-
Posts
359 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by akai_GO
-
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
akai_GO replied to brett_'s topic in Gundam Extreme Versus
Ahh ok, that makes sense, thanks! And the topic of potential "whiff" combos - "whiffing" it seems like is maybe backstepping or other wise somehow moving before one hit hits, and then somehow following up with the rest of the combo string? -
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
akai_GO replied to brett_'s topic in Gundam Extreme Versus
So I'm - again - going to ask a noob question here: whenever I'm reading through the wiki, these numbers and discussion regarding "down value" and "cutting"/"cut resistance", what are these exactly?? I think they're maybe fighting game (of which I don't really play at a high frequency or skill) terms? Is down value the amount of damage that it does when an opponent is temporarily grounded and you that one allowed extra hit, or is it some sort of measurement of the ability's knockdown strength? "Cutting" from seeing you guys talk about it seems to be the ability to "cut" around an ability using your melee? -
Rather than just post this in the couple of suit-specific threads I mentioned it in, for the benefit of anyone that might be coming in new to the game and not have any habits formed: I've discovered a greatly increased quality of life in playing the game by changing a couple of button mappings if playing the game with a PS3 controller instead of an arcade joystick box. Chief among these changes is changing my L1 button to beam rifle (default Sq). There are a number of melee combos that end in CSa that provide great damage and knockdown. However, these can be very uncomfortable to try and perform with the default controller setup since you only have your one thumb trying to manage Sq, X, and Triangle. Impossible without awkwardly bringing down an extra finger. But mapping BR to L1 allows you to charge the CSa while using your left hand to input direction and your right hand to just manage boost and melee. Similarly, I'm currently trying out changing my melee (default Tri) to R1. This is a little more situational decision that helps with making Cherudim or Heavy Arms slightly more playable since they have ranged abilities instead of melee. Also one of the middle phases of one of the Extreme Gundams has missiles instead of melee. But basically if you are in retreat mode and out of your main ammo, it can again be a little uncomfortable trying to retreat boost and use Tri to shoot something back. R1 is much more comfortable. If you implement both of those changes you've now put yourself in a position that you have two fingers and a thumb dedicated to default X, Sq, and Tri instead of just one thumb. You can have much better control over whether you charge CSa or CSb (for suits that have both but one that charges faster than the other). "So what about the abilities you just unmapped?" Well the subweapon on R1 technically doesn't have to be mapped for the game to allow you to play. CPU command/message send on L1 for some asinine reason does have to be mapped (you will get an error message if you try to leave the menu with it, shooting, melee, or jump not mapped my friend in the US showed me via picture lol). I remapped my CPU command to L3 for the time being, but am probably going to move it up to Triangle and put subweapon on Sq since X->Sq is a much more natural position and reach for the thumb than X->Tri. Want to do this but don't read Japanese? The button configuration ボトン設定 can be found typically third from the bottom on the pause menu of any screen. From the main menu it can be found as the second option in the Option menu. From there you have 4 configurations to choose from at the top: コントローラ (controller, green), ジョイスティック1 (joystick 1, orange), ジョイスティック2 (joystick 2, red), and カスタム (custom, blue). The options for the buttons are only a list that you can choose from. Going right, the order of these commands is: - 射撃 格闘 ジャンプ ターゲット切り替え 指令・通信 射撃+格闘(サブ) 射撃+ジャンプ(特殊射撃) 格闘+ジャンプ(特殊格闘) 射撃+格闘+ジャンプ(EXバースト) 一番近いターゲットに切り替え - (blank), beam rifle, melee, jump. change target, CPU order/message, (sub), (special shot), (special melee), (EX Burst), change to closest target I mean, you can choose to try it or not, especially if you've already gotten used to playing the game in the default control manner. But for what it's worth, I've found making these changes greatly increases the ease of playing the game and a higher level. Having L1 be shoot instead of CPU alone has been an immediate game-changer in my book, and I kinda feel like an idiot for having not done this long before now...
-
[FB] Cherudim Discussion: Targeted and Firing!
akai_GO replied to Z-0010332536893's topic in 2500 Cost Suits
So after kinda complaining about this I just realized last night "idiot, you can remap the buttons so that melee IS R1 instead of Triangle" and that has made playing him much more bearable. Now if ONLY I could've had the option to do what I originally looked at the button config for - mapping shielding to L1 XD -
Is this...a question directed at me, or...? lol If you link me to or send me a base file I can do some sound file editing. But, if you're asking for one to just be made, from scratch, I don't have the programs to do that ><
-
Damn Bamco, just...damn... Hexa is an EXACT clone of Victory the only difference being having Gun-EZ as a summon instead of herself. And now that I see that Elle got released as 1k, I think I'd rather buy Kamille's Mk II... "Disappointment" does not articulate enough my sadness about this DLC batch @Allen: Wait, were you just BS-ing that Shining Gundam being 1k and having Rain as pilot, or is that a real datamined/leaked thing??? It being in the cover art of Maxi Boost I was expecting a lot more than a 1k suit...
-
[FB] Full Armor/Enhanced ZZ Gundam General Discussion: Anime Ja Nai!
akai_GO replied to MikelAL93's topic in 2500 Cost Suits
I did some reading and video watching today looking to see if there's any kind of rule or trend to when should you use CSb to armor purge to EZZ, and it seems to vary based on playstyle and necessity. I tend to hold onto it until I'm nearing probably 200 health, but I saw some players that would use it from the beginning, I assume for the increased mobility of EZZ when facing quicker opponents. I'll have to try re-reading through the wiki to see if it has any word on this... -
[FB] Hi-Nu Gundam General: It's not for show!
akai_GO replied to AirMaster's topic in 3000 Cost Suits
Yeah, funnel barrier in EX attack absorbs some ranged damage, but only up to a certain threshold I guess, as I have definitely been shot out of my EX attack a number of times before. -
[FB] The Banshee Thread - What can I do to please you, Master ? :)
akai_GO replied to Setsuna Yuki's topic in 2500 Cost Suits
A shortlist of significant combos: Unicorn combos: 234 BB8B→AC BnB combo 233 4BBB→AC Basically any common combo ending with B→AC will net you 203-234 damage 175 AC>>BB→BC Stun from AC makes this a more reliable source of damage. 165 BR>>AC→BC For conserving BR ammo. NT-D combos: 287 BDbBBB→8/2BC>2B→2BC>BC 282 4B-5B-8B→8/2BC 273 4B-5B-8B→BC 251 BDbBBB→4BC>BC 251 BDbBBB>A _____________________________________________________________________________________ I wish I could have played Arcade Banshee back before the boomerang nerf And even with the Ex Burst-->NT-D change, my 3k Unicorn is still jealous of the amount of NT-D uptime and NT-D combos Banshee gets. Super can be hard to hit with, NT-D combos are complex, but a really satisfying suit to play. Also, I did not know that about the 2B→2BC> chain. 320 damage?? That's filthy lol. -
I don't really understand the question either...the music files in the game are ordered in the same way that the suits are ordered. Example being all the vanilla Gundam stuff is first, then Zeta, then ZZ. But like, 0080 and 0083 that chronologically are between Vanilla and Zeta are at the end of the list same as their suits are (why that is who knows...) But when I upload my stuff I just put what series it's from as the album title, and then when you go to do the custom BGM album name is how the stuff is compiled and presented. EDIT: Forgot to say the whole reason I came into this discussion. I'm not sure what you guys are doing for "looped" songs, but I have a lot of just full-length versions of the Gundam songs that I use (since most matches don't ever go past a few minutes, I've never had to have a full-length song repeat in a match). That being said though, I do have some tracks that I've edited to either shorten or repeat parts to fit better in the game - most notably Wings of a Boy, and some Gundam Unicorn and Attack on Titan stuff - that I'd be happy to provide if anyone wants them. And if there's a track you particularly want edited somehow I can do that too.
-
[FB] Hi-Nu Gundam General: It's not for show!
akai_GO replied to AirMaster's topic in 3000 Cost Suits
Really?? Huh...given his heavy reliance on funnels and limited melee variety (and now the new charged shot), it just screamed "back row suit" to me. -
[FB] Full Armor/Enhanced ZZ Gundam General Discussion: Anime Ja Nai!
akai_GO replied to MikelAL93's topic in 2500 Cost Suits
My comments on gameplay and combos that I had posted though: Having used a stopwatch starting from the moment FAZZ drops out of the firing animation for Hi-Mega Cannon (AC), it takes 10s to go from 1→2 ammo (confirmed in JP wiki), but I kept getting ~9s to go from 0→1 ammo. On paper that seems like a lot of time I know, but between BR, Sub, and layering CSa/mCSa, you'll find that you almost always have at least one BC when you want one. And then you get a permanent HMC as CSa in EZZ mode that charges in 2.5s. So the availability now of HMC in FB from EXVS is truly staggering. FAZZ HMC damage tops out at 252, EZZ HMC tops out at 195. FAZZ has super armor during HMC startup, EZZ does not. Sub cancelling from BR is handy, but you should really try to be conservative and smart with your Sub ammo for its guaranteed knockdown. It's in valuable for keeping an opponent locked down and creating double lock opportunities. But only 4 ammo in each mode, 7s/shot reload in FAZZ, 9s/shot reload in EZZ. You want this ability to be available when you need it. EZZ as you might guess has a noticable increase in mobility and boost efficiency over FAZZ, as well as more melee combo routes. On that note: FAZZ Melee 356/352 BC→B>EX 353 BC→AC>>BC→B>Sub ??? BC→AC>>BC→AC This is basically going to be the melee combo you do in FAZZ mode. The only other one even worth mentioning is 2B>BC→AC just for its mobility benefit. You can get a cancelled sub, or one hit of a 4B following BB, but basically all of FAZZ's melee attacks hit with such force that you can't string them together for anything. To do the above combo successfully, you need to start your BD basically immediately when the beam hits. If you let the HMC beam put basically any launch on the target, you won't be able to reach them for the follow-up. Also worth noting here is a reminder that just like HMC, FAZZ has super armor in the start up of BC; EZZ does not. EZZ Melee 359/352 BDb>>BDb>>BDb>EX 351/321 2B>BC→B>EX 312 BC→AC>>BC→B>Sub Same note as above that you need to BD for the second BC Basic points to remember about EZZ melee: both 4B and 5B cancel into both A and AC. Use 4/6B as a combo opener over 5B though. BDb cancels into sub. Chase or shoot BC→B throws. 2B and BDb FAZZ/EZZ are not by any means melee-friendly suits, but you should learn how to use it effectively should you be forced into a position that you have to defend yourself. BDb is going to be your best tool for closing ground. The most important - and truly vital - technique to learn is using 2B for movement. Using 2B on FAZZ/EZZ is like using the 2BC bunny hop on Exia - it provides quick vertical movement, making you harder to follow and hit, and can mess with the opponents camera if used above and out of angle. 2B will also be your best self-defense ability for encroaching melee. At least for EZZ, both of these abilities get a huge boost in speed during EX Burst, and you can get 4 hits (up from 3 regularly) before downing an opponent. Do not neglect these during Burst. EX Attack The Giant Beam Saber has huge range at hits like a damn truck. Unfortunately, I've learned it can also be sidestepped very easily. For this reason it's really important that you try to only use it at the end of a combo string to not waste its insane damage. BC→B or BDb are the best options. Summary One of the slower and less agile suits in the game, but this guy is all about big damage and has some combos strong enough to kill a 1k suit in a single string. Melee and mobility get better in EZZ mode, but still rather limited compared to most other 2500 cost suits. Learn how to move to conserve your health and just blow people away. -
[FB] Full Armor/Enhanced ZZ Gundam General Discussion: Anime Ja Nai!
akai_GO replied to MikelAL93's topic in 2500 Cost Suits
The current info on the Enhanced (armor-purge) ZZ is incorrect - that's the EXVS info. FB EZZ has Hi-Mega Cannon for CSa, and Zaku-Head Zeta assist for BC. Also, the current wiki link goes to the Zeta page, not ZZ XD Cancel Routes FAZZ A→Sub, BC BB→Sub, AC BDb→Sub BC→A, B, AC EZZ A→Sub, AC, BC BB→A, BC BDb→Sub AC→Sub, BDb You should read Burgerkong's translation of the JP wiki that he is busting his ass over and presents all the combos I had originally posted here and more in a much cleaner layout than I had: https://docs.google.com/document/d/1YHs6a5qpoac5aKLw8ZYnS1KsQywkdtnADoiyGi73xmE/edit -
[FB] Cherudim Discussion: Targeted and Firing!
akai_GO replied to Z-0010332536893's topic in 2500 Cost Suits
I've been thinking about using Cherudim as my go-to 2.5k support suit - great team player with the shield bits and the quickness and range of the sniper rifle; supporting fire is tight so you're not risking lighting your teammate up with a gerobi like FAZZ or Gottltran (even his Trans-Am CSa gerobi is in my opinion very controlled firing); funnels; CSa release has some great movement and overall the suit has great mobility...but what really irkes me is his pistols - specifically using them with a PS3 controller. There's simply no way to use them comfortably. So what I wind up doing is just holding Triangle for half a second before pressing and holding R1 to finish charging it - but while I'm doing that I'm basically dead in the water unless I deployed my funnels (rifle bits, whatever the hell they called them in that series). If I'm having to retreat and am out of both sniper and missile ammo, well I can't press Triangle to shoot my pistols while fleeing. Dynamas' setup where his pistols are R1 are much more ideal and comfortable to use. Dynamas also has a CSb instead of CSa that (if you are able to wait for it) grants you infinite redlock range. They both have missiles. And Dynamas has actual melee that he can use if you somehow wind up in the awful situation that you have to (whereas Cherudim has rifle, counter, or die as his options). When you consider all of that, Dynamas comes out looking like the better option...except, the reduced damage, health, and total ammo count (plus I think the funnels are a much better support utility than the master gundam wings and super sniper). Just...God I wish Cherudim's pistols weren't such a pain to use with a PS3 controller. Maybe I'm wrong in thinking that I should be using them; maybe I'm wrong for playing this game with a controller instead of arcade box setup, but I think this is a great support suit that unfortunately can be frustrating to play with a PS3 controller. And to reinforce a point: I feel like with both Cherudim and Dynamas I wind up more often in the bad trap of doing nothing while charging CSa or CSb - trying to conserve sniper ammo for open opportunities - than I do actually providing support. -
From the Wiki: normal, Trans-Am, EX Combos I can't do well or at all: 384 BC(2-4 hits)>BC(activate Ex before last hit)>>BC>>BC>EX Burst 378 BC(2-4 hits, Ex)>BC(to last hit)>>BC(to last hit)>>BC(to last hit)>EX Burst 358 8B(4 hits)A→BC(last hit)>>BC(last hit)>EX Burst 354 8B(4 hits)A→BC(last hit)>>BC(last hit)>>CC8BBB 308 8B(2-4 hits)A→BC(to last hit)>8B(1 hit)A→BC(last hit)>8B(4 hits)A→BC 277 8B(3 hits)A→BC(last hit)>>BB8B(2 hits)→AB Combos I can do well: CC8BB>8B(2-4 hits)A>BC BBBBB>EX lol I'll be the first to say I have no idea how people could possible count how many hits they've landed during his BC spin cycle or 8B move...but basically the bread-and-butter points to his melee style as I've seen it: pressing A during his 8B or 5B string throws little daggers that make you hop back to setup for your next combo. The final hit of the BC spin cycle does great damage so a lot of combos end with it. BBB8B ends in an almost ghost strike that does a knockdown. Both CC8B and 8B close ground quickly and can be chained to knock an opponent into the air. 8B has surprisingly good reach. Combine these things in ways that best match your situation. I thought I'd gotten good with Exia...until I played online. The people that play Exia well online are definitely among the best I've seen with regard to using vertical space, putting you in awkward firing angles, and closing ground on you. Using the BC hop, sidestep slides, fuwah, all essential in this. Maybe with more practice I'll get there, but it's hard for me to motivate myself to put that much online practice into a 2k cost front position suit >< It seems most people in general use B Burst online for the mobility and boost, but Exia I think is among the few exceptions that A Burst is favored (along with the G Gundam units for similar playstyle).
-
[FB] Hi-Nu Gundam General: It's not for show!
akai_GO replied to AirMaster's topic in 3000 Cost Suits
Tactics-wise, this has been my go-to back role suit up to now, but I've seen a number of posts and other threads where people were asking about other suits (Talgeese, etc) and the wiki suggested them to act as supports for hi-nu. Have I been totally wrong in my using this suit as a support role? Or is it just a case of "this suit is good as a support for a 3k cost suit" and hi-nu is just a 3k suit that meshes well with that suit? -
[FB] Hi-Nu Gundam General: It's not for show!
akai_GO replied to AirMaster's topic in 3000 Cost Suits
Most of his high damage combos end in CSa: 8BB→CSa, CC8B>8BB→CSa, CC8B>CC8B→CSa...which is not at all easy to do with a PS3 controller ____________________________________________________________________________________________ For that reason I always just stick to CC8BB>CC8BBB. Fast execution, good damage, keeps enemy airborne. CC8B>CC8B→CSa does 248 according to the wiki CC8B>CC8B>BZ does 242, and pressing L2 at the end is a LOT easier to do than try and hold Square while doing that melee combo >< ____________________________________________________________________________________________ EDIT: I've realized as of last night that it can be much easier to do combos ending in CSa by mapping L1 to main BR instead of CPU command/battle message transmission. The CSa itself has great distance and homing and is a Godsend addition to the EXVS hi-nu, in addition to Psychoframe now no longer leaving you at 0 funnels once it expires. -
More unrelated: I can't believe we didn't put "chikara wo kase!" in the title of this thread XD
-
Unicorn mode combos (RX-0B posted a couple of these, I'm just providing the supposed damage values with them): 314 CC8B>EX 244 CC8B>8B>A 243 8B>8B>A 2BB>2BB>2BB does 223, but also is really good I think for knocking an enemy out of play because it's quick, chains them really high into the air, and ends of course with the knockdown stun as the fall back to the ground. 2BB>2BB>A does 232 damage for slightly less knock-up/fall distance. 2BB>2BBB I'm not sure the damage, but also good for locking down an opponent. The first two will leave you with half your boost gauge, the third will leave you with 3/4 boost. Unrelated, something I was looking into today though was trying to find a Unicorn mode variant of the NT-D CC8B - something that can quickly cover ground. Unicorn CC8B is fast, but I feel leaves me really vulnerable to fire if using it to pursue. 8B seemed to have comparable closing speed and distance, but easier to rainbow dash or change direction out of. I started looking into this because I've been finding myself in situations online where both I and an opponent will both be low health, close in distance, and they will melee pursue quickly such that I can't seem to reliably connect with a beam rifle and will get the killing blow leaving me thinking "man, I should have tried to melee pursue them instead". But I haven't really had success with using 4/6B in those situations either to try to get the first hit...
-
Regarding NT-D combos, I read the wiki and it said his CC8B>BBB >> CC8B>BBB comes out to 317, not 286 (well, they put 4BBB instead of BBB now that I look at it again). Still, something that has me kinda confused is how a couple of the moves (and the conversation here also) seem to imply that you can get more than 1 hit out of CC8B, and I don't see how that is possible. Anytime I try it it just does the dash cut-through. Related, because of it's carry-through, I can never directly cut-back with it to connect into another combo string - neither by rainbow stepping or even trying to CC8B again. The only way I can connect with a BBB is after he lands, turns around, and then goes after the person still spinning in the air. But...I've only done this in practice and haven't gotten to try it online really faithfully, but the spin CC8B leaves them in appears to be one of the ones you can recover out of, so I feel like you can't reliably connect with a follow-up if that is the case. That being the case, for what it's worth, I agree with the sentiment that BBBBB does a great amount of damage for how simple it is to input, and you know every strike is going to hit unless you get shot in the back. I've been using BBBB→Sub→B that does 269 damage (according to the wiki) reliably since vanilla EXVS, but have been falling back to BBBBB spam a little since the Sub→B animation can leave you exposed if your partner doesn't have the other enemy on lockdown... 278 damage for CC8B>BBBB→Sub→B, but given my current uncertainty of the CC8B, it's just a 9HP difference between including it or not, so it makes me just use the combo without it (though I recognize that if I could do it faithfully the speed of the BD8B and then a quick cut-back would make a hard target to hit). BBB>4BBB does 271 damage apparently and is probably the second easiest input behind B-spam given it's damage output. I guess to stop rambling, tl;dr: I understand the incredible chase value of CC8B, but I can't seem to open combos with it, and there are NT-D combos that do very comparable damage without using it and with easier inputs, so...why? For what it's worth, highest damage NT-D combo I saw was CC8B>EX Attack for 320, but I have doubt in that...
-
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
akai_GO replied to brett_'s topic in Gundam Extreme Versus
commenting briefly on the minor topic about online play: I've been surprised to find that I like Ranked Play more than I like the free battles. I was really worried about stepping into ranked and just getting my ass kicked, but in the little bit I've done I've found much more consistency and fairness in the skill spread and matchups in ranked versus unranked. It's actually be unranked where I've gone into some shuffle rooms and had some guy multiple tiers above me come in and tear me a new one. I haven't done team hold yet because I just haven't gotten a chance to try and get my friends or any of the couple people living here in Japan too in there to practice with. So...yeah I was really self-conscious about my foray into the online game bringing my partner down and frustrating people, but I feel like Ranked offers a much more even slate for people to stand on. If a player is awesome from arcade/EXVS experience and just starting their account (which, is incredibly unlikely at this point that the game has been out) they're just gonna rise up and rank out, and then you're typically left people at the same skill tier as you. Edit: Although, I guess this doesn't really speak to the attitude or anything of people online, if that was the point. Unless you're actually communicating to your partner somehow I'm not sure how you'd divine this if you're just playing in shuffle settings. But I guess it's like someone else said that upper tier players just know that lower tier players gotta earn their stripes and sometimes you get one as a partner :/ I mean, I openly admit to being new blood online, but even I can tell quickly when I'm playing against people who are the ones who are more experienced ones and who are the noobs like me (or worse than me) just in how they move on the field. -
[MB] The Maxi Boost General Discussion Thread
akai_GO replied to Setsuna Yuki's topic in Gundam Extreme Versus
So...question of opinion for everyone here: I know from the cover art update Shining Gundam is expected to make a return; do you guys think more G suits may come out for this installment? I know this being Bandai it's silly to not think that the suits that get brought in either a) already market and sell well in Gunpla or other media, or b) are units Bandai would maybe LIKE to bring more marketing value out of, and characters from G other than what is already present maybe aren't high on those lists in Japan, but...I don't know. G Gundam isn't like my favorite series, but given the genre of the game it just seems like a missed opportunity to me that suits like Maxter, Rose, Bolt haven't been in a game since GBA2 with the potential that is there. And then I look at the character list and see how much SEED is in the game -_- -
I'm also hoping against hope that Hexa winds up delivering something besides frame shooting, and some better use of V-Dash equipment than Victory gets...I feel like if she comes out as a 2k it's possible, but again, hope against hope XD Even if it's 1k I'd settle if it just has different movesets from Victory...fun little suit but I'm not sure it's viability in elevated play matches. Also hoping Elle's Mk II offers something between Emma's and Kamille's - maybe a 2k that isn't balanced around the Super Gundam cd, with better melee, but I'm totally prepared to be disappointed in this.