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Skillkill107

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Everything posted by Skillkill107

  1. I'm not sure if that notation is right. Mobility 6 sub throws rocks, and doesn't have a BR, maybe you mean heavy weapons mode? In which case yes, barrel roll rockets are pretty amazing. Also note that if you start a melee combo in one form, form switch is a free in-between action from which you can change combos you wish to use, even without boost irc.
  2. No the Hyaku doesn't really have any dedicated anti-melee options but given the Shiki's relatively decent melee overall it might just be you. Without having a replay I think it probably has to do with your approach with it and your flight patterns. I'd recommend preventing yourself from getting in that situation at all as you don't have the health pool to mess around with mistakes like that, keep your distance and focus on trying to knock them away or deter them from aggressive actions in the first place by using your beam rifle, bazooka and assists to keep them under pressure. If you haven't seen it already Brett's guide has a good detailed section on how to handle melee once it gets to you: https://sites.google.com/site/unlimitedbrettworks/gundam-extreme-vs/gundam-exvs-guide/an-introduction/beginner-losing-streak-correction-lecture---putting-it-into-practice#TOC-Judging-Distance-and-Counteracting-Melee
  3. So litterally the best worst combo.
  4. Nope, not missing anything in that regard
  5. It was the premium sound edition with pre-cut, custom BGM.
  6. I don't really agree to that. The 15 seconds you need to really get this combo and a grounded EX burst are extremely expensive, to say nothing of whether you miss or your partner accidentally shoots your target. It's cute but if you can get that much time without either your partner or your opponent's partner interrupting you I'd be impressed.
  7. I wouldn't know since I was never that good at NEXT, but honestly, the game's changed since FB. I know Unicorn can perform a whiff combo with it's BD melee and most CAN achieve it but, most characters either have much better melee combos with every hit connecting or achieving a quick knock down. Since overall melee guidance was improved and hit stun neutralizes gravity more, it's just safer to go for what you can do without doing that and what's harder to cut than it is to try to inch out damage like that. If we stick to the topic, Most kill combos rely on hitting with one extremely high damage attack and following into an connecting EX attack or abusing EX mode's lower down value to get increased damage before landing an EX attack.
  8. Ah fun thing I forgot. Holding a direction while performing the neutral NTD melee will automatically transition to the combo designated to that button. I don't know what it does to damage proration, but it's much faster than a normal cancel and doesn't require boost at least. I'd like someone to help me test this but I don't think it works following any other NTD melee.
  9. That's fine I'm just saying like....up to a certain point that logic works, it's just irresponsible telling people to only pick S tier suits for the numerical advantage and then they find out their play style doesn't mesh with any of them and they wonder why they lose.
  10. The Zeong isn't really a mobile armor though. the WaDom is the size of three Zeongs lol.
  11. I'm not arguing that point but the fact is people don't exist in a void and that logic works up until you realize that. Saying "a higher tier suit means you win more" automatically and saying "All factors equal, this suit has a greater overall benefit in more team compositions" are very different statements, and excludes concepts like match up experience, shuffle luck, familiarity of picks, and etc. A player with the same knowledge base at the same skill level will still have better match up data against the more frequently picked suit because they subscribe to the same logic and are aware other people do too. This also excludes factors such as play style, and temperament too which kind of don't come into play with tier play. One can play something they acknowledge is good but you can have poor compatibility with a suit depending on your own play style and habits. The idea characters are better is fine, I agreed to that, I just disagree that tiers directly correlate to win rate because it assumes too much about players.
  12. Hey not sure if anyone had this answered already but does anyone know what the online ranked...ranks are in english?
  13. You can squeeze out a 4 hit like the freedom by going nn>nn but frankly you should be denying approaches with your AB anyway.
  14. East coast hype~! Skilletzorz on PSN. Hope to see you guys where I can! lol
  15. That's a little deceptive too, it's easier to say that it's easier to win more with top tier suits Sabator. A top tier suit does not make a top tier player and vica versa, and without practice, you'll usually see players pick S rank suits that aren't their main, and flounder because they have some quirks that similar suits don't. Picking a suit and dedicating yourself to learning it will not make your suit better but it will make you understand what you can do to compensate for problems at the very least.
  16. Tallgeese uses something called Super Vernier movement, henceforth refered to as SV for ease of reading. SV has the benefits of being more boost efficient, allows you to control your spacing very well and always forces you to remain on angle with targets they you're not too far above or below. Additionally the 2b SV movement lets you touch down very quickly, allowing you to suddenly mix up your landings. The problem is SV is performed by holding a direction then pressing c(or x on the default PS3 bindings), and thus shares an input with boost dashing and swivel jumping. Most average players will try to input a side boost dash to start their movements because this is acceptable play for anyone else, but for Tallgeese this will initiate a SV movement, and a boost dash in quick succession which is massively boost inefficient. For players who understand this, once they understand how to SV on demand they'll then try to SV in the same direction repeatedly like a boost dash, as in theory they work the same way. This is wrong too because you have to let your fight stick lever(analog or dpad) return to a neutral input position every time you initiate a SV as otherwise you'll either simply boost dash or hold your current vernier movement and leave yourself open. Additionally while SV movement is powerful, it's also very limited in terms of actual movement, so you DO have to do boost dashes to effectively use Tallgeese, you can't ignore one or the other. Thus you must learn a new way of inputting BDC that nobody else actually uses, would need to use, or would benefit from, simply to get your desired effects out of him on top of learning SV movement SV to boost dash inputs as ripped from gamefaqs: - Press the c button twice when your directional input is neutral. - Press the c button twice and input the direction when you input the 2nd c. - Input the direction first, and then within 0.8 seconds, press the c button twice. These inputs more or less work for maintaining a boost dash pattern as well but as you may have noted, no other suit requires this level of precision with their basic inputs. Tallgeese 3 seems to be universally agreed to handle better on a fight stick over a controller but....generally speaking as Brett mentioned above you now have to learn a specific muscle memory that is meaningless for every other suit, while learning the neutral game. It's a very stressful way to go about things if you're just learning the game
  17. Should probably note that defense mode actually works as an okay anti-melee option as you're considered blocking during it. So eating the first hit of a melee attack against your shield can allow you to snipe an opponent away and peal him off you.
  18. It has to do with burst modes now according to Brett's site: For Master Gundam and other Mobile Fighter Suits, and Extreme Gundam XF A Burst: 22% damage, B Burst gives 30% defense - the best bonuses.
  19. I agree with the statement on the front as well....you can't just be invisible but like I said ideal timing is to aim when they're landing or their attention is on your partner instead focusing on it. Honestly listen to Brett, I've learned how to play properly almost entirely from reading his guide lol.
  20. I'm gonna trust what you've been saying and use all of your advice for the X2. Some of this will apply to other suits but I'm making the broad assumption you're talking about the X2. 1.Your cost composition isn't really viable. 2.5ks do not mesh well with a 2k due to the way damage ouput, burst and health management works, and if you've been having problems getting bursts in a 3k, 2k comp, you're probably going to have worse ones in your current one as your team mate has to carry an additional load of being the front in a suit with less firepower, you have to play rear for a suit with much less map presence. Others can explain better than I why this is the case but in general you're sacrificing a lot of firepower in favor of a false sense of security with your over-cost. 2.It's honestly in a messy situation where it's not really a fighter, and not really a shooter. Match ups aren't super important but they're not totally inconsequential, I suggest you just drop them for now and focus on learning your character better, since the rest of the problems don't seem to be match up related from here on out, and focus on your tech and eventually you can stop seeing the match ups and just see what you need to stop tools for now. I don't think the fact you picked Crossbone X2, a relatively advanced suit is helping that learning curve either but as I've learned innumerable times it's better to teach someone how to play their character than to discourage them from learning a hard one. Focus on learning how to protect your landings with your cape and cancel the recovery frames of your out of angle shot/CSa with your cape as well for now. 3. First, don't aim at the opposing front as the rear, this is basically you're problem already. As the rear your job is to keep yourself alive, sneak in damage when you can and keep the enemy rear from doing the same. By focusing the enemy front you're drawing undue attention to yourself and causing stress for your partner once the enemy front notices them. You're also forgetting that projectiles have different travel speeds. The X2's stun shot is incredibly good, has good tracking, and comes out relatively quick, but unlike most CSa you need to let it go as you see the opening and cover your sudden momentum loss by taking off/putting on your cape because it's travel speed is actually fairly mediocre and your recovery time is long if you don't cancel it. If you land it you're now free to follow up with either a Zunda or your beam cannon but because you're aiming at the enemy front, the enemy rear is free to do as he pleases unless your partner decided to swap locks and now you're forced to play front~! Fun times. Be aware that who you lock onto, draws attention accordingly. Literally just the threat of a lock on or the absence of one can make a team more or less aggressive so try to give your partner better support by choosing your targets carefully and releasing your CSa to start an exchange, not relying on it to hit for now. Ideally you want to release it when an enemy is landing or otherwise unaware of you so....aiming at the enemy front is probably why you're not landing it right now. 4. AB is not a good cutting tool, it's a self defense tool at best and a poking tool at worst. Throw it when you see someone coming in melee or if you wanna conserve ammo. Generally speaking you want to shoot from slightly above your target if you wanna cut, so you don't go out of angle with your beam rifle trying to cut, but sometimes some enemies will have combos that are "cut resistant" where they rise or repeatedly slash through your partner while moving. Your primary thing is look for points in the combo where your opponent is standing still and if you've noticed you're whiffing more than one shot, immediately wait for him to try to land, since after a melee combo most suits don't have the boost pool to keep on chasing, and if all goes well you'll get a free hit in. TallGeese is good but I'm gonna warn you that trying to learn him is suicide at your point in play. He requires specialized movement patterns and good precision with your movement patterns to be good with him, along with movements that don't apply to everyone else. I'd recommend refining your neutral game with F91, Gundam(RX-78-2), or the Freedom if you want to play a double front. They're all fairly easy to use and have good traits that are easy to transfer to other suits without nearly as many tricks. As for 3ks I'm gonna be honest and say one of you should probably consider learning one, preferably your friend since he's already dedicated himself to the front role. You're essentially not getting anything extra from your current cost composition other than half a combo worth of health for your 2k.
  21. Or if you wanna play him as a super expensive rear, regard him as, the suit everyone ignores until it's too late. Most people understand that Epyon has an effective range of about his whip's range but most players are vaguely unaware of how quickly he can get in and out of a fight using Zero system. When you're just neutraling, leave Zero system off so they get comfortable to your usual speed, tap it on and quickly use Super vernier to smash in a few quick hits before whipping and running out. The longer you pull your fancy combos, the longer your opponent's partner has to notice your loud manly screams of justice.
  22. Maybe this is because you're new to handling funnels and incoms? Those are suits that are relatively decent at zoning because of these tools so it's difficult to understand where your problem lies here if that's the case. Could you please explain the problems they present to you so we can better understand why these suits can zone you but not other zoning suits? Also I'll mention this again, as a 1k you should never take on another unit in melee if you can help it, even with Lacus' good strings because of how little boost you have to waste and how few tools you have to force a melee win anyway. You don't have the health pool to make any really big mistakes, and even a ranged unit can deal the IJ's 300 HP pool in two combos so the less risk you take the better Out of curiousity are you practicing this 1v1 vs the AI or is this during a real match? This is more of an issue with how you move right now probably. The Gunner Zaku does have mobility problems but it has no business being up close to stuff, allowing it to content itself far back in redlock and take it's time while dodging. If something approaches it, it needs to blast it and run away. Meanwhile the Delta + has a lot of freedom of movement as it doesn't need to cancel it's BR to fire twice and can thus maintain any boosting pattern it so pleases as long as it remembers to face the target. If you feel an attack's guidance is really strong, try side stepping or fuwa stepping (sidestep then jump). A:This is a standard beam rifle but you might note that because of it's low ammo pool it's not really recommended to zunda with it much. This is where Lacus' other tools come in CSa: It's tracking is a little bad for the type of attack it is but this is what you should primarily use for footsies due to your low ammo pool overall. Nail someone with it and it'll do a pretty fair amount of damage B:Well...Lacus has good melee for a 1k but it's just not recommended to use it unless you're sure you won't be shot or countered. Unlike the Efreet or the Zaku 3 her melee is both kind of slow and she has no reliable way of making her melee easy or safe to connect and unlike the Gouf her combos are fairly easy to cut. AB: This should be your anti-melee option if your beam rifle or 2b fails. It's got a wide hitbox, instantly knocks down and if you're aiming down at a target it returns pretty quickly. Like the CSa it can be used to conserve your ammo during footsies. AC boomerang: It...won't always hit on the return trip, because it's a boomerang. The return vector is dependent on your position and spacing which makes it a double edged sword. If you toss it and it misses it can very well hit the target on the return pass if they come at you and cut combos aimed at you, or if you catch them at the apex of the boomerang throw, it will grind against them and act like a BR shot in terms of function without the damage. BC: It's the Strike Freedom for her assist And as I've mentioned before you can hit confirm it using any attack Lacus has, thus making it a lot safer than just throwing it out. A>BC will knock down cleanly so it's honestly better to use it in that capacity with how slow it is unless you're extremely sure of your timing.
  23. It can be though it entirely depends on the ability of the Red Qubeley to perform. Kamille isn't strictly at a loss when in mid or melee range, and in theory he makes up for her lack of burst damage/ammo with his hyper mega launcher and his assist but you're at something of a loss if they decide to rush you down with a fast enough melee team. So ultimately, like any team, this team is decided by how good the Red Qubeley is with managing her options really and communicating with her partner.
  24. I'm not sure about that. NTD UC has some fairly nice cut resistant melee combos if you end them with the BD melee or use the melee combo extension from AB(Some of UC's combos will have a high enough down value that attempting it will only pull UC toward the target so you won't have to deal with the grinding animation and it helps you fall faster in some cases), though in NTD you pretty much have the ability to prioritize targets as you please with how many stuns and untechable attacks he has. Also cc8b doesn't necessarily have to be used to continue a combo, as it launches the target high into the air and leaves them unable to act. This means that you're actually free to double lock your opponent's partner with impunity if you feel they're a bigger threat, so keep that in mind if you're having trouble pinning a member of the enemy team down. For example good follow up beyond just a raw cc8B if you can land it is BC>AB>cc8b. It's relatively fast and unless you don't vary your movement between attacks it's hard to catch, and it frees up your time to chase the other target once you land Ideally though NTD melee is something you threaten with using cc8b to gap clear and quickly exploit from your BC stun in most cases, nobody actually wants to engage NTD Unicorn in melee regardless of their normal melee advantage so use that overwhelming presence in combination with your beam gatling gun and most teams will focus fire on you, allowing your teammate free reign to do as he pleases. Remember that despite seeming like a melee mode, you get increased red-lock distance so it's fairly safe to poke with Gatling and AC if forcing a close ranged engagement would be disadvantageous to you (IE: You're at low health or your partner is trapped during a long reload period.) BC should ideally never be wasted to stop funnels no matter how cool it feels. There are times when you might have to (IE:You're being hounded by a funnel suit at critical HP but he can only toss his funnels at you reliably thanks to your partner's pressure) but it should never be your first response to funnel fire simply due to how slow the move comes out and how much more important it is to use offensively. Use it to deny approaches or punish anyone who thinks flying too close to you is a good idea. ABC is Unicorn's EX burst, and since EXVS it's been massively buffed. Unicorn now moves backwards while firing everything it has at the target with immensely good tracking. Additionally once the move ends you are left in NTD mode if you weren't before, giving you the chance to push your advantage even if your EX burst is cut. Whether or not you view this move's high risk high reward nature as useful can be a good determining factor for your burst. UC mode benefits much more from Blast burst and step canceled zooka shots but NTD mode benefits more from Assault burst, and you can force yourself into NTD relatively safely with Assault if your target has his attention off of you (Not that this should be something you do regularly mind you). So your burst choice should be dependent on which mode you find yourself making the most big plays in.
  25. I don't mean to sound ignorant but is WZTV Quatre bad or am I misjudging him? I don't see them perform well in matches at any skill level and once they run out of ammo they seem to have trouble doing much else for the rest of the round.
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