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Densuo

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Everything posted by Densuo

  1. I figured it would since Alex in armor goes through it, but I guess Alex's armor is different than God Gundam's Super Armor via Good Finger
  2. Just want to note that BC will NOT blow through Zaku II Kai's 2B Santa Balloon. Domon gets stopped cold.
  3. JP PSN: DensuoJP Region: East, New York playtime: Sundays and mondays. suits: 2.5k: Tallgeese III, Cherudim, Freedom 2k: Gundam Mk II 1K: Zaku II Kai, Alex, Ez8
  4. Noticed this myself while I was goofing around in mission mode. Thanks.
  5. Apologies. I always mix up the lovely numbers. XD corrected.
  6. Cancel Routes: A -> AC A -> AB A-> BC AC-> BC Strategy - Personal Notes: I feel you should play this Suit just like he did in his fateful battle with Gundam Alex, setting traps. USE COVER you are fragile, your weapons are sub par, your assists do NOT reload and your 2 key weapons, Grenades and Santa are unorthodox. Use cover to not take unneeded damage. This suit has pretty good speed. when using Grenades I feel the best way so far to put them to use is as you are moving forward to attack. NOT Defensively. I find it far easier to time a detonation and place them in key locations much better when I am able to effectively move forward and throw the grenade where needed. I find the MG to be more for moving forward as well and forcing movement. If you know the opponent has lots of Assists (Like GunEZ, Gundam Throne Drei, Ez8) make it a point to use Santa Balloon (2B) constantly to make their Assist calls useless if they look at you. They last 7 seconds. That's 7 Seconds worth of control towards YOU. This can mean the enemy ignoring you and allowing you to further set up traps with Grenades. Be mindful of your directional inputs when throwing grenades you want them somewhere that allows you to detonate and be a threat. Example: You are moving towards your right, but you want your grenade to go straight ahead. LET GO of the pad/stick and throw the grenade. Close range: 8B. leave. It's one hit. it knocks down. My preferred melee. ccB is acceptable. it's one move. In and out. 4/6B for a full punish. 5B is worthless if you ask me. It takes too long and it leaves you vulnerable since it makes you airborne avoid this at all costs. -Video- http://youtu.be/LfSWTWLNkRQ artist credit: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=32347485
  7. MS-06FZ Zaku II Kai (herein refered to as Zaku Kai) Pilot: Bernard "Bernie" Wiseman Series: Mobile Suite Gundam 0080: War in the Pocket JP wiki: http://www4.atwiki.jp/arcgundamexvsfuvo/pages/86.html Armor: 330 Movelist [A] MMP-80 90mm Machine Gun Machine 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. Uses: a three shot hit will stagger, if you were to fire a 10 shot burst and land them all you will deal full damage (unless of course somewhere you triggered a knockdown) [AB] Grenade "His grenades let him sort of "ignore" the normal flow of punishes in the game. 3k with lots of boost left and not in zaku2's vector? Doesn't matter, grenade." - Mightfo IMO Zaku Kai's best tool, a single grenade is launched, if stick/pad is neutral the grenade goes straight ahead. 9, 6, or 3AB will throw a grenade towards 9, likewise 7,4,1AB will throw a grenade towards 7. Be aware 1/3AB will make him turn around first THEN throw the grenade if your back is turned to the target, otherwise if say you are walking forward and then you 1/3AB you will turn while throwing the grenade normally. 8AB makes the grenade go farther out as opposed to neutral AB. 2AB makes the grenade not go out too far in front of him. As long as you do not have your back turned to the target you will not incur additional startup during 2AB While in Burst AB throws all three grenades out at the same time in a pattern of 789. 2AB still makes them go less far out, but 741 or 963AB does not affect direction pattern. Ammo: 3 Reload Time: about 4 seconds. Reloads upon ammo being expended. The reload time will NOT start until any grenades that are out in the field have been detonated, in other words once the boom STARTS not ENDS the reload starts. [AC] Summon MSM-03C Hygogg Calls 2 Hygoggs to fire a straight firing rocket. Staggers on hit. Can boost dash out of it. Looks like it recovers fairly quickly. You can call it again immediately upon the Hygoggs leaving. Ammo: 4 Reload: None. Only reloads when you activate burst. Regardless of what burst you use (half burst, blast etc) it will always restock to 4. [bC] Manual Detonation Manual detonation of any and all grenades (AB) as well as 2B's that are active on the field. Can be performed in air. Can be boost dash canceled (grenades will still detonate even if you Boost Dash Cancel before Zaku Kai completes the ducking animation) BC consumes boost if done in mid air. it will also slightly slow your descent a bit during it's animation. Even if you over heat you can still repeatedly perform BC. [2B] Santa Balloon Bernie leans forward and plants a Santa balloon that goes forward VERY slowly. Anyone hit while in the middle of a melee animation is paralyzed. anyone running into it otherwise are made to kneel for a moment. Great for countering reckless melee attempts, watch out though, as rainbow steps will avoid it entirely. Can block shots. When a Santa is out, if the enemy is targeting you, Assist Calls, be they Melee or Shooting WILL target the Santa. Doesn't matter what lock. When a Santa is out, if the enemy is NOT targeting you, Assist calls will NOT aim at Santa. This will not cover for your team mate. Santa stays out for 7 seconds, after which it will explode, It will damage the enemy in the unlikely chance of them getting caught it its explosion. Ammo: 3 Reload time: 10 Seconds. Reloads upon all being expended. Even if Balloons are in the field, the reload will begin. [ABC] Burst Attack While in Burst pressing ABC will make Zaku Kai throw a grenade forward, it has Super Armor during the animation, this grenade throws out five pillars. --------- Melee Dat Heat Hawk. [Neutral B] Dashes forward for a swing. Can follow up two more times. as the combo proceeds you go up in the air, the third hit slamming the opponent down into the ground a moderate distance away. [8B] Overhead Chop. Single hit. Knocks down. if you have an opening you can rainbow step and land an OTG (off the ground) hit afterwards, but IMO going for the followup hit isn't worth it. [4B & 6B] a sideways chop, pressing B again follows up with a kick that creates more distance than Neutral B [2B] Just a reminder that this is Santa Balloon. Not a melee. [ccB aka Boost Dash B] Dashes forward and slashes once for 2 (3?) hits. sends the opponent flying about the same distance as Neutral B combo --------------- if you do A while your back is turned you will do Turn Around A. During Turn Around A you will stay afloat and fire your Machine Gun. THIS EXPENDS BOOST. Canceling the Turn Around A to AB will cause you to fall as normal. --------------- Things to test: Melee vs Santa Balloon -Tallgeese III Heat Rod goes through, can hit you past it if you are in range, and will NOT trigger Santa explosion. -Gundam Alex while in Armor barrels right through. -GP02 Charged Saber is stopped in his tracks. -God Gundam's BC is stopped cold. *REQUIRES FURTHER TESTING IN HYPER MODE* -Confirm best burst -Suitable partners --------- Extra stuff. artist credit here: http://www.pixiv.net/member_illust.php?mode=medium&illust_id=1889161 Zaku II Kai: http://gundam.wikia.com/wiki/MS-06FZ_Zaku_II_Kai Bernard Wiseman: http://gundam.wikia.com/wiki/Bernard_Wiseman Pretty sure he says something specific if he shoots down Christina Mackenzie (Alex)
  8. One thing I noticed is that activating Psychoframe instantly recharges your funnel count to 18 even if it at 0 ammo. I noticed also that the funnel count simply resets to 12 at end of psycho frame if it was at 13+ it does not drop to zero. EDIT: Just to be clear. If you have 13+ ammo count on Funnels after Psychoframe ends your ammo count drops to 12, anything less than 12 remains at that count.
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