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Everything posted by altairdooder
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Could you loop the music in these for me I'd appreciate it. Also I guess they're kinda NSFW: http://www.nicovideo.jp/watch/sm20551978 http://www.nicovideo.jp/watch/nm15565144
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[FB] Hi-Nu Gundam General: It's not for show!
altairdooder replied to AirMaster's topic in 3000 Cost Suits
The sub shortcut on the default pad layout is R1 right? As long as you're holding Square already then pushing R1 will only do a B input instead of AB like it normally would. -
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
altairdooder replied to brett_'s topic in Gundam Extreme Versus
Every PSN account that's not the game owner's needs to have its own online pass purchased, whether sharing one system or gamesharing the game over two. Isn't the whole reason they implemented the online pass related to pissing people off with a safe and combat proven method preserving leaderboard integrity and preventing expert players from infiltrating rookie games where they're not wanted? -
[MB] The Maxi Boost General Discussion Thread
altairdooder replied to Setsuna Yuki's topic in Gundam Extreme Versus
This is interesting. -
[FB] Sazabi General Discussion: A Guide to Dropping Colonies.
altairdooder replied to imDraxx's topic in 3000 Cost Suits
I saw this video of what appeared to be someone successfully performing the achakyan movement consistently while the assists were deployed and empty. Here: http://www.nicovideo.jp/watch/sm23921577 If someone was able to translate the description for the video it might help with figuring this out. -
So the CSb, as it turns out, cuts tracking AND has super armor. I'm not sure how this detail eluded me but oh well. I updated the wiki with this info as well.
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No you don't hold it down to hover, should just go automatically until you cancel it or overheat. Make sure you're not holding up or down when you do the input as it makes you do the hover mode flip but without hovering at the end.
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[FB] GN-XIII General Discussion: The Immortal Colasour!!
altairdooder replied to imDraxx's topic in 1000 Cost Suits
An interesting note: The kamikaze super does not put you in yellow lock after performing it. Misuse of it can lead to being hit while falling or while on the ground waiting to recover, which will kill you because 1hp. And as a friendly reminder, if you're testing combo damage for this unit you have to restart after using the super because you do more damage when you're at low health. Also his sub reminds me more of Sword Impulse's and Turn A's sort of put together if we're gonna compare it to other stuff. -
[FB] The ZGMF-X56S Impulse Gundam thread: "Shinn.... SHINN!!"
altairdooder replied to WindmanV3's topic in 2000 Cost Suits
Here let me help you with that. -
Taking all of the different types of movement units use into account, here's a list of the most eligible candidates for being in the pool in my opinion (That aren't based Side 7, that's obviously a headline stage): Heliopolis, Mass Driver, Wrecked Colony (That EXVS original stage, I think that's what it's called), Lantau Island, Frontier 1, Torrington, Neo Hong Kong, Newtype Research Lab, A Baoa Qu, and Troya Base. These are maps where the only obstacles for ground units are buildings that can either be destroyed or simply moved around easily enough, and whose topography is exploitable enough by anyone. The only flaw with several of these is size and building concentration. And here's my ideal pool out of that list of stages: Side 7, Heliopolis, Mass Driver, Wrecked Colony (What is this damn place called anyway), Lantau Island, Troya Base, and Newtype Research Lab (The black sheep of this list, but if we've really gotta have 7 I'll take this over what's left any day). With a selection like this there should be no bitching from someone that "hit a retaining wall and couldn't move" or "got trapped in one of those stupid bowls in the center", and building placement/density doesn't seem like crippling problem (You could argue Newtype Lab has this problem, but big buildings are also big targets).
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[FB] Efreet Custom Thread - The original EXAM user
altairdooder replied to KitsuneRagnell's topic in 1000 Cost Suits
As far as blocking all projectiles with the AC dash I'd be careful with BZs. Even if you block the warhead the splash damage from the explosion can knock you out of the action. I've experienced that. What's also worth mentioning is that you can not only cancel into melee from the EXAM dash but also into EXAM dash from melee, even in the middle of your approach before ever connecting with the attack. Say you're chasing with B, you can extend your chase if you won't reach. By doing this it also appears you can save a lot of boost at the expense of your EXAM which you can start building bakc up after successfully connecting and beginning your combo. Alternatively, say you're chasing someone and right before you connect they make a risky turn-around shot with their BR and knock you off. In this situation you can possibly prevent that outcome by anticipating this and performing the EXAM dash during your B approach, blocking the shot and allowing you to punish your now stationary opponent. Also this melee-into-EXAM trick works with the 4/6 movement as well, so you can use that as a low boost consumption alternative to rainbow stepping at the expense of EXAM. -
Let's reserve this post we might need it
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GP01fb Gundam Pilot: Kou Uraki Cost: 2000 Health: 600 JP wiki for reference Movelist Weapons [A] Beam Rifle [Damage: 70][Ammo: 7][Down Value: 2][Proration: 70%][Reload Time: 3s/shot][Type: Beam][stagger] A standard BR. [CSa] Beam Rifle Snipe [Damage: 150][Charge Time: 2][Down Value: 5+][Type: Beam][Knockdown] Shoots a focused beam with limited tracking. [AB] Beam Rifle Quadruple Shot [Damage: 40-126][Ammo: 1][Down Value: 1.5/hit][Proration: 60%/hit?][Reload Time: 7s][Type: Beam][stagger] Fires 4 beams while flipping left or right depending on direction of the lever. [AC] GM Cannon II Summon [Damage: 25-120][Ammo: 3][Down Value: 1.8 (0.9 × 2)/hit][Proration: 80% (-10% × 2)/hit][Reload Time: 20s][Type: Beam][stagger] Keith's GM Cannon II appears and fires 3 shots. Doesn't reload until totally depleted. When depleted AC turns into a melee attack. [ABC] Full Vernian Rush (EX Burst Only) Shoots beams while shuffling through the air. Pressing the lever left or right will influence the direction it flips in next. Does 5 shots. Special Movement [bC] Hover Mode Jumps into the air while doing a flip, cutting tracking and entering hover mode. While floating, GP01 will always face its target and it will also perform alternative steps. 44/66 perform a cartwheel in the given direction, 88 does a forward flip which increases altitude, and 22 does a backflip which lowers altitude. All new step actions cut tracking like regular steps. Can also perform all forms of BC while hovering. GP01 will consume boost for as long as it's hovering. Cannot be performed when boost gauge is empty. [4/6BC] Twirl Does a spin to the left or right. Covers a good distance in either direction but does not cut tracking. Cannot be performed when boost gauge is empty. [8/2BC]Flip Does the same flip as while entering Hover Mode without entering it. Cuts tracking. Cannot be performed when boost gauge is empty. Melee [5B] 5bbb - Standard 3 hit combo, launches them up and away 5bb8b - Deviation of the previous where the target is knocked to the ground 5bbbb (EX Burst Only) - Performs 5bbb and grabs the launched target and performs an Izuna Drop [8B] 8bb - 2 hit combo which knocks them upward [4/6B] 4/6bb - 2 hit combo which knocks them up and away 4/6bb8b - Continuation of the previous where GP01 grabs the launched target and performs an Izuna Drop 4/6b8b - Deviation of the first where GP01 grabs the target and performs an Izuna Drop [2B] 2b - Counter. GP01 deploys the Beam Jitte on its rifle and catches the melee attacker, stunning them and hitting them back. [bD8B] cc8b - GP01 does a barrel roll while striking with its beam saber [CSb] [Charge Time: 1s] A-Parts Separation Attack - GP01 undocks its upper body portion and lunges with its beam saber. Cuts tracking AND has super armor. Momentary loss of its legs as a result of ending the attack prematurely to do something else is a visual glitch and does not affect performance. [AC] (While out of ammo) A-Parts Snipe - GP01 kicks the opponent, sticking its leg into them before undocking its upper body to shoot the legs and cause an explosion. Strategy Coming soon Cancel Routes A → AB/AC/BC (Any variant of BC) AB → A AC → AB/BC (Any variant of BC) CSa → AB/CSb/BC (Any variant of BC) CSb → CSa EXVS → FB Changes Changes Mobility improved (especially turn radius) CSa muzzle correction / guidance buffed, charge time improved CSb reach improved old Sub removed, replaced by old BC CSa BC input methods changed New cancel routes: Sub→BR WIP
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It'll also take some space. Reserved.
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Victory Gundam Pilot: Uso Ewin Cost: 1000 Health: 320 JP Wiki for reference Victory features in 4 configurations: The standard Victory Gundam mode, Top Fighter mode which has no legs, Bottom Fighter mode which has no arms, and Core Fighter mode which is just a jet. During EX Burst it mounts the Overhang Pack, giving it a new attack. Movelists Victory Gundam Weapons [A] Beam Rifle [Damage: 70][Ammo: 7] [Down Value: 2][Proration: -30%][Reload Time: 3s/shot][Type: Beam][stagger] Extends its beam shield while firing, auto-guarding against enemy fire [CSa] Overhang Cannon (EX Burst Only) [Damage: 182(A Burst)/168(B Burst)][Charge Time: 1s][Type: Beam][Knockdown] Fires a gerobi [AB] Fire Hangar [Damage: 91][Down Value: 2.5][Proration: -30%][Type: Live Ammo][Down] Fires the upper body of the Victory into the enemy, switching to Bottom Fighter mode in the process. Will deploy its shield while firing and guard against projectiles for 2 hits, the second of which will destroy it after guarding it. [AC] Summon Zoloat [Damage: 60][Ammo: 1] [Down Value: 1][Proration: -20%][Reload Time: 8s][Type: Beam][stun] Marbet's Zoloat appears and fires a beam that stuns the enemy [bC] Fire Boots [Damage: 124][Down Value: 3][Proration: -30%][Type: Live Ammo][Down] Fires the lower body of the Victory into the enemy, switching to Top Fighter mode in the process [ABC] Parts Attack (During EX Burst) [Hangar Damage: 97(A Burst) / 89(B Burst)][boots Damage: ?(A Burst) / 117(B Burst)] Victory switches to Core Fighter mode and fires a barrage of Hangars and Boots at the enemy. Pressing A shoots Hangars while pressing B shoots Boots. Getting hit will end the super and knock you back into Victory Mo Melee 5bb 8bb 4/6bb 2b - Quickly jumps up and stomps the target. Useful for confusing enemies and for movement. BD8b Top Fighter Weapons [A] Beam Rifle [Damage: 70][Ammo: 7] [Down Value: 2][Proration: -30%][Reload Time: 3s/shot][Type: Beam][stagger] Extends its beam shield while firing, auto-guarding against enemy fire during that time [CSa] Overhang Cannon (EX Burst Only) [Damage: 182(A Burst)/168(B Burst)][Charge Time: 1s][Type: Beam][Down] Fires a gerobi [AB] Fire Hangar [Damage: 91][Down Value: 2.5][Proration: -30%][Type: Live Ammo][Down] Fires the upper body of the Victory into the enemy, switching to Core Fighter mode in the process. Will deploy its shield while firing and guard against projectiles for 2 hits, the second of which will destroy it after guarding it. [AC] Summon Zoloat [Damage: 60][Ammo: 1] [Down Value: 1][Proration: -20%][Reload Time: 8s][Type: Beam][stun] Marbet's Zoloat appears and fires a beam that stuns the enemy [bC] Call Boots Calls for new lower body parts and docks Victory Gundam mode Melee 5bb 8b 4/6bb BD8b Bottom Fighter Weapons [A] Beam Rifle [Damage: 70][Ammo: 7] [Down Value: 2][Proration: -30%][Reload Time: 3s/shot][Type: Beam][stagger] Fires up to 3 beams in place [CSa] Overhang Cannon (EX Burst Only) [Damage: 182(A Burst)/168(B Burst)][Charge Time: 1s][Type: Beam][Down] Fires a gerobi [AB] Call Hangar Calls for new upper body parts and docks to Victory Gundam mode [AC] Summon Zoloat [Damage: 60][Ammo: 1] [Down Value: 1][Proration: -20%][Reload Time: 8s][Type: Beam][stun] Marbet's Zoloat appears and fires a beam that stuns the enemy [bC] Fire Boots [Damage: 124][Down Value: 3][Proration: -30%][Type: Live Ammo][Down] Fires the lower body of the Victory into the enemy, switching to Core Fighter mode in the process Melee 5bbb - Launches target upwards. Can chain the last hit into Boots Fire, switching to Core Fighter mode in the process 5bb2b - Knocks target down into the ground 8bb 4/6bb 2b - Quickly jumps up and stomps the target. Useful for confusing enemies and for movement. BD8b Core Fighter Weapons [A] Vulcan [Damage: up to 82][Ammo: 60] [Down Value: ?][Proration: ?%][Reload Time: ?][Type: Live Ammo][stagger (after 4 hits?)] Fires the head vulcans [AB/BC] Call Hangar and Boots Docks with new upper and lower parts, forming Victory Gundam mode Upon entering overheat Victory will automatically do this Strategy Don't stop shooting Hangars, carry on with shooting Hangars. You've got 7 shots and 1 assist, both of which take some time to reload. But it's okay because you've got the Hangar, and if you don't then you can have one delivered in like half a second. You'll be using Hangar Fire instead of shooting Boots in most situations. Its fastfall properties as well as Bottom Fighter mode being the superior of its two amputee modes makes it a better choice. Not only that, but Hangar Fire's guard properties could save you from some damage. Boots Fire is more situational, doing more damage and having a higher down value at the expense of not having fastfall and leaving you in the inferior Top Fighter mode. If they're closing in and A->AB will hit them, for example, then do A->BC to fire the Boots instead for the hard KD. Try to only use BC if you know it's safe. After firing either arms or legs call for new pairs ASAP. Your infinite supply of arms and legs to use as improv weaponry is what makes you strong. Though its BR is now vernier'd and shieldless, Bottom Fighter retains the regular movement of Victory mode and boasts more threatening melee than either of its other modes. Also in spite of having to stop to shoot its rifle, it can shoot 3 times in place and there are times when this can be useful. It also retains Victory mode's 2b jump which is particularly rad at tripping up your targets at close range because of how sudden the motion is (Remember that you control your opponents' camera). The 2b jump is also useful for special movement, allowing you to move away even in overheat. Top Fighter, on the other hand, not only lacks that option but also uses ground-style movement all while lacking the good brake cancels that make most ground units effective and fun to play. Whereas Bottom Fighter loses options in exchange for different ones, Top Fighter simply loses without gain. Stand up to the victory isn't just a song, it's a reminder to keep your legs attached at all times because you can't stand with no legs. WIP Cancel Routes Mode-specific remarks color coded for Victory Mode, Bottom Fighter Mode, and Top Fighter Mode A -> AB - Fastfall entering Bottom Fighter mode / Fastfall entering Core Fighter mode A -> BC A -> AC AB -> BC - Victory Mode only AB -> AC - Victory Mode only BC -> AB - Victory Mode only. Fastfall entering Core Fighter mode BC -> AC - Victory Mode only 5bbb -> BC - Bottom Fighter Mode only WIP This'll take some work to finish
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I might need this post too.
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F91 Gundam Pilot: Seabook Arno Cost: 2000 Health: 540 JP Wiki: http://www4.atwiki.jp/arcgundamexvsfuvo/pages/42.html Movelist Weapons [A] Beam Rifle [Damage: 70][Ammo: 7][Down Value: 2][Proration: 70%][Reload Time: 3s/shot][Type: Beam][stagger] A standard BR [CSa] Beam Launcher [Damage: 122(45/hit)][Charge Time: 2.5s][Down Value: 1.7/hit][Proration: 90%/hit][Type: Beam][stagger] Shoots 3 shots, maintains momentum [CSb] Beam Shield Throw [Damage: 57][Charge Time: 2s][Down Value: ?][Proration: 90%][Type: Live Ammo][Down] Throws a spare beam shield which attracts enemy assists. [AB] VSBR [Damage: 140(170 During MEPE)][Ammo: 1(2 During MEPE)][Down Value: 2.5x2][Reload Time: 4s/shot][Type: Beam][Knockdown] Fires two VSBR shots side-by-side. Does half damage if only one beam hits. [4/6AB] VSBR (MEPE Only) [Damage: 152(80 per hit)][Ammo: 2][Down Value: 2+3?][Proration:90%/hit][Reload Time: 3s/shot][Type: Beam][stun] Fires two VSBR shots back-to-back, either of which stun on hit. [AC] Vigna Ghina Summon [Damage: 95][Ammo: 3][Down Value: 1.7/hit][Proration: 90%/hit][Type: Beam][stagger] Cecily's Vigna Ghina appears and shoots 3 BR shots [bC] MEPE [Reload Time: 20s (4s cooldown)][Type: Timed Mode] Activates MEPE which cuts tracking on enemy attacks, buffs mobility, increases VSBR damage and ammo count, and adds a new VSBR attack along with two new melee attacks. Attacks that hit you during MEPE will do 1.5x damage and knock you out of it. [ABC] EX Burst Attack Fires several beams while flipping around, ending with a VSBR shot. Melee [5B] 5bbb - Standard 3 hit combo 5bb8b - Deviation of the previous where the last hit knocks them far to the left. Best used to knock opponent into adjacent walls or boundaries for combos. [8B] 8bb - 3 hit combo using both beam sabers. [4/6B] 4/6bbb - 3 hit combo where F91 circles around the target. 4/6b8b - Deviation of the previous where he knocks the opponent upwards and to the left. Used similarly to 5bb8b [2B] 2bb - 2 hit uppercut 2ba - Uppercut into 2 BR shots. Consumes A ammo. 2bba - 2 hit uppercut into 2 BR shots. Consumes A ammo. 2bbb - MEPE only. 3 hit uppercut. [bD8B] cc8b - F91 flies at the target while quickly rotating its two beam sabers. [bC] (MEPE Only) Shield Saber - F91 rushes forward and uses its beam shield to cut the target. If hit within a certain frame before connecting F91 will stop the attack automatically to guard. Strategy Coming soon Cancel Routes A → AB AC → BC (Entering MEPE) CSa (Third shot) → BC (Entering MEPE) *B → AB (EX Burst only) EXVS → FB Changes Changes HP 520 → 540 CSa startup, momentum preservation, travel speed and guidance buffed, can cancel 3rd shot into BC CSb recovery improved, travel speed improved AC - can cancel into MEPE 6b reach nerfed Sub - overall cancel proration improved, now has a side Sub version during MEPE, now does 30 extra damage during MEPE BD melee - startup nerfed Overall mobility during MEPE improved WIP