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About WindmanV3
- Birthday 09/08/1992
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User of many, master of none. That's just who I am.
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The Clouds
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WindmanV3
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[CPEX] Celica A. Mercury Gameplay Discussion Thread
WindmanV3 replied to Grimsley-San's topic in Celica A. Mercury
Posting some random findings here while talking to the Celica dedicated Skype group. Any findings I post here are taken directly from Skype, but I thought these things would be good to keep in mind since I haven't seen anyone touch on the specifics yet. They're most definetly important to keep in mind, so please don't forget! \>^</ -
[CP2.0] Celica A. Mercury Combo Thread
WindmanV3 replied to CrownEmpress's topic in Celica A. Mercury
So with 50 meter and OD, there's near 5k damage in this: 236C CH 3C OD 3C 2D 6D 214C(FC) 2D 5D >> 632146C. -
[CP2.0] Celica A. Mercury Combo Thread
WindmanV3 replied to CrownEmpress's topic in Celica A. Mercury
A couple of combo's I found for Tsuntenshi off of a CH 236C. *FC stands for Full Charge, not Fatal Counter. 236C is not a Fatal Counter. 236C wait 5B 6B 5C(4) 3C 6D5DD/6D. 5D ender does 3.2k damage, 6D ender does 3.1k damage. Can be done anywhere. * By wait, I mean, DO NOT instantly do a 5B after the launch. Wait until your opponent drops a bit so all hits will properly connect. 236C 3C 2D 6DD 632146C. Does 3.8k damage, but you need to be close to the corner, or the super will miss. 236C CH (FC) 214B (FC) 5B 6B 3C 6D5DD/6D. Can be done anywhere, does 3.6 to 3.7k damage depending on the ender. 236C (FC) 214B (FC) 3C 2D6DD 632146C. Near corner only. 4.5k damage. 236C 5B 6B 3C 2D6DD 5B 632146C. Near the corner, does almost 4k damage. You need to be close to the corner to make 5B connect. 236C 3C OD 5B 6D5D6D 63214C. An OD combo that's... decent. You can freely cancel into super after 6D. So this can be done from anywhere. 236C 3C OD 6B 6D 6D 214C(FC) *dash if needed, 2C 632146C. Near the corner only to make 2C connect. 236C 3C OD 6B 6D 6D 214C (FC) 2C 5D 5D 63214C. You can cancel the second 5D freely into super. Does around 4.5 to 4.7k damage. And that's all that I was able to find off of that move. Should work on jumping opponents also, but it was way too late last for me to doublecheck all of this stuff. Should be fine, honestly. -
[CP2.0] Celica A. Mercury Skype Group
WindmanV3 replied to Master Of Chaos's topic in Celica A. Mercury
Get me in there as well. I've been using her a lot more often, but I am still not sure on my way around with her. So any tips and all would be nice, and I'll do my best to contribute as well. My Skype name is : windmanv5 -
Not sure if this has been discussed yet, but how does one go about mounting any sort of offense when the situation calls for it? Should I be looking for 5BB punishes? Poke with some 5A's? How about defense? Do I want to look for DP punishes and the occasional 5BB to stop any anti-airs? I've found myself on the receiving end of quite a lot of losses because I am lacking in both departments with this character. Not sure if anyone else has experienced that yet. Also, this might not be the best thread to ask, but I haven't seen a "Critique" thread yet, so hence me posting in what I thought was the second best thread...
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A couple of questions, actually. In this video, there's a few things I'd like to ask about: https://www.youtube.com/watch?v=-p7TsTZuJwE At 1:20 in the video, he does an SP ender for SHO's rekka. And then he picks it up with 2A. How do I know when to cancel the second hit so my opponent is high enough for me to do the SP ender into 2A to continue the combo? Then also, at 1:25, I keep seeing people end combo's with 2B (2) into sweep. I've not been able to get the timing down for that one either. At about 2:00, he does a combo that starts with stuff into DP, then cancel into 236236C, then pick up the combo with a 5A. I'm confused about the height where I need to cancel into my super. And then something which I don't think they show in the video... But after you know your opponent in the air high enough, I always see them use a 236C/D, then being able to pick the opponent up with 2A. I've tried many times, even tried to dash a bit before landing to try and hit them before they land, but no luck. Is there some timing-related things I'm missing here? I really want to learn this character and become good with him to have an alternative to my original main, and SHO seems like a great choice. So please, any help, tips or pointers are greatly appreciated.
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
WindmanV3 replied to brett_'s topic in Gundam Extreme Versus
A bit of a selfish request, and not related to gameplay.... But can someone please translate what the Navigators are saying in the following video's? http://www.youtube.com/watch?v=AU0ToHCTf9g http://www.youtube.com/watch?v=reL99CuRK-I http://www.youtube.com/watch?v=IgICNoXhQw0 -
Yeah, the boomerang is just extremely wonky....
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I'm definetly interested in seeing how Rise is going to end up being like gameplay-wise. But I doubt I am maining her. I'm sticking to Labrys. But dayum, like. Did anyone expect Rise to end up being a playable character in P4U2?
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Figured my lack of knowledge on Gundam was gonna bite me in the tail. I'l lfix it, don't get your tighty whities in a bunch.
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WindmanV3 reacted to a post in a topic:
[FB] The DLCs List and Discussion Thread [Last Update : 2/14]
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Eh....he feels a bit stale to me. I dunno, maybe I got a bit spoiled because everyone was hella hyping Doan Zaku wherever I went. Still, gotta love the rocks. I'll watch some replays. Who knows? He might have all this crazy stuff that I (or we) don't even know about yet.
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"The probably long-awaited arrival of the Red Co-.... Wait, it's not red? It's blue!?" This thread will cover the in and outs of Anavel Gato's BLUE Gelgoog. And as always, this is not a thread or a guide, it's an introduction to what you can expect from the suit..Mixed with some personal thoughts, of course. As soon as the JP Wiki has the info, I'll link it here. http://www4.atwiki.jp/arcgundamexvsfuvo/pages/359.html Suit specifics: Cost: 2000 Armor: 600 Anavel Gato Goog does not have any sort of MA mode or weapon change of any kind. Also, unlike normal Gelgoog, he doesn't seem to have a special melee either. I just tried him for a bit in training. He seems straightforward, but with really good melee as well, from first look. Move List [A] Beam Rifle Ammo: 5 Damage: 65 Reload: 3 seconds for 1 ammo - Simple beam rifle. Kind of like Elle's Mk-II. It does a bit less damage but it's got a wider hitbox. [CSa] Burst Shot Charge time: 3 seconds Damage: 100 - Pretty fast charge, decent damage. * This move can be used for a Second Impact, but I have not been able to find a way to make this move connect after AB or AC. If I am missing something, please let me know. [AB] Boomerang Ammo: 1 Damage: 108 Reload: Reloads immediately upon return - Stuns on contact, and it's most likely the ONE tool that's going to make this suit amazing. You can either throw it really close by holding 2 while pressing AB, normal distance by leaving the stick neutral, far by holding 2. This move has a few more additional properties. I'll cover those later. [AC] Stun Javelin Ammo: 1 Damage: 110 Reload: 5 - A pretty thin stun javelin that does exactly what the name suggests. It stuns. Looks pretty bad to throw it out by itself. It's range is pretty good-ish(??) I've been able to toss this move at the VERY END of red lock range, and it still hit. [bC] Dom Assist Ammo: 2 Damage: 114 Reload: ~14 seconds - A Dom comes out and fires a bazooka with a pretty decent explosion range, which sends the opponent flying. It also comes out kinda fast. But like his AC, this seems pretty bad to toss out by itself. [ABC] For the Glory of Zeon!! Assault: 294 Blast: 259 - Gato will strike the opponent, then slash them up, which is then followed up by two shots ending into a sword slash which sends the opponent down. Boomerang properties I should probably cover this in a bit more detail. It's got a few interesting aspects to it. Throw distances: 5AB - Normal distance 2AB - Close distance 8AB - Far distance Obstacles: This move can NOT go through anything that resembles a slope, nor can it pass through buildings. It just keeps spinning in it's place, and will disappear after a while. This takes 2 seconds. *I have not yet tested if this move can hit opponents while it's stuck in a building/slope. Boost dashing: A hard one to explain. I honestly don't know how the game is programmed to treat this moves' properties while boost-dashing during it's active frames.... Long story short: Funny things may happen. Melee moves [5B] Simple slash [4/6B] IIRC, this is Char Gelgoogs' BC melee. One 6B is a full three slash, which will send the opponent flying at the end [2B] Simple upward slash [8B] A shield charge. This move can also block BR's for you, though it seems regular melee will just pass right through. Also, be wary when using this, as it's not FULLY safe from BR's. You gotta time it right. *I have found out this move can also block Turn A's Spiked Ball. Thought that was pretty cool. Cancel Routes, combo's, other stuff Cancel Routes: A > AB A > AC Combo's: ~ WIP ~ Other stuff: ~ WIP ~
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
WindmanV3 replied to brett_'s topic in Gundam Extreme Versus
I have been using Wing Zero for my 3k and I am feeling pretty good with him. Even though his tools are limited, his BR is too much fun not to use. And I like him more than WZTV for some reason. Then again, I often use Quatre, and I kinda like him better than WZTV. My opinion dough. Is there anything I should keep in mind when using WZC? Just wondering. -
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
WindmanV3 replied to brett_'s topic in Gundam Extreme Versus
The translations and stuff actually helped me out a lot! ....If only because you already translated the Zeta page and I can take that stuff over to the Roux thread. You're doing a great job, Burgerkong! Please keep doing it. o3o b