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Irysan
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
Irysa replied to brett_'s topic in Gundam Extreme Versus
MG vary in terms of their strengh, and you have to use them differently. You also have to consider that most suits with MG have other extremely powerful tools to balance out the lack of a beam rifle. You should list the suits you're using because different MG suits have different kinds of reliance on their machineguns, and all have different points at the amount of bullets required to stagger/knock down. When you fire a MG spray you generally want to be boosting, starting to fire, then jumping whilst continuing to fire whilst jumping. This creates a big long wave of bullets that can effectively cover an opponent for the same amount of time as firing 2 or 3 beam rifle shots for much less boost, and leaves you free to preform other actions once your string of bullets has ended. However confirming those bullets into a knockdown is pretty difficult for a lot of suits so you're trading off your ability to quickly stun and convert for a low commital string of pressure. It's also a lot more risky to block machinegun fire since you'll be stuck in blockstun for a long time, and many suits can basiaclly unblockable you for free if you begin blocking a string of bullets. I seem to remember you play Bernie's Zaku so in his case his MG isn't even his main weapon, its simply something he can pepper the opponent with to create pressure or to cut combos. His primary tool is his sub, the grenade toss, which is his main tool for actually hitting people. -
[MB] The Maxi Boost General Discussion Thread
Irysa replied to Setsuna Yuki's topic in Gundam Extreme Versus
A lot of people's view of FB as a "better game" doesn't stem from PS3 release...its because the game achieved a comparably "faster" (RvZ2 is still fast though) and more intense game at more ranges with more variety and options. Nearly all the basic concepts of the series are embodied very well in RvZ2, and yeah you could probably argue they're more solid and fair than the EXVS series is. But the concepts of movement in EXVS as a result of GvGN's dash cancel addition add like, a lot of extra individual layers to each movement and attack. When everyone has more movement options and ways to attack and their attacks are faster it makes each exchange that players are having and the decisions they make in each series of movements more interesting to some people (including me). I respect anyone who prefers the older style though because like I said, it embodies all the core concepts very well, but to me the comparisons between them are almost like comparing; game with varied and high possibility neutral game with lots of hitconfirms (ie, example I'm familiar with, Melty Blood AA) to a game with more traditional roots and a higher value on poking but still better mobility than most traditional fighters (Like KoF 98/2002 UM). There are more similarities between basic concepts of space control in those games than most casual onlookers realise, but regardless its obvious that not everyone likes either of them for the same reasons, and some people prefer a more basic approach with less "fluff" or what they consider to be padding/pandering to noobs. But that padding in itself does add a lot of dynamics that change the game and open up different situations that call for different responses. Please understand, I'm not saying FB is a more "complex" game or requires more skill, just that its different (duh!) and that difference has some very strong appeal to some people too. All things considered, FB has a lot of problems, predominantly being that the best suits are all way too safe and if players know how to use them very safely then it can be very frustrating to attack them (unless you are using some OP tool such as Banshee sub or W0 Zero System or Unicorn NTD BC) But at the same time that was needed to shift the game away from how overaggressive it had become in vanilla, so they gave many suits more evasive capability and better movement. But that is a much more tolerable game to me than one that rely on just trying to abuse mechanics to overwhelm people like with Drive in Maxi Boost or EXVS triple half bursts, and better displays the potential of things you can do in this engine when neutral is more important. -
[FB] RX-178 Gundam Mk-II: Slapping fools on and off the field
Irysa replied to Densuo's topic in 2000 Cost Suits
AC > csB in Super Gundam is a charge shot cancel btw, you might wanna list that, ie you freefall after cause the csB has no vernier, works for out of angle br with her too. Surprisingly useful. -
[FB] Rozen Zulu Discussion: Psyco Jamma!
Irysa replied to Z-0010332536893's topic in 2000 Cost Suits
you only really see nu side melee in step wars since in those situations the attack itself rarely matters and you just want to get your attack out of the step ASAP. I also dont trust myself to get 66 2b out fast enough on a spam basis, and don't use side melee aside from that. Its not like nu melees a lot anyway. -
[FB] Rozen Zulu Discussion: Psyco Jamma!
Irysa replied to Z-0010332536893's topic in 2000 Cost Suits
fyi nu side melee is really bad. it's not much of an accomplishment to beat it in a clash -
The guidance is weak, but it's not NONEXISTANT dude. It has guidance.
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You can actually just hold right when you release to make csA go to the right, the way you're moving isn't important.
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Forgot to mention it before but GP03 has a landing cancel with BC demolition chain. You get like zero recovery if you drop off the chain right as you land, even in overboost.
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Just fire your arms. You need to vernier to fire boots, wheras you don't with your arms. For some reason, V1 also has far better melee without arms than with arms so keep that in mind.
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EXVS BD-1 Combos - Damage values may be sometimes off beacuse of the new version and many combos are somewhat pointless but a useful resource nonetheless. Reccomended Basic Combos Terminology > = Rainbow step (double tapping a direction while performing an action) ≫ = Dash cancel (double tapping boost while holding a direction when performing an action) → = Cancel (you can cancel an attack/action into a follow up) A (at least 5 hits) ≫ A (at least 8 hits) - 141 Dmg You need at least 5 hits to get a stagger, and need a total of at least 13 hits to secure a knockdown with BD-1's MG alone. This is somewhat difficult to do sometimes, as MG's are more finnicky about securing proper staggers and punishes than a BR, but you make up for it by the very long spread and duration of of your fire. A (at least 5 hits) → AB - 145 Dmg 5 hits for the stagger, and the missle sub cancel. You need to instantly release the missle for this to work, and it only works at close range due to the missle's somewhat slower than average travel speed. This can be turned into a full down with more mg fire either before or after. A (at least 5 hits) → AC - 153 Dmg 5 hits for the stagger, and the assist cancel. This works at more ranges because of the better travel speed of the assist. More MG fire is once again more damage. A (at least 5 hits) ≫ CC8B > A (at least 5 hits) - 149 Dmg This is generally more stable than attempting to go for neutral melee chain after a MG stun at close range, and you are also relatively safe if you fuwa away whilst firing. You can replace the final MG shots for another CC8B or AB for 173 and 183 Dmg respectively. 6/4B → 6/4B ≫CC8B > AB - 223 Dmg BD-1's 5B isn't very good and although you always have the option of the bog standard neutral melee x2, step, neutral melee x3, this is somewhat cut resistant and faster. You can either use step missle or bc cancel the CC8B then fire the missles to end the combo. Another CC8B is an option too for 217 Dmg. 8B is also a viable finisher if you want to get to the ground quickly, 199 Dmg. 6/4B → 6/4B → A ≫ AC - 209 Dmg 2B → A ≫ AC - 195 Dmg CC8B > 2B → A ≫ AC - 208 Dmg These aren't the best combos but are useful because they launch the opponent very high into an untechable knockdown, putting them out of the match for a long time. 5B → 5B → 5B ≫ CC8B > AB - 242 Dmg Basically your highest damage normal combo if you ever really did have a free moment to do a neutral melee chain. Can end with another CC8B for 240 Dmg. CC8B > 6/4B → 6/4B ≫ CC8B - 216 Dmg A good, quick and fairly cut resistant combo to use after closing in with CC8B. If the combo has to be even faster, you can use a 2B to launch instead of 6B chain for 190 Dmg, or if you have space, use 5B chain for 234 Dmg. Damage Values in EXAM are listed for Blast Burst only. CC8B, (Activate EXAM) > 6/4B → 6/4B → 6/4B > 8B - 256 Dmg This is your best EXAM combo from closing with non EXAM'D CC8B without using your super. EXAM combos dont have any real cut resistance but the execute very quickly so it usually makes it worth it to go for this. CC8B, (Activate EXAM) > 6/4B → 6/4B → 6/4B > ABC - 301 Dmg Super combo. (In EXAM) 6/4B → 6/4B → 6/4B > 5B→ 5B → 8B - 271 Dmg Probably the best most reliable EXAM combo without using super. Makes use of the down value trick with BD-1's EXAM 8B. If done properly, the opponent will go flying and you will land very quickly after you hit 8B. (In EXAM) 6/4B → 6/4B → 6/4B > 5B → 5B > ABC - 325 Dmg (In EXAM) 6/4B → 6/4B → 6/4B > 5B → 5B → 2B (3 gut punches) > ABC - 332 Dmg Super combos. As you can see, the gutpunch combo doesnt really add that much so its not really worth the extra delay usually. (In EXAM) 5B → 5B → 2B (3 gut punches) > 5B → 5B → 8B - 288 Dmg High damage EXAM combo that requires the opponent to be relatively elavated to continue the combo after the gutpunches. Easy to cut, so beware. (In EXAM) 5B → 5B → 2B (3 gut punches) > 5B → 5B → 2B (3 gut punches) > ABC - 342 Dmg Max damage EXAM combo with super. Again, easy to cut, but DAT DAMAGE.
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Unit: RX-79BD-1 GM Blue Destiny Unit 1 HP: 600 Pilot: Yuu Kajima BD-1 Wiki Movelist Weapons [A] 100mm Machine Gun - 40 Ammo - 15 (1 bullet) ~ 120 (10 bullets) Dmg Machine Gun. Hold down the button to fire up to 10 shots. 5th hit staggers. Press A again to reload when empty. [AB] Wire Missle - 2 Ammo - 102 Dmg Fires a set of explosive missles attached to BD-1 by cables. While attached, the missles move very slowly. Press AB again to cut the wire and cause the missles to home in quickly (You can press AB twice quickly to cause them to fire immediately). Cables will automatically cut if you move too far away from the missles. Cables can be cut freely during all states, including whilst you're being hit. Note that missles have their own personal red lock, so you can fire them in green lock and they can still have guidance if the missle gets close enough to it's own red lock range before cutting the cable. Reloads when empty. [AC] GM Summon - 1 Ammo - 51 (1 shot) ~ 133 (3 shots) Dmg A GM appears and fires 3 Beam Rifle shots. Can use sliding AC with this assist by inputting 5C~Any Direction + AC. (Note that the GM is actually holding a machinegun and not a beamrifle...) Reloads when empty. [bC] Special Movement - 1 Ammo Cause BD-1 to slide in a diagonal direction. Can repeat up to 4 times, but requires remaning boost to use. Can change the direction of the slide by inputting different directions. Automatically forces you to face your target no matter what. You may fire your machinegun and missles without causing any vernier during this state. Cancels from basically everything. Regular recovery is laggy, but is negated somewhat by landing later in the animation. There is a trick involved with this move where if you use it whilst high enough in the air and land right as BD-1 exits the sliding animation, you will recover all your boost instantly, even if you were in overheat. Reloads when empty. Melee [5B] → [5B] → [5B] - 172 Dmg Slow but hard hitting basic melee chain. [6/4B] → [6/4B] → [A] - 183 Dmg (129 without the final A) BD-1's fastest basic melee. Launches the opponent on the second hit, A followup shoots missles to follow the launcher. Missles do not consume ammo. [8B] - 76 Dmg A leaping stab attack that carries you to the floor. Knocks the opponent down. Not as good as other similar leaping attacks such as Hyaku Shiki 2b or ZZ 2b. [2B] → [A] - 147 Dmg (75 without the final A) Quick launcher. A followup shoots missles to follow the launcher. Missles do not consume ammo. [CC8B] - 80 Dmg Issen attack. Has strong gap closing power and lots of momentum afterwards. Stuns the opponent for a considerable time after, but does not auto down (somewhere inbetween light stun and heavy stun) EXAM System BD1 activates the EXAM System for its EX Burst. In addition to usual awakening effects, during EXAM, BD1 will gain the following: - Mobility increased. - Melee reach increased. - Entirely new melee movelist - AC causes you to throw an exploding GM instead of the usual assist. - BC may be used up to 6 times. - Like Eypon and Efreet, BD1 can freely cancel into different melee attacks by inputting them during a chain. EG: 5B → 6B → 2B will do the first hit of each chain. Note that you can only cancel before the final hit of each chain (so the first 2 hits of 5B and 6B and the first hit of 6B) Damage Values in EXAM are listed for Blast Burst only. [AC] - 1 Ammo - 128 Dmg Throws a GM, causing an explosion. Reloads when empty. [5B] → [5B] → [5B] - 195 Dmg Two punches into a tackle. [5B] → [5B] → [2B] - 224 Dmg Two punches into a series of gutpunches with BD-1's shield. High damage, but BD-1 is stationary during the final part of this chain. [6/4B] → [6/4B] → [6/4B] - 192 Dmg A quick hook followed by some more punches. This move is REALLY good, it closes distance insanely fast and swerves a lot. It's also easy to followup from. [8B] - 147 Dmg BD-1 grabs the opponent's suit by the head and smashes them into the ground. This is actually a two part attack, and as such, if you use it when someone is close to being knocked down via down value, you will actually instantly drop to the floor after the head grab and the opponent will fall away. [2B] → [2B] - 152 Dmg SHORYUKEN (literally). Uppercuts them into the sky. Launches. [CC8B] - 152 Dmg Tackles the opponent, then slams them into the ground before jumping off them and filling them full of machinegun bullets. This move looks really cool but its quite bad, don't use it. [ABC (During EXAM)] - 267 Dmg Attacks with the same animation as non EXAM CC8B. Has superarmor during the first strike. If it hits, BD-1 preforms a ranbu esque attack which attacks with everything in his arsenal one by one before finishing chucking them in the air and blowing them up. Cancel Routes This will not list all the possible EXAM Melee cancels. A → AB A → AC AB → AC AC → AB A → BC (requires some boost remaining) AB → BC (requires some boost remaining) AC → BC (requires some boost remaining) Any melee attack → BC (requires some boost remaining) BC → BC (up to 4 times normally, 6 in EXAM, requires some boost remaining) BC can cancel into all other attacks and will not cause vernier when using AB missles. Basic Strategy Fire your MG a lot. Use boost jumps to safely fire large amounts of bullets to pressure the opponent with, and use jump turning and fuwasteps to stay on angle/maintain distance. Common example would be boosting jumping towards the opponent whilst firing, then fuwastepping backwards to retreat as you land. Because you have unlimited ammo, you should keep up with firing as much as possible. Missles can be used outside of red lock to a degree because of their own inherant red lock range. A good time to use missles at range are when you have just landed, then step, fire a missle, and boost away. Their traveling speed even when the cable is cut is slower than the average bazooka esque attack, so dont rely on them for long range knockdowns. Missles can be released anytime so you can cut the cable to hit people in situations where they won't expect it, such as when you are being hit or when you are on the floor. Your assist isn't particularly strong but is your best bet at scoring knockdowns off your machinegun at most ranges, as an MG stagger into Assist is a knockdown and the beam shots travel faster than your missles. Cutting enemy combos with Blue Destiny can be hard. You might be tempted to use missles but remember the explosion will hit your ally too. Try to avoid using them when possible. Your slide on angles you automatically and you can fire whilst falling. Use this to your advantage when retreating. Because missles don't cause vernier when using BC, if someone is trying to yolo melee you, you can hit bc and mash missles to retreat whilst firing in their face, which helps to make up for the lack of a quick stun that a BR would offer. Remember that using BC high up is better than close to the ground because you have less recovery, and if high enough, practically none (you can sitll be landing punished since its sometimes very obvious however) Side melee is your fastest melee in close range but isn't anything special. Maintain your distance. CC8B has great gap closing but the attack isnt particularly fast, but is useful if have to use melee to cut a combo or approach. It's good for combos however because of its speed and great momentum afterwards. 8B can be used as a zusa cancel, where you 8b, then step as you hit the ground, and fire your missles. This will cause you to recover all your boost instantly. Note that unlike many other zusas, if you use the missles, the step leaves you grounded, even in overheat. A good time to use EXAM is during your regular CC8B. This is because although EXAM melee have great closing potential, your EXAM CC8B is rather poor. If you activate during the CC8B, whilst closing in, you will be able to confirm a combo whilst closing distance very quickly. EXAM melee very fast, but do not assume that the mode is only for melee. You travel very fast during this mode and fire faster too, so remember to hit your other weapons too. Blast Burst is considered better for this unit because it extends the amount of time BD-1 can stay in EXAM. Your EX Attack/Super has superarmor on it so its possible to use it as a trump card at close range, but be wary.