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vedasisme

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  1. Here's a translation of the tactics page from the JP wiki. Tactics After evolving, you gain the ability to pelt the enemy endlessly with a reloadable BR. However, you lose the ability to use melee, which severely limits your options for close-range self-defense. Ideally, you let your partner deal with enemies that get close, and focus on giving long-range covering fire. That being said, your sub and special shot have long reload times, so use them with precision. The same can be said of your final evolution, and your victory will depend on whether your cooperation with your partner goes smoothly. Compared with Xenon, your final phase has practically no flaws, so there is no problem with activating as soon as your evolve meter is filled. As with the other Extreme models, you build meter through both taken and dealt damage, so be proactive about generating meter. You have many options for cutting, but don't go too crazy or you'll be shot down before you reach final evolution. Ideally, your first evolution will take about 60 seconds (which will result a passive gain of 30), and the remaining 70 meter will require about 280 damage dealt (which is roughly the amount of two main -> sub combos). Dealing 160 damage (roughly 1 zunda) and taking 90 damage will also allow you to evolve. Otherwise, simply taking 210 damage will allow you to evolve. Of course, try to avoid this last scenario, because it is likely you'll have taken even more damage than that before you actually evolve. Incidentally, shots fired that hit after you evolve will build your next evolution gauge, if they hit! You can also try hitting through buildings - and/or your partner - with data pressure.
  2. translations from http://www4.atwiki.jp/arcgundamexvsfuvo/pages/143.html Tactics (INCOMPLETE)Full Boost Blue Destiny Tactics This suit excels at mid-range dogfights with its machine gun and sub. His tools refill quickly as well, so if you match your reload rhythms with your special melee usage, you can threaten opponents outside your effective range. A reloadable MG and a missile that acts as an incom makes for a suit that easily annoys opponents. His red-lock range is a bit shorter than RX-78's, and coupled with his poor melee, it makes for a bit of a dilemma. However, his mobility is quite good, so try to stay at a consistent range. His melee power improves explosively while in EX burst, and attacks like a mobile fighter. However, it's not strong enough that you can still go in if the opponent is looking at you. EXAM combos hurt, but they have bad cut resistance, and no tools to knock down quickly. Not unlike Transam, Blue Destiny's mobility and machine gun firing speed increases quite a lot during EXAM. One of this suit's biggest weaknesses is the difficulty of getting knockdowns, and his weapons dealing mediocre damage. Depending on your opponent, your shots can also be eaten by other projectiles. His ability to cut is also quite low. His MG has good guidance, but needs 5 hits to stagger, and a single rainbowstep will avoid the barrage. Even when launched early, sub's travel speed is quite slow, and the GM summon has mediocre guidance as well. A frontal assault with BD melee will be easily stopped, so being effective will be difficult if your partner is bad at drawing attention. The best way to deal with these problems is to always be close to your partner. In other words, this is the typical job of a 2k back suit. MG is actually decent for cutting at mid/close-range. However, making bad landings in this range is a recipe for disaster, so be careful. Partner suits for consideration There are certain parts of of this suit that are inconsistent, but this suit can generally work as well as any other 2k suit in any given comp. One particular point of notice is that partner suits that need to melee in order to get damage may be difficult to work with, because accidental cuts with sub will be frequent. It can still work out if you are careful, though. This suit ideally does not want to rely on melee for aggressing. Also, since this suit has low stopping power, even if you aggress together with your partner, it is likely you won't be able to successfully mimic your partner's method of attacking. Your best tools for aggressing are available during burst. Generally, if Blue Destiny has trouble with the suit as an opponent, he can be a good partner for that suit. 3k partners Suits that can knockdown quickly, like V2, Wing, and Turn-X make particularly good partners. If you double-lock together with Master and fire sub carefully, that can also be a good comp. A suit like Sazabi, who had incredible self-defense, but cannot knock down easily, will likely be hard to cooperate with.
  3. I could join, I guess. PSN: formerlyJP Extreme Eclipse-f
  4. I use Qanba's cheapest model because I'm a cheapskate. It's help up for over 2 years of constant play, but other people who try using it say the stick itself feels soft.
  5. Common maneuvers: [6B] > rainbowstep > csA > [bC] Helps you with spacing, and does a fastfall that cuts guidance. Unsafe if the opponents are double-locking you. [bC] > csA > [bC] If you already have the cape on and you want to csA cape-cancel into a protected landing. Also take good advantage of the ability to fastfall your turn-shots. You can sneak in lots of defensive landings this way and get a reversal of pressure.
  6. [bC] cancels guidance and switches to MA mode. Hold a direction to stay in MA, release buttons and then press and hold C to rise slowly. While in MA mode, your shots will track even if you're flying about perpendicular to the enemy, making it obnoxious to fight you. While in MA mode, you can shoot all your sub ammo at once while doing barrel rolls that move you quickly to the side. This makes it even more obnoxious to fight you. Your sub reloads faster than your csA can charge. You can be obnoxious very often. If you're about to land and you see the opponent staring at your landing, press BC right before you land to fake them out and be obnoxious. (You need boost to do this, though) When you're in burst, you get 5 sub instead of 3. That means 5, count 'em, FIVE OBNOXIOUS BARREL ROLLS. Also there is an obnoxious whip follow-up to side-melee.
  7. Here are some of my notes from spamming Ridden Zaku lately. tidbits *Machine Gun is hard to hit with. Be patient, and cancel into your rifle/bazooka when you expect a hit. If you are in close range, canceling into grenades can also connect. *Main and sub also cancel into command dash, which makes it exceptionally easy to chase someone down who is trying to ignore you. Even if you were only in green lock when you first started firing, as long as you cancel into command dash, if you cancel command dash into any of your weapons they'll be treated as still in red lock. *On the other hand, if you green-lock command dash toward the opponent and cancel into a projectile when you get within red-lock, your shots will act as if they were fired in green-lock! (PLEASE CONFIRM) *Grenades have practically no down value, very small damage, and iffy hitbox depend on the range. The tracking is surprisingly good if your target isn't running away, though. I see JP players throwing some whenever they think the enemy might get close. They also reload the fastest of all your weapons, so it's fine spam them, as long as you're not being double-locked. If you throw them at someone who is trying to melee you, you might end up stunning the both of you. However, this stun does not crumple, so this will result in a neutral recovery, which can be really bad since the other suit is generally a strong melee suit. (try spamming bazooka as anti-melee instead?) *Command dash behaves differently in and out of red lock. Outside red-lock, it will dash in the direction you are facing, adjusted by whether you did side input or not. While in red-lock, you home in on the opponent at a crazy speed. Side-input avoids most projectiles except fat lasers and strong csA shots. Command dash does NOT cut guidance. *Command dash can be excellent for running away, just switch to a green-lock on the other opponent or rise high enough, and then spend the rest of your boost spinning away. *Command dash has a melee follow-up that also travels quite far, and fast. However, it's not quite enough if the opponent saw you coming and boosts away. If you do hit, you will pop the opponent into the air in an un-techable flip. The best way to combo off of this is to backstep. *All his melee combos have a forward derivation (hold forward during the combo) to end the combo early with an untechable hit. Since you are 2k and usually playing back, this is ideal, unless you have plenty of boost and want more hits. His forward melee also has the same animation and properties as this hit. As far as forward kicks go, it's decent in melee trades...but don't rely on it against melee suits unless they've already gotten in your face. There's a bit more to write, but I have to go atm, and this should be the gist of it. Now go forth, and make Ridden Zaku the most-played suit in your lobbies!
  8. [reserved for tactical advice]
  9. Movelist [A] Beam Rifle Standard BR [CSa] Tactical Arms (gatling) Slightly buffed from vanilla, but still mostly useless despite having some projectile guard property, since it makes you stationary for the duration of the barrage. [CSb] Overclocked Beam Rifle Single-shot high-power beam. Good guidance, larger hitbox than a normal br, will force down even during burst. This shot is good for landing punishes, but because you only have one per deploy, most players combo into it with normal BR or boomerang. You can possibly combo into this from BD melee, but it's dangerous and difficult to execute. [AB] Bazooka Standard BZ, though it has no explosion property, so it won't go through barriers like Cherudim's or Quanta's shield bits. [AC] Tactical Arms (thrown) Huge buff since vanilla. Has twice the range of a normal boomerang. Cancels from main or sub. Startup is somewhat slow, but the reload time has been greatly shortened so it's quite spammable now. Excellent for confirming a landing punish or anti-melee. Directional inputs change its properties: neutral boomerang is the quickest, going forward and immediately returning. forward/back makes it hover for an extended period of time either farther or closer, respectively. side input makes the boomerang hook to the side before returning from the middle. Melee [5B] Knife attack, kick Straightforward melee suiting Blue Frame's role as all-purpose suit. Average chase, clash, and combo speed. Hits three times. Third attack kicks the target away. [8B] Swipe > high kick > toss Moves in quickly and does a horizontal slash, then kicks with a boot-knife and slams the target down on the ground. Can also wallslam, allowing for follow-up. The kick portion is stationary, making it unsafe. [6B] Spinning slashes > thrust Decent speed and range. Revolves around the opponent during the hits, making it good for cut resistance. However, in exchange the combo damage is rather low. You can add even more cut resistance by using the shot follow-up to the first hit, which then has a melee followup. [2B] Leap attack Like Quanta/Dragon, a leap move that is useful for mobility. Unlike in vanilla, this move now allows you to land, making it even more useful for cheating landing punishes. If the hit connects, it will do three attacks. [bD melee] Flyby slash > cockpit stab Excellent reach and speed. Can be used to chase down targets as swiftly as many melee suits. The attack may sometimes whiff a falling opponent. The grab portion is stationary, meaning no cut resistance. There is a shot follow-up to the first attack which uses the rear-mounted tactical arms to fire while retreating, which causes knockdown even during burst. [bC] Tactical Arms (sword mode) This suit's powerful weapon, draws the tactical arms and forms a huge sword. There is a lengthy startup in exchange for superarmor while active. Not recommended for aggression, as the chase speed is slow. Use it to counter a committed close-quarters attack. Does heavy damage, if connecting during burst, you'll easily exceed 300 damage, which can sometimes 1-combo-kill certain 1k suits. Neutral input is a standard forward rush into a vertical slash. Side input is a slight wraparound into a horizontal slash. Since the hitbox is wide, it's good in close quarters. Forward input thrusts the sword ahead and stabs the opponent, then fires a barrage of bullets with both beam and bullet properties. Since the sword is so large, this will win clashes cleanly. Down input is a melee counter. If you block a melee successfully, you'll counter by throwing out the sword which will slash the opponent for a few seconds. This move will sometimes whiff, and does not block projectiles unlike some other melee counters.
  10. Thanks, I'll try those. But, H~S? Does that help the game's buffer, or is it more of a psychological thing? *edit: 23696S is working out REALLY well! Thanks a lot!
  11. Hey guys. It's been a long time, and I've only just recently gotten back into GG, and I'm shaking out the rust. I'm still having trouble executing TK missiles in matches. I understand that if I do j.S, I'm doing the input too slow, and if I do an empty jump, it's probably too fast. I've had more luck doing 2368S rather than 2369S even though I know that shouldn't make a difference. Does anyone have any advice on how to consistently TK missile?
  12. I recently got a new computer, and after testing it a bit with my friends, it's official: I can stream GGAC Online. I'm hoping to get people into this for broadcasted casuals, and probably getting more people into the GGAC scene. I'll be sure to update this post, and I'll try to drop by the IRC channel as well.
  13. Just dropping in to say I had a ball. I'm moving out of NYC soon, so I probably won't make it to the next tourney, unless I find time to take a train out there. It was great to be able to fight Mahouko and A3Religion again!
  14. I really, really want to come, but I might not make it this time. May not make a huge difference, but just wanted you guys to know that just in case I don't make it.
  15. I'm excited, for sure! I enjoyed the last sp00k-cast, so I'll try to make it to this one. By the way, what's the difference between ggac and ggac+ robo/zappa?
  16. GGs Ruinz and ummm "can" I think Thanks for being good games while my friends only want to play street fighter...I'm so lonely!
  17. I hope Sanoshi is right about the mistranslation. It just doesn't make any sense to say "the franchise's fans are getting old" because otherwise they would be completely ignoring the seemingly endless continuation of Street Fighter. I'm certain that people will continue to play Accent Core for as long as it takes to make the next Guilty Gear (and improving an online version of GGAC could only help *wink wink nudge nudge*), and every time I search "ggxx" on nico video, there are always some newcomers to the Mikado ranbats. I'm not ready to give up on GG just yet.
  18. good call, Circuitous. Now we just need a way to bind an FRC macro....
  19. Every time I run nullDC, my "3 IN 1 Conversion-Box.QJC" file is reverted to a blank state. Anyone know why this is happening?
  20. not bad...but there needs to be an option to bind for keyboard play (so I can make an FRC macro with xpadder!!) *edit* Actually just add a better pad configurator period...I can't get my pad to work with this.
  21. This year's celebration pic(s) are rushed because I got a job. Mahha jinsei~
  22. It's pretty interesting to use as AA, I've had a few instances in casuals where I can gain advantage after the opponent air-techs near the corner. Force them to drain some tension FD'ing in the air and then stop spamming to run up and hit with 5p or something. Seems like it would be kinda not worth it in AC, though. I a few #Reload matches I am able to use it as a reversal because it has more frames of invincibility, but they basically took it away in AC.
  23. I can appreciate your desire to make a searchable match-up index. However, I feel your title formatting isn't very good for youtube. I think it would be much simpler to create matchup indexes in the separate character forums with links to particular videos.
  24. I might have a good reason to shell out for this gig now...
  25. I'm back, bitches! I need some more of your feedback peeps, here are the matches I played at the Team St1ckbug tourney on Saturday: vs TE: http://www.youtube.com/watch?v=NQW5xALVLSs vs MI: http://www.youtube.com/watch?v=OEHssVlhBJs vs OR: http://www.youtube.com/watch?v=AXVqudLTGr4 vs IN and BR: http://www.youtube.com/watch?v=QozcNGWlYIo I messed up a lot of spacing/oki in these matches, and there was a good deal of untrodden territory in the BR matchup where I made some bad decisions, but I'm pleased with my overall performance, and I think me and my pals earned some props at the tourney. Playing here has re-ignited the fire, I'm burning to get some knowledge in my head and try again next time!
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