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Everything posted by akai_GO
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[FB] Full Armor/Enhanced ZZ Gundam General Discussion: Anime Ja Nai!
akai_GO replied to MikelAL93's topic in 2500 Cost Suits
Man that came out a lot lengthier than I thought it would... As a huge tl;dr for that: I think 6BB> is the better defensive melee option, and BDb>> is clearly the better offensive option. If you want to use BC, I recommend canceling into it from 5B or 4/6B. I also recommend ending combos with 8B instead of Sub. You won't get as much damage out of it as you will with other combos, but if you want to use CSa, it's also a lot safer canceling into it from 5B or 4/6B. Yes, there are moves that start with BC→AC>> that can do over 300 damage, but I have found that they are not very consistent, and have pretty poor cut resistance. If you want reliability, there it is in the post above. -
[FB] Full Armor/Enhanced ZZ Gundam General Discussion: Anime Ja Nai!
akai_GO replied to MikelAL93's topic in 2500 Cost Suits
I was doing some combo practice on E-ZZ today and doing some wiki reading, and wanted to post a couple things learned. First, E-ZZ ammo awareness: BR: The BR has a static reload time of 1 ammo/3s in both FA-ZZ and E-ZZ forms, but your ammo drops from 7 to 5 in E-ZZ. It also does 10 less damage, but honestly that's considerably less important than having 2 fewer shots. Sub: Ammo count (4) and damage (120) remains the same in both forms, but the reload time in E-ZZ increases from 1 ammo/7s (rough) to 1 ammo/9s (painful). Add this to the fact that the whole reason you are probably in E-ZZ mode in a match is for its mobility so that you can survive because you're getting near or straight-up are low on health. So it should be plainly clear that you have got to - got to - be selfish and efficient with this ammo in E-ZZ, using it when a closing enemy is low on boost or dreadfully close, because its guaranteed knock-down is what is going to let you keep running and keep living. AC: (Zaku Head Zeta assist): 40 damage/hit (up to 120), 12s reload. Can cancel into BDb and Sub, cannot Amekyan from it. So that's 10 rounds of ammo. Ten. We can look at it in a 12s window (AC reload time) and you get 4 more BR and 1 Sub reloaded in that time for a total of 15, but the point I make here is: you will realize you can spend this base ammo pool very quickly, and if you do that all you're left with is a 2.5s charge shot that can be side-stepped quite easily and leaves you completely vulnerable. More simply put: you're in a really bad position when you run out of this ammo pool. Now, maybe you are in E-ZZ mode because your partner overcosted - maybe near you or maybe on the other side of the map right next to an enemy - and you need the mobility and ammo to try and close out a game. The need to be aware of the changes to your ammo pool from FA-ZZ is not any less important. It also leads me to the main point of this... Understanding E-ZZ melee: 5B: 3-stage attack that does 60/116/173 damage, 1.7/2.0/3.5 Down. Second hit is a small upper, last hit knocks the enemy so far away that you'll only get a fourth hit is by rainbow stepping to do BR/Sub/AC or the first hit of a melee, but the enemy may get up before you can even do that. You can cancel into BR/CSa/ after the first or second hit. 4/6B: Also a 3-stage attack that does 60/116/170 damage, 0.85/1.7/2.6 Down. Similarly, the last hit knocks the enemy pretty far away making it very limited in what you can follow it up with. You can cancel into BR/CSa/BC only after the second hit. So you see that both attacks do the same amount of damage in the first two hits, and you also should step cancel after the second hit to make longer combos. Both have a BR/CSa cancel route. The difference is that 4/6B does considerably less Down than 5B. Also, 4/6B swings completely around and so has vastly superior cut defense than 5B. It seems to have slightly faster start-up time than 5B, but they're really close... All this considered, I think you should always choose to start combos with 4/6B. Pretty much the only good thing I can see about 5BB is the small upper if you want to utilize that. BDb: Very quick, does 100 damage, 1.7 Down. Slightly lifts the opponent, so multiple BDb in a row actually lifts and drops the enemy a fair distance. The range/reach though isn't so great, even considering this is actually the optimal chase move for E-ZZ. 8B: This move is actually 3 micro-hits that do 35 dmg/hit, 0.7 Down/hit, but it apparently tops out at 99 dmg instead of 105. Although a lot of the wiki combos end in Sub, 8B does very comparable (sometimes more damage) and doesn't spend your precious Sub ammo. It's also really accurate and has a long reach, so I really recommend using this over Sub as a combo finisher. 2B: discussed above how this is really a valuable tool for moving and messing with your enemy's camera. BC: trying to open with this move now is very risky. It moves a little faster now, but you don't have the super armor startup that FA-ZZ has with it. You're much better off canceling into this from 5B or 4/6B if you're going to use it. Now, it's pointed out above that all of your high damage combos are going to start with BC→AC or BC→B. The issue with this (as I've already briefly commented on) - and why I was doing some melee combo practice in the first place - is that both of these are really tricky to follow-up. Besides the fact that you have to BDC out of both of them to get a followup attack, BC→AC requires you to BDC at some point during the gerobi such that you can't really know how much Down you've just put on the enemy, and the BC→B throws the enemy such a distance that really the only attack you can semi-reliably followup with is BDb - and that isn't really that reliably because there is an inherent height difference between the two attacks leaves your BDb often missing unless you put a lot of practice into perfecting that timing. So, BC→AC does 238~249 damage (which is very respectable) and BC→B does 120 damage. The BC→AC alone can be worth it for the damage, but if you do BC→B and fail at doing one of the couple of good followup combos, you've just left easily over 100 damage on the table that you could have done easily using a basic melee combo. On top of this, even when I have done a few of the super high damage combos I've not been able to consistently produce the damage values the wiki reports for them... If you're a really dedicated FA-ZZ player for mastering the super high damage combos, awesome. If you're a casual FA-ZZ player and need to know a couple of simple, very reliable E-ZZ mode combos, here are some for you: Combos Note, these are written using 4/6B, but using 5B instead both before and after the first step cancel will produce the same damage. 233 6BB→BC→B>8A>A (This is easier to hit with than >>BDb) 225 6BB>6BBB>8B (the majority of this damage comes from 6BB>6BBB which does 211) 223 6BB>6BBB>Sub (>8A is basically the same damage, still downs opponent, and doesn't use up your Sub ammo. Use it.) 223 6BB→BC→AC (BC→B does 194, →A does 178. This is a downgrade in damage from BC→AC, but the approach is much safer) 219 6BB>6BBB>A 215 6BB>6BBB>AC 209 6BB>6BB→A 209~219 6BB>6BB→CSa (6BB→CSa on its own is 206) 244 BDb>>BDb>6BB (BDb>>BDb does 180) 240 BDb>>BDb>>BDb (This finishes considerably faster than >6BB) 237 BDb>>BDb>8B ~222 BDb>>BDb>CSa -
After working on the wiki some, I decided it might be better to have this as just a commentary rather than a focused point in the OP: Regarding playing as Launcher Strike, it plays basically just like Luna's Gunner Zaku Warrior, except slightly...less. Gunner Zaku's main has 3 ammo instead of 2, does 120 damage vs 110, and its CSa charges in 2.5s compared to Strike's 4s. Reload time on GZ's main is 4.5s/shot compared to Strike's 6s/shot. While Strike's missiles may be more accurate than GZ's hand grenades, two abilities are dedicated to vulcan cannon shooting and are very underwhelming, where Luna has a couple of assists and the great beam tomahawk. Both units have 600HP. GZ feels slightly more agile than Launcher Strike. So yeah, Gunner Zaku, but you have noticeably less room for error with your ammo count and reload times. The reason you'd pick Strike over GZ is if you want the options and benefits of Sword Strike melee and I.W.S.P. overall power that GZ doesn't have. ______________________________________________________________________________________ Also: I've tried to catch them, so there should be few, but if you spot differences in word usage between this and the dustloop wiki (link at top of OP now), the wiki page should be considered the correct version, as that is what I've put more focus into since the project was started, and assume the threads will be more about more specific questions/discussions now
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[FB] Sinanju General Discussion: Press SUB to do a Barrel Roll!
akai_GO replied to imDraxx's topic in 2500 Cost Suits
Barrel roll rockets do not, asteroids do, and EX cuts tracking at the start, but not during. I have the part about EX in the wiki page, I'll make sure the part about asteroids get added. -
Oh you can edit font color?? No, I have to promise that I won't abuse this lol
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[MB] The Maxi Boost General Discussion Thread
akai_GO replied to Setsuna Yuki's topic in Gundam Extreme Versus
re: Full Armor Unicron. This...this is my everything. This is what is going to make me comb every corner of this city looking for an arcade with this game. I don't care how bad or how good he winds up being XD -
So...do we feel confident that Bamco is going to continue to release monthly DLC beyond these datamined suits? It was my understanding that they wanted to implement a lot of DLC in FB compared to EXVS because of how well it has gone for them, but I know all the datamined stuff released up to this point was already on the disc right? I just ask because I haven't been able to find a PSN card here less than 3000¥, and I just don't want to buy one, and then only buy a couple of things and then they stop releasing DLC and I have 2000¥ just sitting there...I know they make 1000¥ cards because you can buy them online, but I can't seem to find them anywhere o_O
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Alrighty, thanks for the reply and comments I've started the Sinanju thread (since I was already working on Sinanju for BK's docs) and was just waiting to hear if you wanted it as one page or split before typing the whole thing out XD http://www.dustloop.com/wiki/index.php?title=Sinanju_(EXVSFB)
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...that...would be awesome but blatantly OP if NT-D automatically popped its i-field generator to become impervious to funnel and beam weapons (although the i-field is different technology than the psychowave hack), or even if it just like heavily decreased tracking on them like Zero System or MEPE XD Maybe a Full Armor abil- no, I'm not even going to imagine something like this happening, it would be too good.
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On initial start-up it releases a psychoframe explosion that jams (nearby) funnel weapons, and its NT-D BC has the ability to stop funnel weapons, but it's not just simply impervious to funnel weapons while in NT-D. Skill mentions on the previous page though you should avoid doing either of these just for the sake of stopping funnels. What I don't see mentioned anywhere is exactly what newtype/funnel weapons it will and won't stop: will stop: funnels (hi-nu, nu, sazabi, quebely, etc); SF's dragoons; bits (Cherudim?, Quan[T]?); fangs (Arche, Throne Drei?); Xi's funnel missiles. won't stop: DX's G-bits, Turn-X separation parts, Zeong's wired hands, etc (includes RZ's wired hands also?) it can stop: Nu's FF barrier and Cherudim's shild bits, but only if you hit them right before they assemble. It won't deactivate these shields once they are in use. not sure: Ex-S INCOMs. Wiki doesn't say, but I'm assuming these fall under the wired guidance category and so cannot be jammed. Also not sure if the enemy still loses the ammo spent or not if you successfully jam their attack.
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Yeah, RX-78-2 is a good example of that JP wiki is kinda a mess to read through with all the specialized notations going on it between JV1~3, BC, BZ, different AC's etc, before you even get to the notes and discussion. If we're going to use it, maybe it would be good if you're writing up a suit that has some special notations like that you just make a brief introduction of those terms at the very beginning of the page? God Gundam off the top of my head is another example of a suit with a lot of specialized terminology used on that page.
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Followup questions: 1) Suits that have mode changes that have entirely different wiki pages dedicated to them (Sinanju, Unicorns, Strike...), do these need to be made separate entries on our new wiki? Or just put it all on one page? Is there some kind of collapsible table function?? 2) I...don't supposed there's any chance we can get the captchas to ask more Gundam-related questions over fighting game questions..? "how long is a frame in seconds?"???? >< edit: apparently it only asks a few different questions, I can just memorize the answers to that many XD Edit #2: Can we maybe officially in this thread establish what we're going to do for writing a/main/BR, ab/Sub, ac/BZ. I know we all know these interchangeably, but perhaps for a consistent view across pages...uppercase/lowercase? In that vein, official stance on are we going to transpose all combos from the JP pages, or just essential ones? JP notes vs personal notes? Muzzle correction values?
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[FB] RX-178 Gundam Mk-II: Slapping fools on and off the field
akai_GO replied to Densuo's topic in 2000 Cost Suits
This is the biggest thing stopping me from playing Mk II...I know that the suit is centered around G-Defenser use, but I don't know what to do when I go into G-Defenser mode. Do I try to charge gerobi? Do I use faster charge missiles instead? Do I just stick to BR and Sub? Seriously the moment I pop it my brain goes "uhh...what now??" and I always feel like I just waste it... This is probably why I was hoping at least one of the DLC Mk IIs would be a 2k more centered around standard armaments and better melee >< I think DWG3 just gave me unfitting wants for the suit in this game... -
[MB] The Maxi Boost General Discussion Thread
akai_GO replied to Setsuna Yuki's topic in Gundam Extreme Versus
lol wow, I know he was pretty OP, but I think in some countries that nerfbat beating might qualify as a hate crime XD I'm kinda curious was this really a problem, or if this was just a roundabout way of nerfing his overall performance..? I'm a little ashamed to admit I haven't found an arcade near me that has the game to play it (or really almost any arcade at all apart from all the slot houses around...), but I'd thought the thing that had made new 3k Sinanju so damn good was having access to High Mobility Mode melee and debris kick without having to switch modes and losing the Heavy Weapons armaments, but I'm not really sure how you nerf that melee... Well at least there's that...I don't know, maybe I'm missing something, but I just find vulcan cannons to be really underwhelming in this game, and so was excited to see it get something other than vulcan cannons... -
It seems the login for the wiki is not the same for the Dustloop forums..? Is a new account required?? edit: also, re: your question in the 3k thread about paraphrasing notes/weapon descriptions vs adding personal thoughts - what are your wishes with this?
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[FB] 3000s Moveset and Combos Compilation [20/20]
akai_GO replied to burgerkong's topic in 3000 Cost Suits
Well I only have Ex-S to my name in the 3k thread, but when I have been doing my write-ups I'll read both the notes and the lengthier explanations for the weapons, and then translate, simplify, and combine. But I also always have the suit open in practice when going through the stuff and will sometimes try to shed a little more light on what the translation is saying according to my experience testing it, or if I run across something that stands out to me :x -
I think it's most often used in situations where yeah, you're getting low on health, or especially in moments where you know you are going to be double-locked (partner goes down, etc). But I've also seen it used to force double-lock advantage and down someone with lower risk. You can also use it as a strategy for forcing attention over to your partner off of you temporarily, as anyone should know when you see it go up, unless you're in melee range, there's nothing else to do but try to get some damage on the partner. But I think this is something much more situational than the...situations lol described above.
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[FB] Sinanju General Discussion: Press SUB to do a Barrel Roll!
akai_GO replied to imDraxx's topic in 2500 Cost Suits
While working on translating the Sinanju wiki page, here are some interesting things I've run across that are particularly immediately clear there or here. As I'm currently WIP on this I might update this post a few times... Heavy Weapons Mode All of his directional melee hits (meaning not including BDb) can cancel into 2b Char Kick. Char Kick has an individual Down value of 1.0. 5bb and 4/6b can be canceled into different 8b attacks. The first part of the 8b uppercut/slash combo does the same amount of Down as the 2b upper cut, both over 3 mini-hits. I'm not sure though if the 8b version does more damage. The both seem to launch the enemy the same distance. The two different Subs have different damage and correction values, and 5Sub can cancel to AC while 4/6Sub cannot. Also, if you cancel 5Sub using [a], it will cancel to the 4/6Sub motion, firing 3 total shots (unless of course you only have 2 ammo available). You can also do this from the second cancel 5Sub→5Sub(A)→4/6Sub firing a total of four shots. So you can do BR→5Sub→5Sub(A)→4/6Sub and just launch hell at an enemy for zero boost until the 4/6Sub rotation, which is a rather small amount. If you are in overheat and use 4/6Sub you will barrel roll in-place rather than right or left High Mobility Mode Again, all directional melee hits can cancel into 2b Char Kick. Only 5bb can cancel into 8b now (no 4/6b option). All melee combos cancel into Sub at any point for a no-ammo debris kick. -
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
akai_GO replied to brett_'s topic in Gundam Extreme Versus
Posted the step-by-step guide in the BGM archive thread -
@g.a.u: You need to add some mp3 files to your PS3 using a flashdrive or other media. Note: PS3 will only read I think FAT32 media sources, so if you have your harddrive formatted to NTFS (for like HD movie file sizes) it won't read the harddrive. I forgot this once and temporarily lost my flashdrive, and for like a few days I couldn't figure out why I couldn't use my external harddrive the same way I had used my flash drive. Go to BRIEFING ROOM > パーソナルセッティング (last option) > BGM 設定 From here, [select] restores all tracks to default, [square] returns the highlighted track to default, [R1] displays the mobile suits that use the highlighted track, [triangle] plays the highlighted track, [circle] once selects the track and [circle] again displays all the audio files on your PS3, sorted by album name. Select the track you want to use and press [circle]. Now if you go down to the new track and press [r1] it will open up a volume adjuster. Just follow those steps and replace whatever you want to replace. One thing you may want to consider is in the previous version of EXVS custom BGM had extremely quiet volume for some reason. You could "fix" this by downloading a program called mp3gain and increasing the track volume of all the mp3 files to a cap of 108 or 105 decibels. Since all the tracks I use have been put through this process as carry-over from the previous game, I'm not sure if EXVSFB also has this problem, despite it at least having a built-in volume adjuster this time.
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
akai_GO replied to brett_'s topic in Gundam Extreme Versus
"CSb→5BC cancel route will become this method of hitting" ("this" referencing the sub→CSb cancel apparently) edit: I can't do anything that looks to me like it might be a sub→CSb (nor the BC→CSb cancel that the wiki says exists), so I'm not entirely sure what is going on here... "different from others, Awakening ending/completion and Awakening skill (EX Attack) ending/completion are unrelated irrelevant." This is apparently referring to the BC gauge rapidly decreasing after using EX skill. This is one of those moments I mentioned in the other thread, where I can read everything in this sentence like normal Japanese, but sometimes without actually pulling a suit up in practice and messing with it (and sometimes even after that still) I don't know what the hell it means -
[FB] 2500s Moveset and Combos Compilation [16/28]
akai_GO replied to burgerkong's topic in 2500 Cost Suits
I've been helping with translations too, and also love rikaikun. But while I think it's way better than gTranslate, I think it's only a marginal help comparatviely if you are someone who knows very little of Japanese grammar ><; Just add me to the list of people willing to help on a potential wiki project. I sometimes get a little confused seeing the terms used in fighting game terminology/short-hand, but I can do straight-up translating of any of it! -
[FB] 3000s Moveset and Combos Compilation [20/20]
akai_GO replied to burgerkong's topic in 3000 Cost Suits
His 2b actually does damage?? *runs to Practice to check*.... ...I...had no idea...-.-; But yeah, I just checked it against every ABC suit and it hit them. It does laughably pathetic damage, but I actually killed X2 using only 2b and his cloak never came off (compared to the 2 regular V2 BR shots it took to knock it off), so it's definitely not blocking the damage... But I've also seen before the thing about the shield being classified as a Beam...is it possible that there's like 2 different categories of Beam - ranged and saber - as to why ABC cloaks block Beam ranged but not melee, and 2b is actually the second category of Beam weapon?? -
[FB] Japan/US Collaboration - Sengoku X UBW
akai_GO replied to brett_'s topic in Gundam Extreme Versus
Is this Kirin the same as our HDKirin?? -
[FB] Gouf Custom Thread - "Watashi Wa Norris Packard"
akai_GO replied to LatiosG's topic in 1000 Cost Suits
Here's a shortlist of combos I translated for a friend: 355/??? B8B→2B(5hit)>B8B→2B(5hit)>Sub→B→2B(5hit)>EX 304/285 BDb→Sub>EX 299 B8B→2B(5hit)>B8B→2B(5hit)>Sub→B→2B You need to keep holding UP for a second after the B8B to rise with the enemy. If you input 2B too quickly the enemy will keep rising and you will miss. You should try to hit with the 2B at the apex of the enemy’s rise before they start to fall. 282 B8B→2B(5hit)>BBB→2B Unless it specifically says (#hit) you should B-mash 2B 281 BBBB→Sub→B→2B 278 BDbB→Sub→B→2B(5hit)>Sub→B→2B Requires you have 2 heat rod ammo available 271 BBB→2B Zero cut resistance but good damage in short time. 260 4BB→Sub→B→2B That’s…essentially it. His huge combo list is just iteration after iteration of different mixtures of B→Sub, B→2B combos. 2B does good damage but leaves you really exposed if your partner doesn't have the other guy out of play. As an aside, if you don't follow-up Sub with an attack, and hold boost instead, you can launch a crazy far distance over the enemy from the momentum.