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AutomaticCat

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Everything posted by AutomaticCat

  1. Her tomahawk can be thrown pretty much when ever you have it. It's mostly to force enemies to move more. Throwing one just before an assist can help the missiles hit. Be careful throwing tomahawks when an ally is nearby or meleeing your target. Not only does it cut them, but it sets them up for enemy fire, maybe even a melee string.
  2. Few things about Gunner you guys might not know: 1) A+B , A+C , and B+C all freely cancel into one another. So tomahawk>missile assist>grenade or missile assist>grenade>tomahawk all work. 2) Her tomawhawk does not go through X3's I-field dash. 3) 8B and CC8B are untechable. 4) 2B can cancel into A+B. In terms of half burst vs full burst usage on Luna, it really depends on how you intend to play her. For starters, half burst and full burst both replenish ammo on all suits, it is not a Gunner specific ability. The only plus side to using full burst (aside from the ability to burst out of combos) is you get more immediate boost back and increased duration. With a half burst you get maybe 40% of your boost back, where as full burst gives about 80%. ----Opinion section---- While Luna's design appears to be that of a hard back suit (good heavy shots, frequent gerobi dragging, mediocre melee, low ammo count), I'm contend that she is more optimally played as an aggressive mid ranged suit with the option to play further back if necessary. Luna's tools are not very subtle. Her main hits hard and fast. Her assist is very good, and in order to make the most of it, you want to expend it as quickly as possible, but still with purpose (don't throw them out in greenlock just to empty it out). Since it reloads on empty, if you front load them, you will get access to more within each life, especially if you are half bursting. Her tomahawk and grenade are thrown out to keep enemies moving, but are rarely used to actually kill. By keeping the enemy moving, they are forced to overboost more often creating opportunities to hit with your main. Her gerobi charges very fast and can drag fairly quickly. I highly recommend learning to use it not only from red lock, but also from greenlock (yami uchi gerobis are the most satisfying thing ever). Knowing how long and which direction to drag is also important. Because her ammo count it relatively low compared to other suits, I recommend using half bursts more often. I also recommend Assault burst instead of Blast burst. Frequent half bursts will allow Luna to mix up her pacing and not be trapped into following the enemies pace while also actively reloading her low ammo count. And to reiterate, her main hits hard and fast. It is more important to surprise your opponent in a boost battle and get off two shots than to have a full burst and have long lasting impressive stats. Once the enemy has seen you burst, they will either respond with their own burst (negating your advantage), run away from you(negating your advantage), or engage upon you because they still have a decent chance of beating you out (Quanta with shield bits). I recommend Assault burst for this style of gameplay because it complements the purpose of hitting hard and fast. Being in mid range also helps with melee rush down and vectoring. If the enemy has a melee rush down, you can either be close to him, medium range, or far away. If you are too close then he will consistently beat down on you (not good) If you are medium or far range, he will have to expend boost to get to you, allowing you to play accordingly. If you are too far though, and he decides to come at you, you create a situation where you front will have to disengage off the other enemy in order to protect/peel for you. Vectoring is difficult to adjust if you are too far. In order to hit with the right trajectory, you need to boost further horizontal directions to compensate if you are really far from the fight. Give it some thought, don't just fall into the mindset of "I'm a back suit, I should stay back." Cheers
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