Jump to content
Dustloop Forums

akai_GO

Members
  • Posts

    359
  • Joined

  • Last visited

Everything posted by akai_GO

  1. A and CSa, their proration rates aren't known because they both are 1hit downs, and after you down an enemy and they recover proration resets (also after 3s of no attacking passes). What you're describing about hitting with AC and BC in a combo sounds like a matter of Down and not proration (how much less damage the next attack in a combo does). I don't have the proration for the combos all written out (just the core attacks), but I did just update the wiki page's combo section with a number of AC starter combos, as wells as filling in the 2B section I'd forgotten previously.
  2. Yeah if you want a trap setup or melee intercept before you start your combo [AC] is typically better than Sub. Sub does 2.0 Down/-30% proration, while [5/8/2AC] does 0.2 Down/-4% proration per hit, and [4/6AC] 0.6 Down/-10% proration per hit, so is much kinder to your next attacks. Although, you should get much better damage out of using →CSa finisher rather than just >A, and it charges fast enough that you can go zero→full during most combos.
  3. That's a really handy chart. Indeed the JP wiki doesn't list what its Burst bonuses are (among a number of other suits), but I see no real reason to doubt the validity of the chart. I can't read the Chinese versions of the names, but it looks like they are just in the same order as they appear on the roster in-game.
  4. That's a really handy chart. Indeed the JP wiki doesn't list what its Burst bonuses are (among a number of other suits), but I see no real reason to doubt the validity of the chart. I can't read the Chinese versions of the names, but it looks like they are just in the same order as they appear on the roster in-game.
  5. Dustloop Wiki Page Adding other things (will continue to add to this until someone comments after me) 1) There seems to be no cancel proration into Sub weapons. If someone has seen different let me know. 2) The final hit launch of 6B grinds (4hits: full hit 178, immediate step cancel 151). Also, while the full hit definitely leaves 53% in proration, I've done the math numerous times and have gotten values from 89-45% proration when step canceling early o_O 3) The final hit launch of 8B does not grind. 4) MGaAP: As long as you are able to get at least a 2hit out of it (which is very easy to do across all my testing) this winds up being a better combo finisher than [bC]. It takes only a fraction of the time, does more damage, and still has a launch or a very high launch depending on if you 2hit or 3hit with it. Not only is it faster, you can whiff →BOP to freefall out of it if needed. BR→MGaAP is also a better Down tool than BR zunda imo. Only a 4 damage difference, it doesn't require the nuanced timing of Beam Magnum, consumes way less boost, and (again) very high launch. If there's one negative aspect about MGaAP though it's that it prorates extremely harshly (-40%/hit). So even though it's very easy to followup, any followup hit isn't going to do shit for damage. 5) [bC]: Two [bC]s will do more damage than a full hit MGaAP, but this obviously has even poorer cut resistance than just one [bC] and so must be exercised with great caution. If you only have room for one more hit at the end of the combo, and are out of MGaAP, 1x [bC] is your #2 damage dealer, but I still think unless you are sure you won't get cut that BM is the better option. If you get cut before the explosion then not only did you just eat damage, but the grab only does 40 damage (and that's without proration. At the end of a combo it'll only be like 20) - not even half of BM damage.
  6. Edit: Scratch that. Both 8B and 6B launch from the 3rd stage, I don't know what I was thinking. But 8B does get you slightly more damage even though they prorate at the same rate. It does, however, Down faster (I don't know the exact values yet, but 5BB>8BBB downs the opponent, while 5BB>6BBB does not). Update: the two have the same proration values but 8B has a final Down value of 3.0 while 6B is 2.9, so in that combo the 6B version just barely doesn't down (0.1 point remaining). It also has that great shield priority, but the startup of the priority can be a little slow. Also, the JP wiki says something about leaving some space between MGaAP shots to allow for some muzzle correction, but I'm not sure how you're supposed to somehow manually do that. It seems to just fire on its own...
  7. Again making the humble request that if you buy any of the new DLC tomorrow that you contribute any info you collect to their wiki pages Banshee Norn Strike Rouge Ootori Re-GZ
  8. In short, learning the range of his main and CSa are absolutely vital. If you can hit consistently with these, it's a quite effective, quite annoying to fight machine. If you can't hit consistently with it, the worth you are contributing to the fight drops considerably I think. Your red lock range is based on your Sub, so you can't totally rely on it to tell you if you are in range or not, unless I guess if you look for the cross-hairs to also appear. If you fall short of range and an enemy just back-steps out of it, you're completely exposed to counterattack. Also, if it is left to its own devices and allowed to get into a 1-on-1 against an enemy it also can be quite effective, but it takes some work and some partner assistance to get these opportunities.
  9. I was doing some playing around tonight with the 2B~A attack just for fun, but I wanted to put it out there that I realized that while it certainly doesn't do as much damage as a →CSa finisher, 2B (alone) does put you in a very fast fall state instead of leaving you sitting frozen in midair for a period of time (long enough to be easy to cut) unless you spend boost like the other two do. It works kinda like a not-quite-as-good Red Frame FC finish. I say it doesn't do as much damage, but honestly in the cases I tested it was only a loss of like 7-12 damage at the end of the combo. 2B~A doesn't put you in as fast or immediate a fall as 2B alone does, but it still falls much faster than ending a combo with CSa, and even if you Down an enemy and the MG whiffs, the hop-back adds cut resistance that CSa lacks. I'd also kinda forgotten about the A→2B and CSa→2B cancel routes. A→2B seems to me to be a pretty solid melee intercept option, and CSa→2B, again, just provides an option for negating the stiffness of the shot (like GP01Fb's CSa→BC).
  10. No, they are all there. Honestly though they can be a little difficult to both search for and find. The simplest and most effective method I've found for doing this is like, I'll type ガンダム into the search bar, and when the list of everything Gundam pops up, Lacus's IJ is the very first thing in the upper left corner. Click on her, and from there you can find a button that is like "go to this game's (EXVSFB's) page", and on that page all of the DLC is there in one place - no searching, no filtering, no complication.
  11. Actually the manual doesn't actually explain the concept either. Page 5, section 4, the Japanese above the lock-on indicator pictures just says "hey, your lock-on indicator will change form to let you know the condition of the enemy, so you can act accordingly" and the Japanese at the bottom of it is just explaining that the double lock icon immediately to the left of it means that you are currently targeting the same target as your partner. The lock-on icon in question here is the 格闘間合い内 one, which is "within melee interval". Nothing beyond the icon title is said about it :/ So...knowing that different melee have different reach/chase ranges, it may just mean that whichever melee attack of yours that has the shortest range, is in range, and so obviously all your other melee attacks are in range of hitting too. 間合い means interval/pause/space, but 間に合う is a verb that means to be on time for/to meet. The stem of the verb is 間に合い. Since Bamco seems to like using strange Japanese in patch notes and other places sometimes, I'm assuming 間合い here is them just abbreviating 間に合い, and using that to mean "to meet (to hit)" Sorry no more info than that :/
  12. What I've found so far going through the wiki: Ranged: Reload times slightly increased (1-2s) Melee: Damage slightly decreased Sub: Hyper Bazooka→BH Blade [bC]: BH Blade→GX Equipment Swap Hyper Bazooka (GX): Cannot be mortar-fired like Jamil's X-DV can. But from talking to people in the Skype lobby the most significant difference reported seems to be an overall drop in mobility due to not being able to brake cancel by BZ anymore. [bC] doesn't touch the ground so you can't use that, meaning you have to use a harmonica blade (1 ammo/7s) or worse your harmonica beam (19s reload). So you wind up not pressing as hard with X-DV as you would with Jamil, playing much more conservatively with the weapons and relying much more on GX's standard boost dash movement for stability. I haven't committed to buying the suit yet though; this is just what I've gathered from translating and listening.
  13. I don't think that's the case...if you look at the shitaraba thread, posts #194 and #241 are different lists, from different IDs on the same day. #241 and #320 seem to be a double post - same ID, same day, same list. #366 is a third different ID and list, same day as other two. #427, #614...all of these are different IDs, many on the same day.
  14. Linking to a single post though is just a single post, by a single person. You can't take just one list as the list. That's why the previous updated I'd done an average of like...seven or eight lists in the thread over the course of a couple days. I just hadn't had time to sit down and do it again with this most recent update :/ Also, someone remind me, when they JP crowd makes these lists, are S/A/B/C supposed to be based on the suits' toolkits, or or how it stands against other suits in the same cost tier. Because I know when FAUC first came out it was put as an A tier suit, but it hasn't had any changes since its release (other than an art update) that should drop it down to B if the lists are based on the suits' toolkits...
  15. Man, that face when searching for images of Altron for the thread and 90% of them are of Endless Waltz Altron, and a remaining 9% are of model kits...
  16. Because I got the impression from the other threads that a lot of people intended to and were really excited about getting this new MS. Here is the wiki page for all of the core information: http://www.dustloop.com/wiki/index.php?title=Altron_Gundam_(EXVSFB) If there's anything you feel should be added to the page (comments, combos), by all means please do. Other than that, let questions, answers, and discussion be had here!
  17. I thought I posted it but I guess I never did. I have both a lyrical and instrumental loop of StarRingChild done if anyone wants it
  18. While still not totally sure I'm gonna buy her as a Strike replacement, I'm going to just come out and say: I'm a big fan of that HUD art. I don't care what anyone thinks of me for saying that.
  19. DLC tomorrow!! Shameless plug: if you are getting any of these suits, please consider contributing data or information to their Dustloop wiki pages. The skeletons are all set up and ready to go: Altron GX GF Mina I'll be getting Altron, and maybe GX, but I very likely will not be getting GF Mina to test stuff on. The JP wiki pages seem to be working under the assumption that the melee of X-DV mode and GF mina will be the same as their current implementations, so we might catch a break in that regard, but that can't be 100% confirmed until tomorrow.
  20. Here's the actual Dustloop wiki page that has yet to have info transposed into it if anyone has interest *wink wink* http://www.dustloop.com/wiki/index.php?title=Gundam_Virsago_Chest_Break_(EXVSFB)
  21. Banshee Norn MB PV ReGZ MB PV Strike Rogue Ootori MB PV Strike Rogue looks...really slow in that PV... :/
  22. The FB group by the Singapore guys posted a translation of a patch that is apparently on the way: Here are the system changes they are going to make for the upcoming version 1.06. Player Match: - When you create a room it will remember your previous created room setting. - When the host decides to close the room, they now have a option to close the room after everyone finishes their current match. Remote Play: - Some modes of the game is now Remote Play compatible. You can view Replays, Catalog, and Gallery with your PSVita. You can also play any mode without 2P, i.e. Single Arcade, Single Free Battle, Offline Mission mode. However there will be lag, and they don't guarantee you will be playing in a smooth environment if you decide to play it in those mode. Remote Play will not support any mode that deals with online pass. BGM Settings: Premium G - If you have installed the Premium G sound track, you will see it listed in the personal BGM section as #69 - 103, with #99 - 101 unable to be customizable. - You can now select the Premium G sound track directly in free battle mode. Custom BGM - You can now customize BGM # 53- 68 (menu bgm, etc, previously not customizable) Replays - custom BGM will be played in your replays. Favourite Units: - You can now also set your EX Burst when select your favourite units. Screen Options: - Buttons have been changed in this option. Source: http://exvsfb.ggame.jp/sp/info/info.html
  23. Next week's DLC PV is out: http://www.youtube.com/watch?v=FHJnGNhKKq8
  24. I'm not sure if it's a summer campaign or something but when I was at a-cho last week the price was 50¥ down from 100¥
  25. I for a while now have been quietly holding the belief that Bolinoak, Palace Athene, and Byalant are suits they're holding in their pocket I guess for a rainy day, considering they're already in the game as CPU adversaries and even have trophies already in for the FB missions. Also, what's the gold one, Akatsuki? Actually I'm kinda really surprised the 2500 Gold Frame is being added before Akatsuki makes a return from the PSP game. Plus Blitz, Dreadnoght, Strike Ootori...I figured for a while Akatsuki would be the next SEED unit added to the series and soon FOUR units will have been added that weren't it XD
×
×
  • Create New...