Z-0010332536893
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aBc's Summer Tourney Series
Z-0010332536893 replied to Z-0010332536893's topic in Gundam Extreme Versus
Hey everyone! If you kept up with our tournament two weeks ago, then you'll know that LinksJP and susuechan_xD won our previous tournament. Unfortunately, I've kept so busy, that I forgot to update this thread with the information for the next tournament. (Sorry!) The next tourney will have set teams, so when you sign-up by commenting beneath this post, make sure you include your ID and your partner's ID. The style is double elimination and the semi-finals and finals will be decided by the best 3 out of 5 games, while all other matches will be decided by the best 2 out of 3 games. This tournament will start at 9:30PM EST on July 5th. I'll only carry out the event if at least 4 teams register. Please keep that in mind for future reference of aBc tourneys. -
[FB] The Epyon General Discussion: Get in, whip everything
Z-0010332536893 replied to LionHeartx's topic in 3000 Cost Suits
Whip the armor off, if you must, but your partner should be helping you do things like stripping clothes and armors like that. -
aBc's Summer Tourney Series
Z-0010332536893 replied to Z-0010332536893's topic in Gundam Extreme Versus
Good news! The match-ups and bracket format are finished! The link is below, and tell me if you can't view the document or have any other questions. The tournament is Double-Elimination and each round will be decided by the first to win 2 games out of 3; BUT the Finals (loser's and winner's finals) are best 3 out of 5. The first player listed in each match-up is responsible for hosting and reporting scores, which may be done in either the IRC, a Facebook comment to the tournament's thread, or both. All future updates will occur on aBc's Facebook and in the IRC. Good luck all the participants! https://docs.google.com/spreadsheets/d/1XlTtm6giT35mkx2gviJYnPTVwSoOBAZ2pDJA0KkafZ0/edit?usp=sharing http://webchat.quakenet.org/?channels=aBc_Shuffle_Tourney https://www.facebook.com/groups/GundamVs -
aBc's Summer Tourney Series
Z-0010332536893 replied to Z-0010332536893's topic in Gundam Extreme Versus
Hey guys! This is a reminder that the first tournament for our shuffle series is this Friday evening at 10:00PM EST. The deadline for sign-ups has since passed and the IRC for the tourney is now available at the following link: http://webchat.quakenet.org/?channels=aBc_Shuffle_Tourney. Participants are required to sign-in to the chat with their PSN ID as their nickname. Non-participants are welcome to spectate the results as they come in, too. For each round of the tournament (best 2 out of 3, with ONLY the finals being 3 out of 5), players will be shuffled, never consecutively having the same partner twice. Because of this, a bracket will not be made prior to the event, but afterwards to serve as a cleaned up record. In order to keep participants abreast of their next matches and instructions, players may either sign-on to an IRC (A link will be posted prior to the event's start) or follow the Facebook posts at Team aBc's group page (https://www.facebook.com/groups/GundamVs). The group is open to the public so there is no requirement to join to view posts, but posting requires membership. There is no need to follow both the IRC and the Facebook group; both exist as options to suit varying preferences. Good luck in the future festivities, and I hope you can all enjoy them! -
aBc's Summer Tourney Series
Z-0010332536893 replied to Z-0010332536893's topic in Gundam Extreme Versus
Yes, they are. We consider the latency between EU and the west coast of NA to be too much for competitors to play comfortably. The same goes for players from Asia connecting to east coast players in NA. If non-NA players were to compete, they would normally be EU, known to have a stable connection, and sign up as a fill-in for taking the place of someone who has dropped out past the tourney's registration date. I'm sorry if the circumstances keep you from competing. It's days like this that I dream of every country having a perfect, digital infrastructure where latency is made-up thing by governments trying to control their citizens. lol It would be so convenient for aBc and Dustloop to broaden our services like that. -
Considering how Full Boost has been released for a few months, most people who have planned on purchasing it should have received their copy and learned the game's system by now. As such, aBc will be hosting a series of online tournaments for the North American continent. People who play in these tournaments and any other side-tourneys held by aBc will earn points based on how much they advance through each tourney. The top 16 players will be involved with a special tournament at YTD date. For now, though, every two weeks, we'll be alternating between a shuffle tourney and a set tourney, with the first one being a SHUFFLED tournament on Friday, June 20th at 10:00PM EST. You can use this forum to sign up; just include your PSN ID. If you would rather your PSN ID be kept private, simply message me on Dustloop and I'll add you to the tournament. The second tournament will be shuffled and on Saturday, July 5th. The registration for the SET tourney is NOT open yet. You can only register for the SHUFFLED tourney at this time. Please note that the July 5th date is currently tentative. Again, simply write your PSN ID to register for the shuffled tournament or PM me your PSN ID. Feel free to ask any questions you may have and I'll try to answer it clearly. Check back later to see a post detailing player coordination for the upcoming tournament. The following link contains the current names of tourney participants and their accrued points: https://docs.google.com/spreadsheets/d/1bDtPNpvGQpp126zTp8eQtGReqdvLO6l7e8jvfv1ScHo/pubhtml
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[MB] The Maxi Boost General Discussion Thread
Z-0010332536893 replied to Setsuna Yuki's topic in Gundam Extreme Versus
I'm hoping Zabanya and Divider don't get nerfed below an equivalent of A. -
[MB] The Maxi Boost General Discussion Thread
Z-0010332536893 replied to Setsuna Yuki's topic in Gundam Extreme Versus
Frankly, I think you do have to provide some evidence to support this, but in all honesty, I don't care. Trying to get into a stable match with little delay against an HK player is basically impossible with the latency involved. The same goes for connecting to Japan, as well. I'll admit to what you say here as likely being true, but both of you must remember that the population size for GvG in North America is drastically smaller than what it is in HK. If we were to assume that 38% of all HK players played competitively and that the same percentage was true in North America, then the number of competitive players would likely be smaller, due to the more limited population. This also means that the number of people that are actually, really good at the game is much smaller in comparison to a place like HK. I'm curious as to who you played while you were here and what your PSN ID is, but that (and the rest of this tangent we've somehow diverted to) is all better suited for a different discussion. -
[MB] The Maxi Boost General Discussion Thread
Z-0010332536893 replied to Setsuna Yuki's topic in Gundam Extreme Versus
Brett, you slay me~ -
Well, If you dislike the BD writings, you could write cc8b. You can just add stages like so: cc8bbb... It's also not unexpected to see writings like the following for the sake of writing combo strings: cc8b(4 hits)>nbb-8b>2b (You could also just write the number sans the word if saving space is important for whatever reason.) The notation is a bit different as it uses dashes to indicate cancel routes and melee originations, and rainbow steps and boost dashes aren't differentiated unless vital to the combo. It is usually implied to BD cancel instead of rainbow stepping, though, since you would only BD cancel the animations that can't be stepped. Regardless, it should be adaptable to what you're using now.
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[FB] Hi-Nu Gundam General: It's not for show!
Z-0010332536893 replied to AirMaster's topic in 3000 Cost Suits
Well, I think when they were making the Street Fighter comparison, they were only talking comparatively between the two specific units of Nu and Hi-Nu. They weren't comparing those two to all the other 3k's. -
[FB] Hi-Nu Gundam General: It's not for show!
Z-0010332536893 replied to AirMaster's topic in 3000 Cost Suits
Kira, I think you're not seeing the forest for all the trees. :/ -
[FB] "Fall, You Flies!" Messala Thread
Z-0010332536893 replied to MacT258's topic in 2000 Cost Suits
Sorry to steal your thunder. lol I got a bit too excited when a thread for Messala popped up. -
[FB] "Fall, You Flies!" Messala Thread
Z-0010332536893 replied to MacT258's topic in 2000 Cost Suits
I love Messala. He has a fun, usable MA mode that isn't cheap like Hambrabi's (I also don't think his MA mode is very fun, either TAT). 4/6bc and n/8bc are the more evasive, but 2bc is perfect for needing an emergency transformation that puts the MA on track to the target, as well as forestalling a landing by a few frames in hairy situations. I think the best part of Messala is that his MA mode is strongly encouraged for practical use, unlike several other MS which just seem to have MA modes for show. The gero may be thin, but the speed, tracking, correction damage per hit, and lasting stun while as an MA make it worthwhile. "Oh, you think you're safe from this gerobi while directly underneath this MA form? Think again..." It's also fun to spam his missiles, which have an ungodly charge-rate in MA form. The firing rate on main is increased as well, and the non-vrenier Gabthley summon helps lay down and unforgiving barrage. The melee leaves something to be desired, but I can't say many people will ever get close to a good Messala without getting pretty hurt in the process. Regardless, I do manage to find some use for 4/6b and 2b. Long-story short, be in MA mode almost like 90% of the time. XD -
[FB] Extreme Gundam Xenon-F Discussion
Z-0010332536893 replied to Alloy_Leos's topic in 2500 Cost Suits
Same reason, Quanta's and Blue Frame's is. :x -
[FB] Ex-S Gundam General: Look ma! No pilot!
Z-0010332536893 replied to AirMaster's topic in 3000 Cost Suits
MA mode always has an input for b. It's a rear-mounted cannon with high tracking that fires two shots simultaneously and forces a down. If you ever find yourself needing to melee while in awakening, then nbbb-cc8bb(cut early)>ac can be useful. ac can be substituted with abc if the target's partner is nearby and may get caught or at least hindered by the nuke effect. -
[FB] 2000s Moveset and Combo Compilation [12/41]
Z-0010332536893 replied to burgerkong's topic in 2000 Cost Suits
Yes, your assumption is right. In order to provoke the 2nd and 3rd shots, you need to input a as a follow-up. Side-note: You can make the INCOM's stop travelling to the target early and fire from their current position by pressing a to cue the first shot, instead of waiting for them to do it automatically. -
[FB] 2000s Moveset and Combo Compilation [12/41]
Z-0010332536893 replied to burgerkong's topic in 2000 Cost Suits
Yeah, sorry. I'll be more precise. You're right about "Sub --> Sub has them retract back to you faster." From the first time you press sub, that is the beginning of the deployment. During anytime of that deployment, you can press sub again to recall the INCOM's. So, if you see early on that your shots with sub won't land, you can recall them before you even fire. Conversely, If you down the target with the first or second shot from the INCOM's, you can use sub to cancel the attack and save a bit of ammo. Lastly, although the INCOM's change positions between each shot, they never re-track with those formation shifts. So if you're target steps after the INCOM's only re-tracking frames, they'll just dance around the now-empty space. -
[FB] 2000s Moveset and Combo Compilation [12/41]
Z-0010332536893 replied to burgerkong's topic in 2000 Cost Suits
To be precis about RZ's sub, the note about cancelling ab-ab doesn't exactly make them re-track the target. More accurately, it cancels the deployment early. You have to wait for them to retract before you can send them out again. Nevertheless, it's still an important part of using his sub. Also, there are directional inputs for his sub. Inputting 2ab has the INCOM's stop a bit short of the oppenent's position. Inputting 8ab has the INCOM's travel a little bit further past the target. 8ab is slightly harder to land, while 2ab and nab are easier by comparison. -
[MB] The Maxi Boost General Discussion Thread
Z-0010332536893 replied to Setsuna Yuki's topic in Gundam Extreme Versus
Frankly, I don't see the problem in an MS with "beam spam." It may get annoying, but the tracking on each of these shots doesn't seem to make the volume any more frustrating than Xi or GP03's "missile spam." Basically, it only seems overwhelming if you play carelessly. :/ -
[MB] The Maxi Boost General Discussion Thread
Z-0010332536893 replied to Setsuna Yuki's topic in Gundam Extreme Versus
Best trailer a - GN Pistol Bits (Standard br) CSa - GN Sniper Rifle MCSa - Beam Pistol Volley b - GN Pistol Bits (6 bit deployment; 4 known formations) ab - GN Missiles (Volley covers almost as much area as Ex-S' sub; gives a lifting effect) ac - GN Rifle Bits (Full deployment; 2 formations shown) bc - GN Holster Bits (Functionally identical to Cherudim's bc; automatically deactivates when ac is used) -
Gundam EXVS ask a pro anything!
Z-0010332536893 replied to KiraYamatoSF's topic in Gundam Extreme Versus
Oh, it's you. I should've picked up on that sooner. >.< The speech is similar... -
[FB] Assault vs. Blast Burst Type Discussion
Z-0010332536893 replied to burgerkong's topic in Gundam Extreme Versus
That's right. That's one potential benefit of assault, however. A degree of assurance in a quick finish, if applicable. The 3k/2k scenario is always the more anticipated (hinted as being such via the word "sustainable." Sorry for not being crystal clear.) :/ Well, since we've reached the conclusion... :/ Sorry about my tier. q.q http://imgur.com/TkTRnG7 -
[FB] Assault vs. Blast Burst Type Discussion
Z-0010332536893 replied to burgerkong's topic in Gundam Extreme Versus
In theory, Cherudim will have 1-2 bursts in this match. He will almost always have one burst (or nearly have one) on respawn or have one at the time at which the opponents are on their last legs and the overcost opponent has spawned. If the composition is 3k/2.5k, it will only take one shot from his assasult burst burst main to instantly kill the overcost target. With that approximate 15% buff, you have a 130 dmg output elevated to 149.5. Adjusting for the small defense buffs a unit gains at the end of it's life, it shouldn't deal less than 140.5 dmg. Another important aspect is that at the end of a combo, the proration on main will still provide more damage compared to ending it in Blast. If the opponent is the more sustainable 3k/2k, then success is dependent on Cheru virtually not dying. The damage buffs are still available to help reduce the overcost 2k's HP quickly and at a relatively safe distance. The greater speed compared to Blast is also useful. It offers more entrance and escape mobility to Cherudim's movements. Also, the loss of cancelling those ranged attacks is not that great. This is because none of Cherudim's attacks are as appropriate for laying down heavy barrages as Kshatriya's and DeltaPlus' are. There is a careful order to maximizing damage on Cherudim's attacks, due to each one being made for making fast downs. I refer you to some of the comments I've made on Cherduim's discussion in the 2500 board. I also want to provide you with replays of my usage of this composition. I have to check my Replay List to see if I still have them or have to make more matches of it, though. Also, you should check out the discussion page for Epyon, as well, if you're more curious on this issue. My regular Epyon tag is Tryflozn. He's a very skilled user regarding Epyon. That's valid, I'll agree. I recommend using whichever MS the individual is more acquainted with however. Unfortunately, that's sad little Cheru for me. -
[FB] Assault vs. Blast Burst Type Discussion
Z-0010332536893 replied to burgerkong's topic in Gundam Extreme Versus
The defensive burst is more situational. It's based on the unforeseen. And, again, I am talking about Epyon X Cherudim. To clarify, the theory behind that composition is to have an aggressive Epyon which relentlessly pursues a target for notably longer than what could be recommended. In most cases, the opposing team will attempt double-lock tactics and formations, leaving them somewhat more vulnerable to the other partner. This is partly do to the matter of both opponents trying to shake off the aggressing Epyon, but other reasons such do exist, such as a pereived proximity to Epyon rather than the support and a general loss of focus caused by the baiting Epyon. After Cherudim's confirmed the bait for taken, it can "rush down" the enemy that's not pursued by Epyon. The sheer breakage in formation and suppression from Cherudim is augmented by adding defense to Epyon during it's burst and adding more power via assault to the landing punishments Cherudim provides. Even the better NA players have been falling victim to this generalized strategy. JP or HK players might not, but not many of the players here will have any meaningful matches with the like, so counter-strategies to NA players are more valuable. It's certainly not absolute and requires improvisation, but it's a very legitimate strategy for the accompanying contexts that most NA players will experience. ^^^ What Kira says is certainly true. It is a more advanced technique/tactic. I guess you could say I contribute it as something for people to bravely learn and experiment with. (Sorry that I couldn't into quote for this one.) Unfortunately, this is true as well. The plight of Cherudim is sad compared to Dynames, but I have a greater expertise with Cheru than Dyna, so I feel more confident in providing information on him and compositions involving him. I agree, for whatever it's worth. Especially on the importance of 00R and Quanta having better access to quantamization and on the three-down tactic. They're very useful if such a need arises.