit in some sort, but i dont really notice it that much, it feels more like the momentum and movement options make ranged attacks less viable, even when some attacks got guidance buffs instead like BZs. PS: i wish i could play online, but since im from south america, i doubt many people near me would play, and even when i wanted to buy the game it wasnt worth it so i had to use other methods.
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i could do hop tsubaki, 66, 6C lot easier on CS2, now i feel like the slide is a bit shorter, but now u can do tsubaki, 6C, 66 ,6A wich is easier, you can also do a 6C after an air hit of tsubaki after landing.
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any tips on 5c>Renka(1)>Kishuu,66 2c>j.B>j.2a,AD j.B>j.A,2c>sj.2a,AD j.2a,j.C combo? im finding hard to see the trick to get the j2a after jB to connect close to the hilt of the sword and to see if theres a delay necessary after the air dash for the jB, jA part.
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any tips on pressure and keeping at the corner? my friends who plays ragna can counter almost anything i do with a DP on some spacing or a 5B at mid range, not even kishu->grab works on him anymore, he has very good reflex for that, only way i can get to grab him is on a completely random aproach, my usual trap was ending pressure with 3C at mid-long range and getting another 3C as CH, now he just normal block and i get a CH from a 5B or a double hit with his 5C but that leaves me too far to 2b and do a combo. I really cant get any hit unless i play a bit defensive and anticipate something, i dont rush either, but my pressure or trying to keep him in the corner doesnt seem to do any effect.
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also C moves are faster, so u can be a little less precise with the timing than in CS. PS: j2A counts as a "C move"? i havent noticed if its faster, i just asumed all his sword attacks were faster
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u do the hotaru, land, then IAD(9,6 input), then u have to time the jC so u can combo into 2C or 5C. PS: didnt knew u can only get 1 star from the same move with zanshin, i saw in a video multiple 6D on a DD and only got 1 star.
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so i did the new challenges for consoles, and i noticed u can do the corner bnb (renka(1),kishu,6C...) with just 2C,j2A relaunch, in psp hj2A was mandatory, did that changed or im seeing something wrong? also, do guard break have som damage reduction? i tried challenge 10 as a combo after guard break and it did like 1k less damage
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oh, i guess i didnt noticed on what page i was at that time xd
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depends on the numbers of hits and the height of your opponent, its a bit tricky to add another j2C.
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regarding the hotaru on normal hit, heres proof u can combo it to j2C on a combo, its not a TK hotaru since u have to jump a bit so u can dash when it ends. http://www.youtube.com/watch?v=0WMO2LhU-2s
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it does slide on mugen btw i was messing around in training, and did a combo off hotaru FC mid screen that goes like this. FC hotaru, IAD, j2c, 5c, renka(1), kishu, 6c, 66, 2c, hj2a, j2c, 2c, j2a, j2c, 2c, hj2a, IAD, j2A, jc, 5c, 3c 6175 damage 5 magnamata. *updated
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a friend of mine told me about this game, he said "its from the creators of guilty gear" wich i used to play (like a newbie but i still liked it), so i picked up the game, saw all the characters and one of them caught my attention, a white samurai-cyborg character with a mask on his face, so i picked him, and i had no idea how to do anything, or why i couldnt do specials sometimes, when i did more research on him i noticed it would be too complex to start with, so i picked ragna for a short time but i grow a pair and decided to learn to use Hakumen for real, and he introduced me to play fighting games like you are supposed to