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allenpergallon

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Everything posted by allenpergallon

  1. Can anyone go into more detail on the Sachakyan? I think I'm able to pull it off regularly, but I'm not covering the large distance shown in the video/typical to the achakyan. Instead after a rainbowstep I just get a pretty rigid cancel from sub that is more vertical than anything. Is the cancel faster than the BC cancel for the achakyan or is there some trick to it?
  2. It looks like Ez8 has a brake cancel with empty BR, though I can't tell if it's turnaround or not (pretty sure it's not though). https://www.youtube.com/watch?v=uMrx6cgdpdQ#t=6m32s
  3. Huh, sounds like they also added some more sound effects to certain activates as well. Just heard Blue Destiny having a grinding sound before the "EXAM System, standby!" and Gyan getting the sound of M'Quve flicking his signature vase. Kinda neat, anyone know of anymore changes like these?
  4. 1k: Ez8, Hildolfr (both are long/mid-rangeish), maybe Arios? I dunno, 1k's find themselves playing front or double front a lot of the time so it's not an ideal choice. 2k: Gundam, Mk.II, F91, Gunner Zaku Warrior, Throne, Kshatriya, GP-01Fb, most units in general. It's really more a matter of what to avoid: things such as Gold Sumo, Dragon, Red Frame, Exia, etc. since typically they are more effective the more forward they are. 2.5k: Virsago, Zeta, Cherudim (beware of your self-defense), GP-03, Gottrlatan... I don't play much 2.5k honestly but Virsago is probably my number one pick for a recommendation over every cost. 3k: Ex-S, certain neutrally-oriented suits paired with forward-oriented 2.5k partners (i.e. Nu/Sazabi and God). It also depends on your experience with the game. The brake cancelling 1k's in particular aren't exactly the friendliest units to learn with.
  5. Interesting that the heal doesn't return you to normal mode like I expected. I'm guessing Berserker mode exceeds the performance of normal mode enough to make getting burst ASAP a goal...any word on how normal mode performs?
  6. Yeah I'm just kinda bouncing around units I use/am interested in at the moment and trying to get a hang of editing things. I finished up the combo section ( OTL... ) for Turn A and was actually thinking of looking into Gold Sumo since I have a strange urge to make it my next 2k main. I know there's no work on it in terms of translating but I think I could at the very least handle the moveset and combo data since I'm familiar enough with that across most suits. Or I may just work on Turn A/try a more complicated suit's page out, I'm not really sure. It all depends on how I can work making edits and stuff into my day-by-day.
  7. So I took the advice and worked on transposing Turn A instead of Eclipse a bit yesterday morning, but stopped after its moveset section since I had a few questions I wanted to bring up (and I was going to change the table style to a more compact one like those of pages such as Turn X if possible). First, for filling in missing data, is it all right to fill in damage values even if they come with a measure of uncertainty? I had training mode open while editing things and mainly looked at Turn A's Abdominal Beam Cannon (raw and melee derivatives) and got the damage for the nuke (using a Turn A test dummy for everything). For the raw 8CSa, the spread shot requires a certain unlikely and specific elevation/scenario to get the damage I recorded, but I still put a (?) after the value since I'm unsure if it's the definitive damage due to the nature of the attack. Do small additions like that get the green light? Also, the subject was brought up in previous pages, but I'm also curious if a consensus was ever reached regarding things such as BD Melee vs. BDb and capitalization of letters (i.e. 5B vs 5b, CSA vs CSa). I guess I could also ask if we're sticking to "~" for follow-ups/derivatives/whathaveyou and straight arrows for direct cancels (i.e. Exia general melee into BC, Master general melee into Darkness Finger).
  8. Alright guys, I've started messing around a bit with a random page (Extreme Eclipse) but have mostly been figuring out what goes into editing a wiki page. I'm using F91 and Nu pages as benchmarks, so I'll probably do what transposing I can when I have the time and once I get the feel for the formatting. Sazabi thread? lol
  9. Welcome back, BK. I too was wondering where you got off too, but the university grind is indeed no joke. Overall I'm liking the work done on the wiki overall, and the addition of unit responses is a nice optional touch. What I wanted to ask is just how do you guys go about translating the pages? I've been a bit on and off about lending a hand mainly since my Japanese is limited to Katakana and aural recognition of certain phrases or Kanji, and going through something like Google translate always turns out crude. If it really boils down to fumbling with translators and matching up the known game terms to get a coherent result then I'm totally down for putting in some work towards getting more full pages out, but if you guys have an extended knowledge or method to get things done then I may just start with getting some tables setup and filled out since those are less intensive. As things stand now the format is pretty good and I wouldn't want to get too intrusive with any mistakes or oversights to disrupt the status quo.
  10. Hmm... so her EX burst in normal mode puts her in berserker mode for the rest of the match? And perhaps DG cells reverts her back to normal. It would be interesting if it worked that way, though thats all i can grasp at this moment
  11. I've been playing Re-GZ...maybe a bit too much, and I honestly and surprisingly find the BWS mode very effective. What I didn't expect was having trouble getting consistent output with the MS mode (even though I can with Kamille's Mk.II), but that's another issue. The Main in MA mode is simply put, ridiculous. It has similar tracking and curve to Ex-S' MA B, which is probably second only to Shinn off the top of my head. I'm not sure of the max damage it does, but depending on how it hits I've seen it do over 112 with knockdown, which combined with that tracking is insane. To keep up the barrage, mashing on missiles while firing Main gives a really solid assault, especially if you can predict the target's curve so they boost into a curving Main. Missiles make the package a done deal imo, and an attack isn't complete without them. Since they travel slower, they have more time to hit if Main went off in the wrong direction or something. On top of that, shooting missiles while barrel rolling is also pretty effective at firing back while dodging. Since you can't step with it, and you're limited to 3 barrel rolls at a time, constantly changing elevation and turning to weave under, above, and around beams is the best way to stay in the air and thus not waste BWS time, but also stay close enough to the ground to support your partner. Knowing the tracking and vectors of certain beams seems crucial to knowing which way and height to fly in. If you do end up going the complete opposite direction from the target, double tapping up re-adjusts you on a path that is essentially directly towards the target. This is useful after dodging a barrage since opponents typically seem to give up after you fly away and it sets you up to shoot more Main and missile barrages at them, unsuspecting or not. If you're on the same elevation as the target and are close enough, double tapping up will line you up to hit the full gerobi; if you're any higher then it's much harder hit raw, even after using the readjustment. If it's not Side 7, more often than not I start the match by using the gerobi to shoot down any nearby tall buildings. Sure it means less cover, but it opens up more opportunity to land the BWS barrage. Otherwise it can be a tool to cut or catch people off-guard when used like Penelope's CSa/CSb beam whips. It's riskier, and imo not too worth it, but it's an option. Dealing with funnels can be an issue, as can gerobis without any available barrel rolls (moving gerobis like Wing Zero's essentially require you to run if you have no barrel rolls). Also if an opponent decides to sit on you then you'll be forced to either purge early or run away until they leave you alone, at which time you'll have to double back and support your double-locked partner to make up for lost time running. Barrel roll missiles can sometimes briefly deter a pursuer, but it's nothing reliable if they're determined. Surprise gerobis can also work, but is more dangerous than anything since there is some stiffness after using the readjustment. That being said, purge into the dummy amekyan is pretty effective as a get-off-me tool if being chased by melee, and MS mode has a lot of solid tools to stand on its own (and even counter MA mode, lol). I think the key to BWS mode is to get the hang of flight. Not flying in long, curved paths high up or in straight lines towards your target but instead constantly adjusting both where the nose is facing and your elevation to find the perfect opportunities to shoot without having to next retreat and wait forever to setup the next shot. EDIT: Speaking of barrel rolls, I typically stick to the 4/6 rolls if caught in a sticky position. The 2 and 8 versions seem more situational. 8 is useful if you are too low to the ground and with your back turned to the enemy, though the double-up readjustment typically works fine in that case. The 2 version seems only for a really specific case, though I haven't come across a consistent use for it besides escaping a zunda or something you were unaware of while flying upwards. 6BC can work in that same case if you stay looking at the target you were traveling towards, and the elevation advantage of 2BC isn't too great to warrant its use over 6BC every time imo.
  12. So what is the average HP of each cost? The general issue of health comes up in discussion a lot, but I only have a general sense of what the average HP is for each cost, being able to recognize if a unit has low/high HP or not. I can never really pull up specific numbers on it.
  13. Good to see Nobel Gundam making it. I didnt play her much in Next Plus, but things seem mostly the same. Mandala assist goes out to do a mini-combo like the Altron/Slash ZAKU Phantom assist and then follows Nobel for a set amount of time like DX/Sazabi/Hyaku/etc assist, so it could be interesting depending on how far and fast he goes if he still functions that way. I imagine her Main Hula Hoop will have some lite stun properties. AC ribbon may act like a whip, and BC is her spinning the ribbon as a spiral in front of her, which I guess will act as a moving assault (maybe with some projectile protection) which could be useful for anti-melee as well. Her CSa in normal mode used to be the firing off a God Finger (pretty much Sekiha), but since she doesn't seem to have standard God Finger in normal mode anymore (unless her melee utilizes it through BC derivatives) I imagine that will be the CSa in berserker mode or they will use the large, static unbendable gerobi version that Jin mentioned. I have no idea on the shout though, maybe a field similar to when Extreme Gundam evolves? We DBZ I guess.
  14. No no, it's right. I just posted it before checking the wiki out is all.
  15. 8BC gives the Rouge access to the standard turnaround freefall with A~BC as well, which of course only works with the Murasames deployed. Oh wiki Though its implicitly been stated, 2B can be followed up with A or BC too if you're ever in that range to get the knockdown. 2B~CSa is also surprisingly satisfying, albeit a bit impractical thanks to CSa's charge time. Also I definitely need to double check, but the shield Murasame support seems a lot bulkier than the Gun-EZ support. I feel like them eating up things like most of Wing TV's CSa, GP-01's CSa, Luna's Main, etc is something that never happened with Gun-EZ. This may be a 2k perk or because the Murasame are definitely physically bigger than the Gun-EZ support, which may also contribute to this feeling that they protect more. I'll have to give their HP a check somehow once I can get my second controller.
  16. Back when Altron first dropped and I was still messing around with Zaku III, [A] was able knock Mashmyre out of Pressure in one hit as well. Unless Quebely/The O/Acguy/Messala have more super armor than Zaku III (which hopefully they do), I imagine [A] and CSa are pretty legit anti-pressure tools. I'm unsure if this applies to Dragon as well, nor have I seen it against other super armor such as those in standard EX Burst attacks.
  17. Pressing A leads into the long combo, pressing B leads into the launching kick (the wiki is updated with this info). That being said, if you ever find yourself unable to pull something off during a melee combo, it will almost always be found by pressing A, BC, or 8/4/6/2B depending on how it started. Just some general advice that i've found useful in training on the fly.
  18. https://www.youtube.com/watch?v=QuzGL774qlk Only works while the G-bits are active. I don't think it matters if they're in the middle of firing or not.
  19. Alright, Kirke Unit Theme is up under requests now (time, stop flying please). Also working on the G Gen World version of the song (the version used in Maxi) and will put it in the Bonus folder.
  20. Alright KnightSV, your requests have been added. I had some computer trouble last night and work today so just got around to getting them up, sorry about the delay Added: Sortie! Impulse (SEED Destiny) Death Line (X) The Battle of Strangers (Segment I) (Awakening...Trailblazer) Mission Objective (Wing)
  21. Added "Everything Ends When the Dragon Swims" in the Bonus folder for Altron's release. KnightSV I'll have your requests up after getting back and messing with the DLC, assuming they drop before I return.
  22. The effort in showing off the units in this trailer is funny when compared to the previous DLC trailers.. Sure it's flashy combos that the unit can't do alone but I'd rather that than A->B->C style the clone trailers had. Overall, I'm liking how everything looks.
  23. Gundam X~~ So it's holds the Next+ form switching gimmick but the Divider form doesn't have access to the Hyper Bazooka. I loved this thing idea in Next so I'm hype that it's returning like this. That being said, it's hard to tell if it will move like Divider in that form. In the burst picture it doesn't have it's shield out front during what looks like melee, and I haven't played Divider enough to know if it actually puts its shield away during any and all of its melee (except cc8b?). I'm not sure if I'm for or against it moving like Divider, but it would be great if it did to offer a stark movement contrast at the cost of a little cast redundancy. Can't wait to see more since its the Gundam and 2.5k main I've been itching for. Also here's hoping BC retains momentum. EDIT: Only thing I'm a little bummed out by due to the copy pasta is its Burst Attack (and CSb), since it doesn't make sense for Garrod to be using it compared to Jamil. A larger Satellite Cannon that you could have a little manual control over, a lariat style S.Cannon, or using the S.Cannon for one extreme movement would make more sense in the context of the show.
  24. Lol I guess the joke was a bit too poor... Also oh my goodness I wasn't too hype for Re-GZ but the concept is so silly and it has KAHTRIDGEE, I really can't wait to try it out. The units look pretty legit so far, which is good for Full Boost as well considering the previous DLC...
  25. Gundam X footage leaked :o https://www.youtube.com/watch?v=IASQEVeo4IA But seriously, I'm hoping for a good turnout for Gundam X out of all the units the most despite its loadout, previous incarnation, and 400 yen cost. Plz bamco plz
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