Z-0010332536893
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[FB] Assault vs. Blast Burst Type Discussion
Z-0010332536893 replied to burgerkong's topic in Gundam Extreme Versus
The reach portion I misunderstood, but my mention of his defensive role was comparative. (Also, please bear in mind that I'm elaborating on the Epyon X Cherudim composition I suggested in my more brief statement. However, you can apply a similar logic in burst selection to other compositions of other units.) Compared to most other units, Cherudim's "fronting" would be more of a very careful close-range "zoning," for lack of a better word. Inherently, this is a greater risk for Cheru and, in my experience, is more likely to be caught in melee or a zunda than Epyon or other MS better-equipped for melee. Being caught in that and having a full EX bar would suggest a need to escape from the area, so the lesser penalty does help (Cherudim with a full EX bar almost always occurs in a scenario in which Cheru is overcost, and it's easy to imagine it being somewhat low on health). -
[FB] Assault vs. Blast Burst Type Discussion
Z-0010332536893 replied to burgerkong's topic in Gundam Extreme Versus
Unless something's changed here (http://www.dustloop.com/forums/index.php?showtopic=8127), then the def/off buffs aren't associated with shooting attacks or melee attacks specifically, but apply to both. The reason for emphasizing defense on Epyon is to accommodate his time at the front, and also allow him a few extra seconds to make his attacks. Epyon is in no position to balk at the extra 10% buff either. If the defense buff isn't enough justification, though, then consider the buff on boost consumption, which can help reduce the effects of keeping his ac active, which already increases his damage output a bit. The point is to use a burst to help momentarily make up for disadvantages and open a brief window of opportunity that wasn't exactly there before. When you apply the damage modifier on assault to Cheru's main, you get a pretty nice buff to a shot that already could deal 130 dmg. You also get a really nice buff to movement speed, on top of the moderate speed he already had. His red lock already has a reasonable distance, so I don't believe it to need the large augment that blast gives it. Also, the boost penalty for defensively bursting is only 20%, which better suits Cherudim as he will inevitably be playing a more defensive role than most possible partners. The question of which one comes down to which role you want the unit to take during the burst and which burst will help that MS for the role in mind. -
[FB] Assault vs. Blast Burst Type Discussion
Z-0010332536893 replied to burgerkong's topic in Gundam Extreme Versus
Always use Epyon in Blast. Defense buff means too much. Mix with rushing, Assaulter Cheru for maximum effect. -
[FB] Cherudim Discussion: Targeted and Firing!
Z-0010332536893 replied to Z-0010332536893's topic in 2500 Cost Suits
No, it's not cherudim specific, but it's notably more important to him than it is to others in my experience. Subjective as it may be, I say it with strong confidence. That feeling of inconsistency isn't unusual. You'll learn the timing eventually with persistence. And yes, the pistols are important to know (I really was serious earlier when I mentioned his out-of-angle shot), but don't try to spend more than about 9-10 seconds at/near the "front," and that's assuming you're holding on to about 3/4 of your ammo. I say "front," because the same rules apply to shaking off persistent aggressors targeting you specifically. P.S. You're feeling of inconsistency may be due to lag. I find Cheru to be even more susceptible to it in FB, thanks to nerf on his start-up timing. Sometimes, even a stable 4-bar connection is difficult to be productive in. P.P.S. The keyword is "difficult," not "impossible." -
[FB] Cherudim Discussion: Targeted and Firing!
Z-0010332536893 replied to Z-0010332536893's topic in 2500 Cost Suits
You can maximize the distance of an airborne 4/6CSb, which will change your orientation to your target by up to ~15 degrees in just a few frames if you time it well with the target's approach. I think you'll find that dir+ac > n/4/6ab will work better for hit rates and ammo usage. You only need the first missile volley,so cut it halfway through. You can throw in a b at the end if you see it all landing. I think once you master cherudim, you'll find his OoA b to be indispensable at certain times. On playing, Cherudim, you should master blocking, so that you don't eat range shit and build up EX. Shield bits only last 5 seconds and those are for your partner. You're blocking should also be able to stop attempts at punishing your overboosts. This typically works out as block > step > b > recover > step > b > a -or- b zunda. Why is building EX so important? Because you'll want to focus on using Assault Burst for a strong damage buff on main. You want to burst at half gauge as soon as you get it, but should make your shots land. -
[MB] The Maxi Boost General Discussion Thread
Z-0010332536893 replied to Setsuna Yuki's topic in Gundam Extreme Versus
I would imagine that they would opt for a % activation, which varies by cost class. It wouldn't require as much consideration and programming that a raw number could lead to. -
Your best non-EX combo is probably ac-nbb-8b>nbb-8b-a. The initial animations are fast enough to have a reasonable cut resistance for the whole combo. The freezing animation of the 8b-a is justified with the extra touch of damage on already moderately damaging combo. In EX, your best combo is probably ac-nbb-8b>nbb-8b>abc. The same deal with cut resistance and damage output applies here. I include ac at the beginning to make the point that almost all of your attacks with Gold Frame should be sly. Mirage Colloid is probably FB's most perfect move for closing distance when used appropriately. When used right, nac will be more used than 4/6ac, as the latter consumes time by dekeing to the left or right; however, 4/6ac is useful in making close-range position corrections to surprise an opponent. If your target is above you or you are somehow becoming engaged in a rainbow step battle, 4/6ac can help in breaking your target's flow. Also, (being nitpicky) abc is started by firing the Trikeros Darts, not the Maga-no-Shirohoko. One other thing, I believe the attack drains some HP in both Assault and Blast Bursts, but unless your role is concerned with conserving HP for the match, you'll most likely be using Assault Burst.
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[MB] The Maxi Boost General Discussion Thread
Z-0010332536893 replied to Setsuna Yuki's topic in Gundam Extreme Versus
Armure Lumiere blocks melee, too. Main has 50 shots and sub has 2. I wonder how that'll translate to March 6th release, though... sounds a little broke, but damage output may be traded off for high survival skills. Or maybe less boost or slower than other 2.5k's... -
From where I stand, these stages should provide limited movement and attack impediment to the various units. These stages, in my opinion, should not notably impede your ability to win. Despite having slopes and obstacles to impede attacking and movement ability, the same elements can be made to work to your advantage as opposed to your opponent's. Controlling your opponent's position will allow you to force them into an unfavorable spot and punish them for being outmaneuvered. Basically, every stage outside of Side 7 emphasizes the control of your opponent's movement over the control of your own; whereas Side 7 feels to not require that I set up "traps" to win. Africa Tower Moon Moon Newtype Institute Industrial 7 Disposal Colony Mass Driver Base Guiana Highlands A Baoa Qu Trojan Station Lantau Island New Hong Kong Torrington Base Heliopolis For the sake of abbreviating the list to the requested number of seven, I would suggest these maps. Heliopolis New Hong Kong Torrington Base Moon Moon Guiana Highlands Disposal Colony Industrial 7 Whatever variations and obstacles are present in the above list should be able to be adapted to easily. Controlling the flow of battle and changing its tide should be similar enough to the experiences of fighting on Side 7.
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[FB] April 13th Online Team Hold Tournament
Z-0010332536893 replied to brett_'s topic in Gundam Extreme Versus
I have classes at 2PM that day... on the East Coast. X.X Edit: oops, can't into time zones. Gomenasorry. -
[FB] Rozen Zulu Discussion: Psyco Jamma!
Z-0010332536893 replied to Z-0010332536893's topic in 2000 Cost Suits
It only affects Unicorn's NT-D. Banshee's is unaffected. -
[FB] Kshatriya Discussion: Gundam is the enemy!
Z-0010332536893 replied to Z-0010332536893's topic in 2000 Cost Suits
This. 2ab really only interferes with an opponent that's flying beneath you. That's been my best experience with it so far. -
[FB] Rozen Zulu Discussion: Psyco Jamma!
Z-0010332536893 replied to Z-0010332536893's topic in 2000 Cost Suits
About you boosting backwards... iirc, boosting backwards will cause your unit to have a higher boost consumption. (I think it causes your unit to travel slightly slower, too, but that might not be true.) Although, sometimes, it just can't be helped but to boost backwards. I usually fire all of my ac ammo at once, so it'll go ahead and reload. Usually, by the time an opponent tries to rush me down, the reload will finish. I also start charging CSa whenever someone looks like they're about to enter it's range. I also mind which direction I input when I release CSa. If my target is to my right, then I'll be holding 6 as I fire the shot. Another, somewhat riskier option is to input 2ab, guard, and fire main. The INCOM claws will fire, despite your guard action, but you're screwed over if the target steps after the first shot is fired. The 2 input is important, because it'll align the INCOM's in front of your target, making it setup faster and a little easier to hit. 2b can be a last ditch effort; it has some tracking, so it'll stun your target if it hits. -
[FB] Rozen Zulu Discussion: Psyco Jamma!
Z-0010332536893 replied to Z-0010332536893's topic in 2000 Cost Suits
The thing about the INCOM claws is that if your target steps to dodge any of its shots, the following attacks from the same deployment won't re-track to keep up with the target. Other than that, I don't have much trouble landing those shots. I think I usually deploy the INCOM's during my targets flight and fire as soon as I see them about to land. It only takes 4 shots to down and the reload is fast enough to make up for it imo. I don't think the INCOM's help in controlling a target's movement though, because they can just step and be done with it. Psycho Jammer is pretty good for spam imo, but it does take some timing like you said, since there is a bit of a reload period. I think they release it as part of throwing out a lot of ammunition and hoping something sticks. Not exactly the best tactic, but it can prove useful sometimes. I would say it is standard, just without the best tracking. It also seems a bit slow to me and does take a few extra frames to fire (but Zunda's come out pretty easily despite the time it takes the claw to detach and fire) It just makes the timing to punish landings tighter than it would be for suits with a BR with high tracking and speed. RZ's main should undock regardless of whether you input a direction or not. I haven't observed inputs affecting the direction to which it undocks either, so I'd have to say it's just you... or I'm not paying enough attention. -
[FB] Kshatriya Discussion: Gundam is the enemy!
Z-0010332536893 replied to Z-0010332536893's topic in 2000 Cost Suits
The scattering pattern is random, like it was in EXVS. It's basically identical to the previous version with the exception of being assigned to CSa and not ac. My frequency in using the scatter shot has decreased since the gerobi was re-assigned to ac. The gero was also buffed in start-up speed (if I've noticed correctly), so it's something that's more worth using. I do tend to use CSa when I see an opponent trying to rush and I have some reason to save ac or a. It dissipates a bit before reaching green-lock range, so it's better suited on targets rushing you that are making a landing; however, the same usage condition can be applied to ac, and you can see why a gero is more preferred for punishment than a stunshot. Regardless, CSa can be used for something to fill the air and keep opponents moving (and save you a shot of a or ab) in case the battle ends up close to you. Overall, I don't spam CSa and my use of it is situational to the two events I described above. I would say it's ability to hit isn't the most reliable but it does become useful in the off-chance your partner is somehow caught in a corner or double-locked and being melee'd by two units. (These last two situations are a bit more common in EXVS, but that doesn't mean it's impossible in FB.) -
Unit: RX-93 Nu Gundam HP: 680 Pilot: Amuro Ray JP Wiki: http://www4.atwiki.jp/arcgundamexvsfuvo/pages/39.html Moveset [A] Beam Rifle Typical BR Ammo: 8 Dmg: 75 [CSa] Beam Rifle (High Output) Shot is somewhat quick and start-up doesn't fully stop inertia. Forces down. Dmg: 120 [CSb] Dummy Ballons Fires 3 mobile suit dummies. Draws fire of assists and blocks 1 hit of ranged attacks. Dmg: 73 (1 hit) [AB] Fin Funnel Funnels are dispatched to fire at a target. Inputting a direction changes where the funnel places itself with respect to the target. Ammo: 12 Dmg: 27 (1 hit) [AC] Hyper Bazooka Nu Gundam will do a back-flip to fire his bazooka. Fires slightly slower than EXVS version. [bC] Fin Funnel Barrier Five of Nu's 6 funnels surround to form a tetrahedron to stop ranged attacks. Only one funnel can be deployed with ab. Press bc again to recall funnels to standby.
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Moveset [A] GN Sniper Rifle II Ammo increased from 2. Damage nerfed from 140 to 130. [nB] GN Beam Pistol II Replaces the usual b-assigned melee with pistol shots. [2B] 1-Second Trans-Am Counter that stuns attacking opponent. Input -b after successful block to finish counter. [CSb] GN Beam Pistol II (Volley) Fires two volleys of pistol shots. Different inputs and out of angle orientations activate different firing animations. [MCSb] GN Beam Pistol II (Volley: Multi-lock) Multi-lock version of CSb. Different inputs and orientations do affect animation. Generally unused. <EX> [CSb] GN Beam Pistol II (Volley) + Shield Bits (Assault Mode) Assuming shield bits are on standby, they activate, form 2 clusters, and fire one gero each that converge on the target. Switches to un-awakened CSb when shield bits are in use. <EX> [MCSb] GN Beam Pistol II (Volley: Multi-lock) + Shield Bits (Assault Mode) Multi-lock version of <EX> CSb. Animation functions similarly to MCSb. The two shield bit clusters attack 1 target each. Reverts to MCSb when shield bits are already in use. [AB] GN Missiles Standard missiles. Knocks back opponent on contact. [nAC] GN Rifle Bits (Standby) Bits surround Cherudim. Re-input ac to fire all bits. Ammo increased to 12 from 6. [dir+AC] GN Rifle Bits (All-Range Attack) Bits chase target for a short distance before attempting to surround target and fire. Bits will track to target, then re-track before firing. [bC] GN Shield Bits Input nbc to have bits shield Cherudim. Input dir+bc to have bits shield ally. Bits can now be recalled to standby by inputting bc again. [ABC] Assault on Memento Mori Re-enacts the Seravee X Cherudim combination from 00 Gundam. Seravee's Hyper Burst deals dmg and stuns. Cherudim's sniper shot deals dmg and fires 2nd to Seravee. Cherudim gains superarmor during the attack.
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Unit: YAMS-132 Rozen Zulu HP: 600 Pilot: Angelo Sauper Moveset [A] Triple Mega Particle Gun No out of angle effect, regardless of orientation. Standard BR, otherwise. Ammo: 8 Dmg: 75 [CSa] Mega Beam Shield (Sweep) Short-range beam. Input 4 to sweep from the left. Input 6 to sweep from the right. Dmg: 40 [AB] INCOM Claws Deploys INCOM Claws to chase target. Operates similarly to Zeong but fires up to 6 shots (3 per Claw). Input a direction during dispatch to control INCOM orientation. Input ab again to recall INCOM's. Ammo: 12 Dmg: 65 [AC] Mega Beam Shield Fires beam which knocks back opponents without filling down counter. Ammo: 2 Dmg: 120 [bC] Psycho Jammer Deploys octahedral Psycho-field, surrounding target. Stuns on hit. Forces Unicorn to shut down NT-D. Ammo: 1 Dmg: 30 [ABC] Mega Beam Shield Cannon (Diffusion) Fires gero which diffuses outward from line of fire then re-converges to single gero. Dmg: 265 ~ 277 (A) 232 (B) Brief Strategy and Tactics Despite it's arsenal placing emphasis on long-range harassment, Rozen Zulu is capable of surviving and effectively zoning even the most notorious distance-closing tactics, and out-lasting other patient strategies. In my experience, his only problems are found in dealing with MS like Full Cloth and X1 which are protected by beams from every angle. (Thankfully, this is slightly relieved in some cases by RZ's 2b, a stunning melee attack. His claw fires forward to stun the target.) While I would have previously considered this MS to be nothing more than a support-type unit, I've recently learned that it's capable of running mid-field interference for a notable amount of time. The general idea behind Rozen Zulu is to damage what your partner can't reach. In many cases, this will likely be a support unit that's zoning very well, keeping an appropriate distance between himself and his partner, and/or staying behind his leading partner at nearly all times. In nearly every match, you need to begin by harassing the support; however, even the INCOM claws won't cover enough distance and are noticeable enough to make it hard to hit your mark (A simple sidestep will cut the tracking on each shot from ab). This leaves ac and bc as your best openers. Whatever you choose to open with however should be guided by targeting the front unit that the support will follow; similar to leading gero shots to hit the target's partner and not necessarily the target. My personal preference is bc, given that it affects an area, but opening with ac>>ac can be just as useful/accurate. Like with any match, the rest of the game can be situational. Although I prefer to slowly pick off the support from a distance, this is not always possible. For example, if Kshatriya is providing heavy support to a unit such as Reborns, then my situation forces me to target Reborns to disrupt the efficiency of their double-lock on my partner. In the case of being double locked myself, then my focus is forced to multi-tasking on obstructing their path to me around the time the front enters a mid-range distance. After which, it is best to attempt to disrupt the support's movement first, followed by downing the front. The trick to this is a careful use of ab, ac, and bc, each of which are good at crowd control. Additionally, the fire control on RZ's INCOM claws will continue to function after deployment while shielding, allowing you to take down a unit trying to land melee, so remembering this will be important in your choice of zoning a double-lock.
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[FB] Kshatriya Discussion: Gundam is the enemy!
Z-0010332536893 replied to Z-0010332536893's topic in 2000 Cost Suits
Yeah, gonna edit a lot of details in later and when I actually play it myself. -
Unit: NZ-666 Kshatriya HP: 600 Pilot: Marida (Best Girl) Cruz JP Wiki: http://www4.atwiki.jp/arcgundamexvsfuvo/pages/84.html Moveset [A] Beam Gun Standard BR Ammo: 8 Dmg: 80 [A(2)] Rear-Binder Mega Particle Cannon Fires two shots. Ammo shared with A (Consumes 1). Out of angle only. Dmg: 110 (55 x 2) [CSa] Torso Mega Particle Cannon (Scattered) Stuns on hit. Dmg: 150 [nAB] Funnel (All-Range Attack) Deploys funnels for an all-range attack. Stuns on 3rd hit. Ammo: 3 Dmg: 133 [4/6AB] Funnel (Vertical Beam) Deploys funnels in a vertical stacking. Stuns on contact. Fires to the right or left of the target, depending on input. No longer friendly fires. [8AB] Funnel (Horizontal Beam) Deploys funnels in a horizontal stacking. Stuns on contact. Leading shot. Dmg: 120 [2AB] Funnel (Curtain) Deploys 6 funnels which travel a short distance to place a small beam curtain between Kshatriya and the target. Stuns on contact. Dmg: ~57 [AC] Torso Mega Particle Cannon (Gerobi) Standard Gerobi. Was previously assigned to CSa. Ammo: 1 Dmg: 235 [bC] Sub-Arm Capture Captures target with binder's sub-arms. Cancel Routes available. [ABC] Funnel (Salvo) Funnels surround Kshatriya and discharge simultaneously. If the majority of the funnels have been deployed, then the number of funnels surrounding Kshatriya decreases.