Jump to content
Dustloop Forums

Jehudy

Members
  • Posts

    11
  • Joined

  • Last visited

Everything posted by Jehudy

  1. bc can only go diagonally up or sideways. It does retain the direction you face but it's not step cancel-able, meaning you will have to boost dash cancel which will change the way you are facing UNLESS you BD at the enemy. IT also kills momentum after it ends so you can't depend on it for gliding as you would do with a boost dash hop. Oh, and it doesn't cut tracking [[or at least I don't believe it does and pretty sure it doesn't] The reason why I mention which way she is facing is because Gerbera is an MG[machinegun] suit, and with all MG suit they will vernier when while shooting at a target who moved out of angle. So what you will see a good Gerbera players do is use step hops to maintain the way they face and hose down then enemy while hopping side to side or even backwards if they need to back out. [[Note that this technique isn't exclusive to MG suits. BR suits also use this technique if it can get them to shoot without verniering.]]
  2. *facepalm* I've just watch the tutorial vid and I am sad. The bread and butter of Dynames is the csA. In long ranges and close range [in fact all ranges], your csA is your main tool.
  3. interesting to note: Turn A's Moonlight butterfly[burst Attack] will straight up lose to banshee's unicorn mode BC [rocket punch thingy]
  4. Found this out a little while ago. 2AB makes you backflip while shooting your pistols. pretty fun to troll around with.
  5. Huh. That's interesting. I'll have to check it out later. It should be clarified though that only in Sturm Booster mode is it a cancel.
  6. Movelist RX-0 Unicorn Mode [A] Beam Magnum Damage: 95 Standard BR. 5 shots in a clip. Reloads entire clip by pressing A after emptying ammo. [csA] Beam Gattling Gun Damage: 13~141 Fires a long volley of gatling beams. Halts you in the air as you fire. Expends boost as you fire. [AB] Hyper Bazooka Damage: 104 Standard Bazooka. 3 shots in a clip. Reloads after emptying clip. [AC] Summon Jegan Damage: 94 Summons 2 Jegan on either side of your suit. Each fire a volley of 3 shots. 2 Assists available. Automatically reloads slowly over time. Ame-cancellable with BR if assists and BR used in angle. [bC] Activate NTD Transforms RX-0 into Destroy Mode Unicorn Gundam. Stuns all funnels targeted at you. Extreme Burst Full Armor Unicorn Attack Damage:301(assault burst) 280 (blast burst) Unicorn will don the full armor loadout and then barrage his target with his weaponry: first shooting his 4 beam gattling guns then shoots 3 volleys of hyper bazookas from both his shoulders following it up with a beam magnum shot as 3 shields zip around and nail his enemy from 3 different directions, which will explode from getting shot from the beam magnum. [note: the shields will hit from behind as well as the sides. if someone blocks the attack they are guaranteed to get hit.] This has insane tracking. Firing this at red lock range and the enemy NOT sidestepping the attack will yield some hilarious results such as hard turning gattling beams and the infamous bitch slap [[ or karatechop]] from the beam magnum. Using this will leave Unicorn Gundam In 100% Destroy mode. RX-0 Destroy Mode [A] Beam Gattling Gun Damage: 15~159 Like a standard MachineGun, but the projectiles have the properties of a BR. 20 shots in a clip. Reloads after emptying clip. Cancel-able into AB sub. [AB] Throw Beam Sabers Damage: 70 [[followup damage: 218]] Throw beam sabers like boomerangs in an X pattern. Has a follow up like so: AB>B -----> throw beam sabers then follow up by stabbing the suit with beam tonfas and then pushing the suit upward and then grinding it until it explodes. Note:the followup only happens if you successfully land a hit with your AB. [AC] Summon Jegan Damage: 94 Summons 2 Jegan on either side of your suit. Each fire a volley of 3 shots. 2 Assists available. Automatically reloads slowly over time. Ame-cancellable with BR [or Beam gatling in this case] if assists and BR used in angle. [bC]NT-D Hack Damage: 60 Emits a "cloud" forward. Slow-moving and deceptively large. Stuns on hit. Has BEAM properties. [[example: can eat a volley of MachineGun bullets]] Halts you when you use it. Can move-cancel [sidestep or boost dash] after shooting to shorten the halt in the air. 1 ammo. Reloads after use. Stuns funnels for a short while that were targeted at you. Extreme Burst Full Armor Unicorn Attack Damage:301(assault burst) 280 (blast burst) Unicorn will don the full armor loadout and then barrage his target with his weaponry: first shooting his 4 beam gattling guns then shoots 3 volleys of hyper bazookas from both his shoulders following it up with a beam magnum shot as 3 shields zip around and nail his enemy from 3 different directions, which will explode from getting shot from the beam magnum. Using this will leave Unicorn Gundam In 100% Destroy mode. Melee Combos Unicorn Mode Combos B>B>B = 164 B>hold 8>B>B = 170 8B>B = 145 4/6B>B = 124 4/6B>2B = 131 2B>B>B = 173 2b>b>8b = 182 Boost Dash 8B>b = 171 NTD Mode Combos BBBBB=270 8BBBB=196 4/6 BBB=199 2B=92 CC8B=86 Posting this because there's a lack of Unicorn Gundam Thread. Feel free to post more detailed info such as: -Cancels -Damage -Reload Times -Melee Combo Routes -Mistakes I've posted -Anything else I might have missed. OR Whatever you want related to Unicorn gundam. Thanks to: Super Phoenix for damage values + unicorn combos.
  7. Lol, yes. I play this suit and its a lot of just fire-and-forget. The only things that require some thoughts are his gero and the BC chain-mine. I have to disagree with your assessment of AB. Since it has a gap between when it fires and when you deployed it, it has potential for oki. You have to note that track doesn't begin when you deployed the launcher, it starts when the missiles fire. Also the tracking distance is not the distance between you and the enemy, it's your LAUNCHER and the enemy. So what you can do is fire it and then back out and it'll still track. On a side note, funny read, but try to keep the info concise. Advise and commentary could probably come after the statistical info, not all together in a blob.
  8. A couple things you might want to add/edit: BC You can neutral BC to go forward upwards. [[pressing 8 or 2 while pressing BC will yield the same result as neutral BC]] BC>A Special movement into slight sudden back movement while firing 3 beam shot burst. Does not consume ammo. Beam life durability is infinite. [unlike the regular A which lasts only till about 40% map distance before despawning] Getting hit 1 shot will stagger/knock down [[still tech-able]] Getting hit with all 3 shots will yellow down. Tracking kind of sucks, but the beam travels pretty fast. Ideal for punishing over-boosted landings and for countering obvious CC8B/ forward moving melees. [[ I found that special movement is not very boost efficient, but you might want to check it yourself.]] AC>AB Might want to clarify that this is an ame-cancel-able. ----more info---- BC does NOT cancel into BC. If you have to wait for the entire movement to finish before you can do it again you cannot call this a cancel.
×
×
  • Create New...