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Densuo

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  1. I dont bother with pistols unless I am getting closed in on and am trying to create distance, otherwise I look to setup punishes with A and Rifle Bits/Funnels. I am on a pad myself. I simply move to B when A is reloading and go from there.
  2. 4/6BC can and should be rainbow stepped. Followed by 8B
  3. A 2k suit isn't always necessarily a back suit. A Melee Suit is a Front. Brett's guide says: "Generally this cost plays the Support role with any of the other 3 costs" Support doesn't always mean you're in the back (example: in League of Legends a Tank Support is up front) Depending on the situation you in a melee suit are front with your partner being the back, or you're double fronting
  4. Certainly learned somethin' today. many thanks. so everytime I've been landing long range A...well. back to the drawing board....
  5. Just wanna say that holding 2 and pressing B is terrible, you do a very slow combat roll while firing the pistols. Dare I say the absolute WORST version of his B Pistols. I want to test before saying so but it feels like csB has good tracking compared to the minimum tracking of B. B can be Zunda'd but its an absolute last resort weapon if you ask me. -------------------- A doesn't have any tracking. I have to check again and test for Muzzle Correction. That said, anyone who is paying attention can punish landings on green lock easily, A is a nigh INSTANT shot, but you have to watch it's startup. If you tag an opponent with AC (Rifle Bits) you get a free A. Managing your Ammo for A is critical, the reload time feels like an eternity. This suit is definitely not for beginners.
  6. The pre-fight loading screen and music is much more hype than Full Boost.
  7. You know what... I just started playing this game and I had to remove a thought process from my mind. It's similar to what happens in league of legends, a team game, and you are coming from a 1 on 1 game. you play a fighting game, you lose, its you. its your fault. You play this, a 2 on 2, and even if you do well or great for that matter you lost because someone else went in too hard, threw caution to the wind or just simply played poorly. some cant handle that random factor yet play in shuffle rooms where... well... shit is gonna be random. another thing is some players (myself included) cant handle the fact that there are gonna be some very large skill gaps sometimes.
  8. Quick question: when you are blocking can you boost dash/Super Vernier/Special movment (example Freedom's barrel roll) out of a block after you block something? More often than not when I end up blocking something, the opponent's partner tends to tag me, or, in case of the Arcade mode, I'll block the initial hit of something but get tagged by the attack anyway as it gets around me.
  9. but if I wants evil why nots Prom Haman. I'll probably get blue floppy hat Sthesia though.
  10. When's Gundam Maxter? I dont give a damn how much of an american stereotype it is I will play the hell out of it.
  11. meh at the dlc so far. also ay yo how many variants will Sthesia get o_O
  12. also ABC super. it has armor. I was getting hit by a melee assist and She fired the sniper shot anyway
  13. I want to make a note if I may: [bC] Stun Blade. if you Boost dash cancel after the shot is fired it will do NOTHING. the opponent can stand there and the beam will go RIGHT through them and not do any damage. You must commit to the move. optimal uses for THE ROCK? its a bit troubling that BRs plow through it
  14. yeah I like Roux. 2k Zeta is pretty solid actually
  15. When are the best times to use the Tomahawk throw. I have trouble using it effectively
  16. Been wondering. what are the differences for outfits for the navigators and Pilots? is it just cosmetic or do they have different lines/actions?
  17. MS-06S Char's Custom Zaku II (Pilot: Char Aznable) [Cost: 2000] bc: Three Times Faster awwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww yeah. -------------- OZ-00MS2B Tallgeese III [Ammo Change + Attack Modification] Taurus Assist (bc): 3 -> 2, now reloads [Cancel Route] Megacannon Triple Shot (CSa) -> Downwards Super Vernier (2b) I'm liking this change and hope it sticks. this increases mobility and allows him better defense against melee pressure with the assist --------------- RX-78NT-1 Gundam Alex [General] Chobham Armor's HP increased from 100 to 120 Definitely a good thing. ---------------------- MS-06Fz Zaku II Kai [Attack Modification] Grenade Throw (ab) now reloads naturally overtime instead of only reloading when empty [Attack Modification] During EX Burst, Grenade Throw (ab) throws out six missiles instead of two [as this right? in FB EX burst Grenade throws out Three...] [General] Cannot use 8ab anymore (throw grenades to longer ranges) Ammo management on Grenades is fair. cant just spam. 6 on grenades on toss in Burst sounds fun. But this means he wants Ranged burst for reload time? I'm actually ok with the 8AB being removed. less to remember on range. at least we still have 2AB -------------------- GN-006GNHW/R Cherudim Gundam GNHW/R [New Attack/Attack Moved] ab: GN Missiles -> Seravee Gundam Assist (2 variations: n is GN Cannon (Gerobi), 8/4/6/2 is GN Bazooka II Triple Shot); GN Missiles moved to CSa [Cancel Route] Seravee Gundam Assist (ab) -> GN Rifle Bits (ac) [General] During S-Overdrive, GN Sniper Rifle II (a) has 5 ammo and reloads constantly Missiles being csA sounds good. more moves for him is good. Getting a constant reload during Burst sounds great actually.
  18. PSN funds are for that account in question only. you cant move PSN funds from account A to Account B
  19. Super Vernier The Original Tallgeese was capable of quick maneuvers that could kill the pilot. Zechs himself almost became a victim. But eventually he became so accustomed to it that when he complained that the Tallgeese was lagging when he wanted to do something his engineer noted that Tallgeese was fine, Zechs himself had simply become too good, and had surpassed it's abilities. That's our goal here with understanding and Super Vernier, This movement can get you killed via improper or accidental use. Likewise you can become much stronger with this suit once you get the hand of it's movement. ---------- Super Vernier is an important tool for Tallgeese III. It is a separate Boost when compared to a standard boost dash. Knowledge of properly using this manuever will allow you to over heat less. You'll notice that sometimes you'll end up boosting Twice. this is because you are actually activating both Super Vernier and a Boost Dash. What times can you accidentally activate Super Vernier you ask? At any time an example being you are moving to your left (4) and when you are thinking of boosting you move your pad/stick to 7 and hit C twice. Whoops you just Super Vernier'd and immediately Boost Dashed. It is IMPERATIVE that we make you're first step be avoiding stuff like that in it's entirety. How do we do that? With knowledge and being calm and collected all times. When playing as Tallgeese you are backing. Your extra movement ability means you can position yourself to cut, punish, and position in more ways then other units and potentially avoid pressure better than other back units. ---------- Super Vernier can be used in the same instances as a side step (out of a melee, it doesn't count as a rainbow step) or Boost Dash. All Super Vernier boosts can also be followed up by his 2B Ballerina Spin. To Execute a Super Vernier do the following: Tap any direction on the pad/stick and press C at the same time, doing so causes Tallgeese to ascend and move either forward, backwards, Left or or Right at about a 45 degree angle or so depending on which direction you held. Holding C extends the duration of Super Vernier for a Maximum of 2.5 Seconds (which costs about Half your Boost Bar). This means you can not hold a Super Vernier indefinitely like a Boost Dash. You can only move in that direction, you can not change direction mid boost like you can a Boost Dash. If you do nothing afterwards Tallgeese III will drop and land. Note: I've noticed that when you allow Super Vernier to go for maximum distance and he starts to drop 2B does not work. If you want to execute 2B do so before the Super Vernier ends. The last moment you have is when Tallgeese's legs get under him before beginning his descent. 1/4/7+C - Super vernier Up and to your Left. Note: good for followups after a 2AC 3/6/9+C - Super Vernier Up and to your Right. 2+C - Super Vernier Up and backwards. Note: Useful against a melee Pursuit, gives you some space to evaluate if you should retaliate or continue to evade. 8+C - Super Vernier Up and forwards. Note: I like this after I land a standard melee attack if I am scared that I will be cut. Cancel Routes A > 2B A > AC A > BC (will cause a fast fall if A is done as a Turn Around. All Melee before hit > 2B All Melee on Hit except for 8B > 2B > any AB Neutral AB ON HIT > A Neutral AB ON HIT > BC 2B > 2B BC > 2B Artist Credit: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=17870864
  20. OZ-00MS2B Tallgeese III Pilot: Zechs Merquise (a.k.a.Preventer Wind) Series: Gundam Wing: Endless Waltz JP wiki: http://www4.atwiki.jp/arcgundamexvsfuvo/pages/53.html Dustloop Wiki Entry: http://www.dustloop.com/wiki/index.php?title=Tallgeese_III_(EXVSFB) Armor: 620 Changes from Extreme Vs (Thank you, Based Brett) ~Overall mobility nerfed (boost dash, swivel speed, etc) ~Super Vernier consumes more boost (max number of SV 8 → 6) ~Side Heat Rod nerfed (hitbox, startup, etc) ~Taurus assist couint nerfed 4 → 3 ~Neutral Heat Rod buffed, can now be cancelled into A ~Can cancel BC (assist) into 2B ~Can cancel 8B melee string into 2B ~Added an extra neutral followup to 2B that makes you rise -Suitable partners: Pressure based 1k and 3k Cost suits as a high pressure suit will create opportunities to land his strong Gerobi. That said, he works just fine in a poke composition with his extra mobility and csA -Best Burst: Blast. Reason: You are to die second both when Paired with a 1k or a 3k suit. You will need the added defense of Blast to survive and make your second life count. The Boost Efficiency will be a huge benefit to your Super Vernier, Your charge time being lowered on csA is a great benefit both for mobility and damage, and frankly, you're not really gonna use his Burst Attack. Movelist [A] Mega Beam Cannon: Compact Configuration Your main weapon, a BR shot, can be Zunda'd, and you can also cancel to 2B. Decent Tracking. Shot penetrates target, in the unlikely event that opponents are grouped up it can hit multiple targets. Please be mindful of the reload time. it is FIVE SECONDS. Compared to say Quebeley or Freedom, two units of similar cost who's BR charges 1 round per 3 seconds. Ammo: 8 Reload Time: 5 seconds/shot. Always reloading [csA]Mega Beam Cannon: Compact Configuration Volley Tallgeese III does a barrel roll and fires a three shot volley. This volley IMO tracks a bit better. Tallgeese will ALWAYS roll to his Left unless you hold 6,9,or 3, in which case he will instead roll to his right. Try to use this when appropriate so that you can better manage your A ammo. You can Boost Dash or Super Vernier out of it. You CAN NOT 2B out of it. Ammo: None, does not take ammo from A. Charge Time: 3 seconds. [AB]Retractable Heat Rod A key weapon in Tallgeese's arsenal. This will be used to during melee combos and as a defensive measure when pressured by Melee suits. Master it's range ASAP and be mindful of it's startup. There are 4 different uses: [8 or 5AB] Tallgeese stabs forward with the heat rod, a successful hit paralyzes the target. Easily the WORST one as rainbow step means you whiffed. DO NOT use. [4AB] Tallgeese III whips towards his left horizontally. anyone hit is sent spinning to the left. If they hit a wall they will wall splat. if the opponent rainbow steps to your left this will smack them. If they went right, you're in trouble. [6AB] Tallgeese III whips towards his right horizontally. anyone hit is sent spinning to the right. If they hit a wall they will wall splat. if the opponent rainbow steps to your right this will smack them. If they went left, you're in trouble. [2AB] Uppercut whip sends them high and upwards. Can't really recommend this one either. Only use after landing a melee attack or BC. You can Super Vernier during or after all AB attacks. [AC] Meaga Beam Cannon: Barrel Extended Mode After a short start up fires a Gerobi. GREAT damage, no tracking, however it has good muzzle correction. This is your big daddy punish. YOU MUST MAKE YOUR OPPONENT RESPECT THIS TOOL. Ammo: 1 Reload: 12 seconds. reload begins once you have finished firing the beam. [bC] Summon OZ-12SMS Taurus The lovely Lucrezia Noin shows up and fires a BR shot with good tracking. If your opponent is hit they are stunned briefly. Suitable as a get off me tool. Ammo: 3 Reload: None. Once expended this assist will NOT reload until you burst, Make them count. [ABC] Burst Attack: Mega Beam Cannon: Critical Power Extended Mode While in Burst pressing ABC will make Tallgeese III Fire a huge gerobi from his Mega Beam Launcher, very long range, very good damage. Armor on startup --------- Melee Personally, Tallgeese III's melee is SORELY lacking. As a back unit you have no business doing melee unless it's a last resort and even then you should likely consider using your Heat Rod (AB) and getting the hell out of there. Your melee combos should be ONE melee hit, AB, get outta there unless you have a chance at a full punish. [5B B B] Basic melee slash with beam saber. can be done for a total of 3 hits. Nothing special. You can cancel to 2B OR any AB move at anytime and frankly, you should. [8B B] Stabs forward. pressing B again makes Tallgeese kick the enemy away and create some distance. On HIT You can only cancel to 2B AFTER the kick, pressing 2B anytime after you land 2B will make you do the kick. Can only combo to Heat Rod if you Boost Dash Cancel after the kick, and even then it is not worth it. [4B & 6B B B] side swipes slash, can be done for a total of 3 hits. mediocre and slow, please cancel to AB immediately as you are asking to get cut. You can cancel to 2B OR any AB move at anytime. [boost Dash B] dashes forward and slashes past the opponent knocking them upwards and pizza spinning them. immediately upon landing this move us an AB whip to land another hit or Super Vernier > 2B then quickly get out of there. [2B B] Ballerina Spin. Tallgeese spins and moves backwards can be used after A shots (useful to reduce recovery from airborne A shots), BC assist calls, B melee attacks that have not landed, any B attacks that have landed that are not 8B or any Super Vernier maneuvers. While grounded 2B moves you backward. if you press B again quickly, you will spin back but gain a lot of altitude instead. The second spin recovers fast. It is ideal to fire A and then 2B to quickly drop down, also ideal after a 2BB to A and then 2B once. While Airborne, 2B will spin backwards and make you descend quickly. Get into the habit of doing this after Airborne A, Airborne Boost Dashes or Super Vernier maneuvers, this will make you land quicker and can help off set recovery. --------- Things to test: -Tallgeese III Heat Rod goes through, and can hit past Zaku II Kai's Santa Balloon and will NOT trigger Santa explosion. Check if csA breaks tracking? --------- Extra stuff. artist credit here: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=27316816 Tallgeese III: http://gundam.wikia.com/wiki/OZ-00MS2B_Tallgeese_III Zechs Merquise: http://gundam.wikia.com/wiki/Zechs_Merquise
  21. Thank you very much for the information.
  22. Cancel Routes: While Armored: A -> csB csB -> AC AB -> A (significant reduction in boost consumption!) AB -> AC While NOT using Armor A -> BC AB-> BC csA -> BC (doesnt matter if multi lock) csA -> AB (doesnt matter if multi lock) csA -> AC AB -> AC (significant reduction in boost consumption!) AB -> A (HUGE reduction in boost consumption!) Any Melee > AC Will post strategy and stuff here soon Alex Guide by Mightfo: http://pastebin.com/vA1hTuvA An Anti Alex pastebin by Mightfo: http://pastebin.com/Hx1Ej5Lp Recommended Burst: Assault. Damage and major speed boost is fantastic for both Armored and Unarmored modes. (thank you TransientFaith ) Personal Notes: Alex is pretty fast, Her Assist is a volley not just one shot. make it a point to use it when it's up. 5B is great when unarmored as it gives you the chance to armor up and go in. Don't just throw out her BR (BC) use it to get punishes or after a 5B,B combo, this way you get the melee damage, you side step, you BC, you boost dash and get outta there. Armor should be used carefully, don't just go in and not care, otherwise your armor is gone and now you are FORCED to play safe as opposed to having the luxury of being aggressive -videos- http://youtu.be/M1BER4PTVdc Artist Credit: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=35845754
  23. RX-78NT-1 Gundam "Alex" (herein referred to as Alex) Pilot: Christina "Chris" Mackenzie Series: Mobile Suite Gundam 0080: War in the Pocket JP wiki: http://www4.atwiki.jp/arcgundamexvsfuvo/pages/85.html Armor: 300 Movelist [A] 90mm Gatling Gun Fires three shots per button press, however if you boost dash during the three shot burst you will stop firing. Holding the button down fires a maximum of 10 shots. Weak guidance. Ammo: 80 Ammo max Reload Time: 5 seconds. Reloads once all ammo is expended. [csA] Double 90mm Gatling Gun Alex fires a concentrated volley of shots from both arm mounted gatling guns. Be aware that when used, Alex will STOP any movement she was doing and fire. You can, however Boost Dash out of it. Seems to tracks better than A, the opponent has to boost dash/boost dash. csA can also Multi Lock, each arm aiming at a separate suit. Ammo: None. This weapon does not use up any of A's ammo. Charge Time: 3 seconds [AB] Summon GM Sniper II Two GM Sniper IIs appear and fire a three shot BR volley for a total of 6 shots. Some tracking. Ammo: 1 Reload Time: 12 seconds. reload begins immediately upon summoning assist. [bC] BOWA·Norfolk XBR-L Type-3 Beam Rifle with RX·C-Sh-05 UBC/S-0003 Shield Alex takes aim and fires a Beam Rifle. Knocks down on hit. Tracks. Enemy must boost dash or sidestep to avoid. Alex also brings up a Shield while firing and WILL AUTO GUARD. if timed perfectly you will guard an attack while firing. if a bit early Alex will guard but will not fire. I believe the guard ends just after she has fired. Ammo: 1 Reload Time: 5 seconds. Reload begins immediately upon firing. [AC] Equip Chobham Armor So long as Armor is available Alex will equip it. Changes your movelist and also slightly reduces your mobility as well as your red lock range. You plow through everything, beams melee etc. Melee attacks that hit you will deal damage to your Chobham's armor count (just like projectiles) but the opponent will be repelled as if you guarded. This move can be rainbow stepped. When the Chobham armor is broken, Alex stumbles a bit as the armor falls off. Note: will test if you can Boost Dash or otherwise avoid any recovery etc from the stumble. Performing AC does not consume boost and can be done even if you have no boost. AC Can be rainbow stepped. Armor: 100 Reload: 25 seconds. Reload begins immediately upon armor being broken. [ABC] Burst Attack Alex does a Shin Shoryuken, if Armor is available she will equip it during the rising portion, and purge it at the end. if Armor is not available she will still do the purge animation. Can be combo'd into from a melee. BEWARE! If your opponent does a full burst they will flip out of it. Movelist (Armor Mode) [A] 60mm Gatling Cannons "Vulcan Guns" Fires from the Alex' Head Vulcan. Has weak tracking. You must FACE the opponent or be moving sideways (Alex will be looking towards the opponent) otherwise you will simply waste ammo firing elsewhere. 4 shot burst on button press. 10 shots at full volley. this move will not make you turn to face the opponent. Ammo: 40 Reload: 5 seconds. [AB] Summon GM Sniper II Two GM Sniper II suits appear and fire a three shot BR volley for a total of 6 shots. Some tracking. Ammo: 1 Reload Time: 12 seconds. reload begins immediately upon summoning assist. [csB] Spinning Backfist Alex dashes forward and does a spinning backfist, crumples the opponent, can be Rainbow Stepped like other Melee attacks, do so quickly to allow melee follow up. Charge Time: 1 second. [AC] Purge Chobham Armor Removes armor, reverting to normal mode. Changes move list, increases mobility and red lock range. The range is short but purging the armor actually deals damage and forces knockdown on the opponent, this move can also be Rainbow Stepped. if you Boost Dash too early you will cancel the purge. Doing AC to Purge Armor DOES consume some boost, however it can be done even if you have no boost. AC can be Rainbow Stepped. [ABC] Burst Attack Alex does a Shin Shoryuken, Purges armor at the end. Can be combo'd into from a melee. BEWARE! If your opponent does a full burst they will flip out of it. --------- Melee Blash·XB-B-09 Beam Saber While in Green Lock range pressing B will make you draw your Beam Saber. If you do this while in mid air it will stop your movement and consume some boost. All Melee Attacks can be canceled into AC (Equip Chobham Armor), giving her plenty of opportunities for fancy combos. [Neutral B] Alex rushes forward and slashes. pressing B again will have her dash and slash past the opponent, this second attack electrocutes the opponent and forces them to their knees. Rainbow Step allows you to follow up. But as you're a 1000 you're probably better off letting your partner get a free shot while you re-position. [8B] Alex does a single slash that hits 3 times. Knocks opponent down. Simple and to the point. This is the best punish melee in my opinion [4B & 6B] Alex does a Slash towards her left, followed by a shoulder tackle that creates distance. The only worthwhile follow-up is rainbow step > BC (Beam Rifle). [2B] Uppercut slash, knocks opponent airborne. does not create much distance. Ideal for full on combo opportunities. [boost Dash B] Dashes forward and stabs. Knocks down. Example Combos: B, B, AC, rainbow step, 2B, AC, BC B, B, AC, rainbow step, B, B, B. 4B, B, rainbow step left, BC 2B, rainbow step left, B, B, Rainbow Step, BC Melee (Armor Mode) Fist + Blash·XB-B-09 Beam Saber Note: Unlike normal mode Pressing B while in green lock will make you throw a punch. you do not draw your saber. [Neutral B] Punches the opponent, pressing B again makes it a two piece, and pressing B again kicks the opponent away. Creates a good distance between you and the target. It is ideal to do a csB after the initial B here if you press and hold B from a moderate distance. [8B] Straight Punch. Pressing B again performs a shoulder tackle knocking the opponent down and creating distance. [4B & 6B] Backfist, ideal move to use csB. A second B press has Alex do a double downward slash with both Beam Sabers. [2B] Alex Dashes forward and flips the enemy like a pancake. This move is ideal to AC out of and then follow up with BC BE CAREFUL about holding down the button too long and executing her csB by accident. That can be a FATAL mistake [boost Dash B] Delivers a single punch sending the opponent away. BE CAREFUL about holding down the button too long and executing her csB by accident. That can be a FATAL mistake Example Combos: B B rainbow step 2B AC rainbow step BC 4B, csB, rainbow step 2B AC rainbow step BC --------- Things to test: - Confirm if you can Boost Dash or otherwise move while Alex stumbles from Chobham Armor being broken. -Suitable partners --------- Extra stuff. artist credit here: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=13372220 Gundam Alex: http://gundam.wikia.com/wiki/RX-78NT-1_Gundam_%22Alex%22 Christina Mackenzie: http://gundam.wikia.com/wiki/Christina_Mackenzie She says something specific if she shoots down Bernie (Zaku II Kai)
  24. Hmmm I guess I'll have to test it then. I'll make a note of that on the Zaku Kai thread.
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