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akai_GO

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Everything posted by akai_GO

  1. Aside from that, as we're now sinking more and more into suits I either don't really play, or DLC I don't own (and so cannot test in-game), I've kinda been slacking on translating/writing out the details on individual armaments and melee attacks/tables in favor of just getting the core information and combos put in place for all the suits, so that @Shtkn will then be more validated in graciously offering us a place to put all this data If all the suits have that core information I think it will look like a much happier and more legitimate wiki, and then I will begin the arduous process of going back and translating out the more fine details about things... Also, I'm still carrying out this process giving priority to suits that don't have any information done. The suits that have google documents done by BK all have page skeletons set up still that can be filled in, but since the google docs are there, they are lower on my priority list.
  2. Just wanted to put it out there for anyone else out there that may be reading: If there is a suit on the wiki page that doesn't have any work done on it, and you want to play that suit and learn some of its combos, and you read zero Japanese, I put the translations for what should be 95% of all of the things you would see on a combo page of the JP wiki. So you can actually try to look through it on your own while waiting, or even build a combo section on the wiki page yourself if you like: They are the very first thing written here: http://www.dustloop.com/wiki/index.php?title=Japanese_Wiki_Terms#General_Terms
  3. Ok, well I went in and did the combos. Trimmed some of the fat from the JP wiki and added some ones it didn't have that I found while testing. Hopefully that puts it in a nice enough shape until I or someone else goes back and translates the moveset details, melee tables, and tactics ><
  4. I posted this in another thread, but here is the wiki page: http://www.dustloop.com/wiki/index.php?title=Arche_Gundam_(EXVSFB) I got the basic stuff started. If you want to/can translate combos from the JP wiki page, your efforts would be appreciated :3
  5. Arche doesn't have a CSb, only a CSa. But if you mean just in general, well, honestly I'm just going to suggest that if you have only recently started playing the game, change the button configuration to something not the default pad config, so that you're not double charging with Sub (I'm assuming that is what's going on here. If you're playing on a stick, there's no reason you should be double charging without wanting to...) I actually just today started making the Arhce wiki page, but, I don't actually play the suit; I was just trying to finish out the 2500 cost suits. So it's not complete yet.
  6. This is a Vine showing Norn and Reborns using it: https://vine.co/v/OuYjYt5jt6M Nope, sorry, that's main-sub cancel. There's also a video posted in the Sazabi thread about it, and I know I've seen a Vine of 00 using it, but I'd have to dig way deep through that Vinebot to find it ><;
  7. So uhh...apparently this is supposed to be a hand demonstration of how to do the Sub-Charge cancel? Which, has been making its way into more and more gameplay videos it seems, and has been asked about here a few times now between different suits I think: https://vine.co/v/OBgP53zztX6
  8. List of MS adjustments for tomorrow's update (which also releases Nobel Gundam for public play): source Turn-A CSa: The charge gauge is no longer consumed if you cancel between the charging up to the shooting? Now carries momentum from prior to shooting. Sub (missiles): Max number of rapid-fire shots 3→4. Ammo 6→8. Proration lowered. Reload +1s. ​5AC (BR rapid fire - FB Sub): No longer verniers if used while standing. Cancel damage 40→55. 4/6/8/2AC: Cancel damage 40→55. BC (Kapools - FB AC): Now carries momentum from prior to using. Kapool’s health has been adjusted, and the guidance increased. 5B~8B followup: 1st stage’s Down value lowered 2B: The behavior from step canceling the landing has been altered (doesn't specify how) BD melee: 2nd stage can now cancel into both 8B and 2B. Sidenote: FB's [5BC] has been moved to 8BB, [8BC] has been moved to BD melee, and [2BC] has been moved to 2B. Apparently 5B, 6B, and 6BB can cancel into the 8BB attack. Melee→BC will apparently do the shield tackle. RIP bug cutter BD melee :'( ​Sazabi Mobility increased CSa: 1hit damage 27→28 CSb (nuke): charge time -0.5s. Explosion damage 1hit 13→16 (total damage 235→286). AC: reload time -1s. Cancel damage 1hit 14→16 (total damage 188→214). BC: reload time -2s. Guidance increased on both Jagd Dogas’ weapons. 5B: damage 173→182 4/6B~8B followup: fixed a bug where Main ammo was being consumed 8B: damage 80→90. Performance increased. On-hit float condition changed to be easier to followup. →A cancel route added (doesn't specify if this is BR shooting or something new) 2B: now carries momentum from prior to using BD melee: proration lowered. Total damage 172→187. Hyaku Shiki Red lock range increased CSa: →2B cancel route added CSb: attack added. Perform’s MA Mode’s CSa (rapid fire BR) Sub: guidance improved BC: Rick Dias’s clay bazooka guidance improved. Proration lowered. 5B: 1st stage 1hit damage 65→70. Final stage hit’s float condition changed to be easier to followup. 4/6B: 1hit damage 75→80 8B: 1hit damage 80→85 BD melee: 1st stage 1hit damage 65→70 MA and ~BC followup: Hyaku Shiki now boards the Dodai Kai faster. ​ MA Mode Mobility increased AC: Dodai Kai’s travel speed increased. Down value increased. Explosion 1hit damage 20→30. 5B: Down value lowered ​​Crossbone X3 Common Changes Main: ammo 6→7. →2B cancel route added. CSa: startup speed hastened Sub: guidance and travel speed both raised AC: Widened the attack priority while spinning the whatever thing EX Attack: 1st stage’s stagger effect lowered? Performance raised. Normal Mode Changes CSb: length of time it cannot be activated increased +2s? →BC cancel route added. BC: performance increased Safety Kaijou! Changes Mobility increased BC: performance increased All melee attacks: performance increased ​Red Frame (2000 Cost) Main: ammo 4→6 Sub: guidance and travel speed both increased. →AC cancel route added. AC: movement speed increased BC: →AC cancel route added 5B: Proration lowered (total damage 223→239) 5B/BD8B ~8B followup (BaCUE head): damage 18→27. Down value increased. Proration lowered. 8B: →AC cancel route added to 2nd stage 8B~2B followup: 3rd stage hit effect change, now allowing followup. →AC cancel route added to 3rd stage hit as well. EX CSb: 1hit damage 165→180. Travel speed increased. ​Blue Frame Mobility increased CSa: can now defend against more kinds of enemy ranged attacks. Speed at which the gun itself appears hastened. Travel speed of bullets increased. CSb: damage 170→190 4/6BC: Down value lowered 8BC: damage 224→231. Down value lowered. Proration lowered. 5B: damage 154→169. On-hit effect changed so that the length of time before the target can ukemi recover has been increased. 4/6B: damage 146→157 4/6B~A followup: Proration lowered. On-hit effect changed to be easier to followup. 4/6B~A~B followup? max number of hits 6→8hit. 1hit damage 15→14. Down value lowered. 8B: damage 132→144 BD melee: 2nd stage’s hit effect changed so that the length of time before the target can ukemi recover has been increased. ​Gold Frame HP 580→600 Rate of EX gauge gain decreased. Red lock range increased CSa: charge time -0.5s Sub: →AC cancel route added AC: reload time -2s BC~8B followup: 3rd stage 1hit damage 115→135. Proration lowered. 2B: startup speed hastened. Performance increased. BD melee: 2nd stage hit float condition changed to be easier to followup. ​Gun-EZ Mobility increased Red lock range increased Main: →AC and →BC cancel routes added Sub: reload time -1s. Proration lowered. 8AC: proration lowered 2AC: proration lowered 4/6B: 2nd stage hit float condition changed to be easier to followup EX Burst startup V-Hexa Gundam: amount of time it follows you +5s. Movement speed increased. Internal stiffness after attacking lowered, and can now attack twice? Beam guidance increased. ​Roux's Zeta AC: fixed a bug in how this attack’s hit affected the target Shooting~BC followup: fixed an error where under specific conditions using BC followup attack caused MS to move at a high speed. Addendum: I tried investigating in FB and reading the MB wiki what is the deal with Turn-A's CSa charge gauge change, and also X3's Safety Kaijou startup time, and am not 100% sure. If you have better understanding of these two things, please post.
  9. Only random or specific songs. The suit-specific stuff works in offline Arcade and FB Missions as well, but not in Free Battle.
  10. Follow the link in my sig and then look at my GBF folder. If you have requests for anything other than those, then let me know.
  11. I actually just now came here to ask about Force Impulse's BC Super Leap a la https://vine.co/v/MU35Tr0piAq. So it's not something that's MB-specific, it's just a super tight EX activation?
  12. I thought the opposite was true, that each stage of Arcade counts for a deployment, but...I haven't been able to re-locate yet where I read that... I also can't remember now if selecting "random" in arcade grants 1 star to each suit or only to the first suit you deploy as...I'll hop over to my US account where I think I don't have 1 star or better with everyone to try and test this out later today. Confirming: selecting random for arcade mode does not award you a deployment star, for whatever reason.
  13. I sometimes look for this while playing ranked and find it and then forget where I found it and have to look for it again, so I figure maybe I should just post it here: Amount of Points Needed To Rank-Up Online source 1 source 2 民間人: 0 Points 新兵 10 Points 二等兵 50 Points 一等兵 100 Points 上等兵 150 Points 伍長 200 軍曹 300 曹長 400 少尉☆ 550 中尉☆ 1300 大尉☆ 2000 少尉2 700 中尉2 1450 大尉2 2200 少尉3 850 中尉3 1600 大尉3 2350 少尉4 1000 中尉4 1750 大尉4 2500 少尉5 1150 中尉5 1900 大尉5 2600 少佐☆ 2800 中佐☆ 3800 大佐☆ 4800 少佐2 3000 中佐2 4000 大佐2 5000 少佐3 3200 中佐3 4200 大佐3 5200 少佐4 3400 中佐4 4400 大佐4 5400 少佐5 3600 中佐5 4600 大佐5 5600 少将☆ 5800 中将☆ 7300 大将☆ 8800 少将2 6100 中将2 7600 大将2 9100 少将3 6400 中将3 7900 大将3 9400 少将4 6700 中将4 8200 大将4 9700 少将5 7000 中将5 8500 大将5 10000 元帥☆ ????? 元帥2 ????? 元帥3 ????? 元帥4 ????? 元帥5 ????? I think there's maybe 2-3 people in the world ranked at 元帥2 as the top right now?? I'd have to go back and check. Also, while I'm at it I guess, since it's buried somewhere in the Q&A thread Deployments Needed to Gain Star Proficiency on a MS ★ 1 ★★ 100 ★★★ 300 ★★★★ 500 ★★★★★ 1000 Note that "deployments" means (as far as I have seen) any mode except Free Battle, and means 1 round played (not deploying multiple times per round).
  14. So, I was revisiting the Impulse page, and wanted to try to make it not so overwhelming to read everything at once...I put the separate modes' movesets, details, etc in separate collapsible boxes, and that makes it a lot better I think with regard to choosing which mode you want to look at one-at-a-time, but I still wonder - what I'd really like to try - is similar to how the JP wiki treats this Is...there a way to line up tables side-by-side at the top of the page, rather than one under another? Like: Pilot/Suit Info Introduction [Force Impulse] [Blast Impulse] [Sword Impulse] EX Burst Tactics [FI Combos] [BI Combos] [SI Combos] And those first three tables contain the movesets, cancel routes, and detailed discussions of movesets. On the JP Wiki, in actuality when you click on one of those Mode "tables" it just moves to a new webpage dedicated to just that mode, which, is an alternative option too I guess (although, I do like how we have all the information available on one page without having to switch back and forth between pages for equipment change suits). Possibilities? Thoughts? If you want to see the difference between what I had done originally and what's there now, Luna's Impulse is still in the previous layout.
  15. Adding my thoughts to this: 2k is the roll that commonly plays the support role to a 3k - many rear, some a little more forward than others. I've found myself playing a lot of 2k support since I started playing online, just as a way to get a better view of a battlefield and feel for the pace of matches. Kshatriya, Rozen, Delta, Hambrabi, Zeong are sorta the undisputed kings of this role I think. Delta and Hambrabi have excellent mobility, but this comes from learning how to properly use MA mode. Kshatriya, RZ, and Zeong all have really good range, and Kshatriya and RZ especially have a number of tools that are able to really affect the spacing of a battlefield and how the enemy team is able to move. In the "tier" under that, I tend to think X2, F91, GP01, and I guess Gunner Zaku are very solid units. X2: I've kinda come into a love affair with this suit. Pros: Crazy long red lock range (third longest among 2ks behind Heavyarms and Messala); CS stuns, moves decently fast with good tracking, and is hard to see coming by an enemy; Sub cuts tracking and launches the enemy; a gerobi with decently fast startup (and again, range) for burst damage, and the ABC cape gives you some extra life and can provide you some landing insurance. Overall, its toolkit just meshes really well with a lot of suits I've found. Learning how to take off and put on the cape for movement/fall speed and freefall cancels is kinda an important point, but learning the freefall cancel techniques of Kshatriya, Zeong, Delta I know are equally important. Cons: Lowest health pool of 2ks along with F91 once cape is removed/stripped, so if caught in a bad situation it's easy to wind up overcosting your 3k front. X2 does though have pretty good self-defense from its CS and Sub. F91: Pros: Very agile, and has a LOT of ammo and options for barraging a battlefield. CSa and Sub full hits are forced Downs. MEPE is basically Zero System. CSb can fend off assists, and is easy and quick to charge. Cons: Again, the low health concern. Also, while it has a lot of ammo to shoot, it doesn't really have much in the way of "burst" damage to contribute. Red lock is on the lower end of mid-range, so you gotta make sure to play close to your partner (not necessarily a "con"). No freefall cancel techniques. GP01Fb: Wadydoo already mentioned this one. Pros: Fantastic mobility and evasion capacity. Good CS. Cons: Similar to F91, no real source of "burst" damage, just a barrage of beams. Red lock range just slightly above F91. Self-defense is a little iffy I think... Gunner Zaku: I don't really play this suit, but play against it enough to know its merits. Pros: High-end mid-range red lock, Main shot downs, Sub stuns, bendable gerobi for CS, the missiles from her assist have some pretty good tracking I think. While nothing really stand-out, I've played against people that produced some great mobility out of this suit. Cons: Low ammo count of Main means you can't be over-dependent on it, and you really need to learn its startup properties and how to tag people with it consistently (like how important it is to learn how to snipe with Cherudim/Dynamas). All 4 of those offer really straight-forward, stable gameplay I think, and are easy to pick up for learning how to play the support role. All allow you a chance to get a good look at a battlefield and the pace of the fight (X2 and Gunner Zaku moreso than the other 2). Worth mentioning: Nina/Throne Drei can be extremely annoying to fight against when played by a person that knows how to put themselves in hard-to-reach places and just run the partner-Zero System. It's not really a standard suit for learning how to play support, but itself is a really good support unit I think.
  16. Vines of Nobel's Berserker Mode EX attack and CSa appeared in my twitter this morning CSa: https://vine.co/v/OzxppElVj3M (described by poster as having shit performance) EX attack: https://vine.co/v/OzxU5IuXa5Q (by held press regens up to 100 HP. single press 30HP) Edit: I've been informed that the way her EX attack(s) work is that in Normal mode using the EX attack is what activates Berserker Mode, which you will remain in for the rest of the match. In Berserker mode using the EX attack (for the second time in a match) is what will do the health regen thing.
  17. I've been using BD8B in the wake of yeah, I don't think there was a firm consensus made lol. But I've been doing it in the mentality that if ever asked to change it I'm happy to. Regarding AB/Sub, AC, BC. I have done...all of those things lol. When I make the moveset tables and attack details I write (for example, God): [AC] Special Shot - God Field Dash (GFD) In writing combos I either use Sub/AC/BC, or I specifically say in a note at the very top "I'm going to use GFD in these combos", and also introduce that sort of terminology at the beginning of the wiki page in the introduction.
  18. I see question marks alongside damage values, down values, even proration values all the time on the JP wiki. I also frequently see people post a range of damage in situations like you're describing. When I'm testing the stuff I usually do the combo 3+ times to see if I consistently produce the same damage from the attack/combo. If I do, I put that number, and then comment next to it in the notes section about scenario restrictions/concerns (altitude, walls, angles, step direction, whatever) if it seems important or helpful to know. Just put a note, and I'm not nor is anyone else I think going to crucify you
  19. I actually just last week while translating/testing discovered that nifty little trick, but yeah, it has the stiffness you mentioned. But that's extra interesting now seeing it's possible to BDC before the stiffness really hits hard, while still getting the guidance cutting.
  20. It's definitely referring to boost [C] which by default is (X) on the pad, but yeah, it is the first time I've ever seen a sentence specifically refer to pad notation. But so you're saying it's like the swerve momentum from [4/6AC], step-cancel flip, but then pressing X once will immediately BDC the flip, keeping the guidance cutting but also the swerve momentum? I still don't really understand the core concept of what this is trying to say lol
  21. I wrote (translated) probably 90% of the Norn page, but the Tactics/Partners is the one part I didn't do (since, I was doing it at the same time that both the FB and MB wiki pages for it were being done, and so there really wasn't any kind of tactics or partner considerations stuff written to translate). I don't know if it was Mikel or Skill, someone from the Skype lobby better than me, and then I went in behind it and just did grammar clean-up. Like I said a few posts up, I extremely shy away from writing tactics about anything given how new I am in the PvP area of the game. I'll translate some stuff from the JP wiki, but I definitely never try to inject my own opinions of "experience" (see: lack of) into any of it. That being said...the wiki is open to edit. If something seems wrong, I openly, strongly encourage people that have been playing the game longer to jump in and do some writing. I can translate some Japanese but don't feel qualified to give opinion on strategy. If others out there can't read a lick of Japanese but have played the shit out of the game and understand it, well there's the opportunity to contribute to the project, you know? I've actually started marking the pages that have everything but the tactics sections written to more easily identify them.
  22. But Sazabi doesn't use Sub to do this o_O it's not ステップ? dumbness. サ not ス lol. Still, I don't know why Sub is included in this situation. But @theMAC: The way you describe seeing the ammo flashing makes me feel like it's just a timing thing, and you're just doing a little to slow?
  23. I added a LOT of those today Gyan, Arche, Susa...anything that has a [D] next to it should have full templates set up now.
  24. I started both of those pages yesterday, but they are not completed, no I did though look at Gyan's wiki page and combos and made a post in the Gyan thread regarding them for you.
  25. Rashikal requested some combos, so since the wiki guide hasn't been made for this suit yet, I'm dropping some here from the JP wiki. Note that I don't play Gyan at all so someone might be better to expound on this list below. Top Damage Combos [5AC]>>8B>8B 265 It seems the way to do this is to [5AC] at close range, then the first 8B knocks the enemy into the cage where you then hit with the second 8B? 8B>6B>8B 261 Need some degree of slope or elevation so the enemy doesn't ground out after 8B. 8B>8B>8B 276 Definitely requires some altitude, or a wall BD8B>5BB~8BB>8B 253 Forward-step, then back-step Damage-Efficient Combos 5BB~8B>5BB~8B~A 238 Back-step seems to be most consistent transition. 5BB~8BB>8B 246 6BB>8B>5/6/8B 246-250 Use back-step for first transition, then forward-step for the second. Cut-Resistant Combos .5BB~8B>8B>2B 244 Back-step, then forward-step. Doing >8B finisher just brings the damage up to 246. 6BB>8B>2B 238 Back-step, then forward-step ​ I was kinda surprised to not see more combos with BD8B or ~[bC] used, but I guess that's just because you sacrifice so much cut resistance why bother? But so far as just making max damage combos I suspect incorporating these can make a number of other combos that cross the 260 or higher threshold. Just my general notes from the 20-30 min I spent messing around on Gyan: 5B, 5BB, 5BB~8B, 6B all have an ~A followup that doesn't consume Main's ammo. 5BB~8B~A in particular seems like a really nice tool. 5B, 5BB, 6B all have ~[bC] followups that acts exactly the same as BD melee, where you can rapidly tap melee to stack hits and damage. 5BB~8BB: nice double uppercut tool. It seems you want to use back-step as your transition out of it in combos. 6BB: Very fast, ends in issen. It seems very inconsistent though with regard to followup if you use anything except back-step. Otherwise you'll often just wind up swinging at open air, facing away from the enemy, rather than turning around and going back. 8B: Grinds, so the point at which you forward-step out of it will affect damage in your combos. 2B: Doesn't deal as much damage as 8B, but seems to be great for adding cut resistance to the end of a combo.
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