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Everything posted by burgerkong
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
burgerkong replied to brett_'s topic in Gundam Extreme Versus
It's not that he "lands slower", it's that he has a slower fall speed, making him feel floatier to control. He's been like that since vanilla IIRC. And a lot of the old suits from vanilla EXVS (i.e. the suits you listed above) haven't had any new threads since a lot of people knew how to play them from the original. With regards to playing the back role as a melee 2k, it's one of the harder things to play as in this game in terms of smart decision-making. You really cannot afford to die first assuming you are with a higher-cost partner, unless they're playing a super-dedicated 3k role like Ex-S. You really need to just be very careful about picking your spots to melee, and go for cut-resistant combos that you can escape from unscathed as opposed to pure fanciness/damage output. Your primary role is to support your partner and hunt for sneak attacks, since going in recklessly will just force your partner into overcost. As a 2k, you also lack the boost & firepower to really force your way into a decent team. -
Alright, done Xi for now. Trying to get back into the swing of things, so I went with a suit that had less stuff and simpler write-ups. Props to akai for implementing the collapsible tables, which really do clean up the page. Hopefully I can do more of these, I'll at least transfer my Banshee & X Divider stuff that I've already done. I'll need some help with several phrases though, unfortunately
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Yeah they are. If you read them, they're a lot more indepth and cover tactics, burst, partners, etc. that the original ones we did didn't cover. Copy+pasting them is perfectly fine by me, but if adn wants to take a look over them too (or at least the ones he's interested in) then that's fine too.
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First of all, apologies for being away so long. I wrote the MCAT in the middle of August, so I was cramming for that, and subsequently went on a week-long cruise in Florida (I live in Canada), so had no internet connection. And unfortunately, university life seems to be leaving me little time to update the wiki either, so I apologize for that. That being said, I do have the suits I said I would do done, BUT they're on a Google Doc since I find it easier to format there and then transfer. Again, sincerely sorry for the inconvenience, but if anyone could transcribe it to the wiki, I would be grateful forever! Banshee (Unicorn Mode) / Banshee (Destroy Mode) X Divider Xi I also have several partial-writeups that I started but lost steam on, so I can post those links too if people want. I'm hoping I can find the time and work up the enthusiasm to start up on these again, but I'll have significantly less time to work on them now that I'm back at school
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3000s are basically always front suits (except Ex-S), and Wing Zero EW is no exception. There are a few situations when you will play Wing Zero EW as back: 1) You're in a 3000-3000 comp with a 3000 front - 3000-3000 team comp is pretty bad, but you will end up in this situation in shuffle rooms. If you're paired up with a melee 3000, like Quanta, Master, or Epyon, you will assuredly be playing the back role. 2) You end up with a strong 2500 front - If you end up with a strong front 2500 like God, The O, or Xenon, it's possible to let them play the front role with you in the supporting rear guard role. Note that this is a little less black&white compared to the 3000-3000 comp example listed above, since they can also play back and let you play front. This will mainly come down to your and your partner's respective playstyles & preferences. 3) You get overcosted - Getting overcosted sucks as a 3000, but it does happen. The second you get overcosted, be ready to retreat and conserve your remaining health as much as possible. Otherwise, Wing Zero EW should be playing the front role. This applies to pretty much all 3000s that are not named Ex-S, Master, & Epyon, since they are extremely poor playing as a front (Ex-S) or back (Master & Epyon).
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
burgerkong replied to brett_'s topic in Gundam Extreme Versus
Nope, it's from here, so I'm pretty sure it's referring to vanilla EXVS. Not 100% sure though -
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
burgerkong replied to brett_'s topic in Gundam Extreme Versus
The afterimages don't to anything, purely for cosmetics. However, Trans-Am has a passive increase to BD speed as well as your rise & fall speed, unless I'm mistranslating. SEED Bursts also seem to have an unknown boost duration buff? 前作ではトランザムは上昇落下およびBD速度、SEED覚醒はブースト消費量が変化したが今作では不明 -
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
burgerkong replied to brett_'s topic in Gundam Extreme Versus
Did you even read the responses by brett & Tari in the thread itself? Get over yourself man, no one else is overreacting like you are. @ CAV: Ignore Lukewarm's response, learning to play on pad is perfectly fine. As always, read this first, it's fairly long but will help you out a lot. https://sites.google.com/site/unlimitedbrettworks/gundam-extreme-vs/gundam-exvs-guide/an-introduction Parts 3 & 4 (Shield Usage) I think will be completely new concepts for you, but read it all if you have the time. -
So, I have a lot of miscellaneous stuff to finish, and thankfully Wing Zero EW's Introduction & Tactics is paraphrased. Here you go: INTRODUCTION Wing Gundam Zero from Endless Waltz (also known as Wing Zero Custom) has returned from vanilla. You are a fairly basic ranged suit with top class mobility. Your non-vernier gerobi Main has very high performance and is where the majority of your damage will come from, and its ability to garner quick downs is as excellent as ever. Your overall mobility has been increased, with your turning radius in particular being buffed, and your Main now has a better upwards angle of fire. In addition to being able to BD 8 times like Wing Zero TV, you also have access to your guidance-cutting BC command jump, so your ability to escape is extremely high. With the buffs you’ve received and the Full Boost system changes working to your advantage, Wing Zero EW is now a much more threatening suit compared to vanilla. Dependence on your BC flight has been reduced with the buffs to your mobility, but it’s still an excellent option that is available to you. Your greatest strength is utilizing the combined force of your BC & amekyan in conjunction with your high-performance Main to wall out the opponent whilst maintaining a high avoidance. You’ll want to stick close to your partner and move in tandem, holding the line with your Main and aggressing and retreating where appropriate. It’s very easy to rely on your Main in almost all situations, so having a suit with good firepower like Zeong & Kshatriya to help supplement you are recommended. Your BC flight has 2 ammo while you’re in Burst, further increasing your already-high mobility. With the additional Burst bonus to either BD speed or duration, there are few suits who can keep up with Wing Zero EW at this point, and he can abuse this for free offense or escape. As with vanilla, your melee performance is below-average as a 3000 all-purpose suit. The overall performance of the 1st stages are on the low end of the 3000 all-purpose suits, but your damage output is especially poor. 8B has been notably buffed in terms of damage output, but the rest of your melees still retain their poor performance from vanilla, or have been buffed very minutely. The single-shot down Main that characterized him from vanilla is still here, but your buffs make this suit much less reliant on reads to win. Unlike in vanilla, where playing at a distance and landing your AC gerobi was vital, your improved mobility lets you play much more comfortably in the close-mid ranges. You aren’t as versatile as your Wing Zero TV counterpart, but you can think of Wing Zero EW as more of a specialist. Your strategy revolves around taking advantage of your mobility & Main to garner safe and easy downs. TACTICS Your Main is your characteristic tool alongside your AC gerobi and variety of movement options, so keep in mind it is incorrect to treat yourself as an all-purpose BR suit. At first glance, you would think that you’d be most comfortable in the middle range, but in actuality you don’t necessarily want to retreat all the time, since your Main is most effective at closer (but not point blank) ranges. Your damage output is low outside of landing your AC gerobi, and the lack of guidance on your Main can make it difficult to cut for your partner at longer ranges. Good ammo management is also required, since your Main will be your go-to weapon in most situations and can empty very quickly. However, your mobility is top class with the winning combination of your non-vernier Main, access to 8 BDs, amekyan, and your BC flight. Your Main, amekyan, and BC flight are the three cornerstones of your offense, and victory will be achieved with a combination of these. Tactics to generate the boost advantage, such as shifting your landings with BC and your amekyan and then punishing with your Main are your staples for racking up damage. Though the above 3 will compose the majority of your offense, use your AC gerobi and CSA Rolling Buster strategically to surprise your opponents. Clever charging of your CSA Rolling Buster can improve your pressure in the middle-range, but be aware that you can’t fire your Main while your CSA is accumulated. It is possible to pursue enemy with your melee, particularly lower-cost suits, but your performance is poor and your damage output is very low even if you do manage to connect. If you’re up forced into a close-range confrontation with a suit like Quanta or Master, the victor in this situation mostly comes down to who has more boost, though ideally you want to keep them at medium range. Against most other 3000s, you can handle yourself very well in the 1v1, but your main weakness revolves around your heavy reliance on Main, so suits with options against it (projectile barriers, melees with excellent curve) will give you a lot of trouble. This presents the conundrum that you want to approach since your Main is optimal at closer ranges, but you lose out in the melee game. Remember your BC is a great option to escape the melee situation.
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Thanks adn! BTW, if you guys want to reserve pages, feel free to do so here or by noting it on the Navbar. I'm gonna reserve GX Divider, Banshee, & Xi for now, though there's quite a bit of stuff on that one that I'll need help with
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Sorry for the weeks of nothing, here's 3 wiki pages to compensate: Duel Berga Gaia IIRC Duel was pretty simple, but Berga & Gaia have a few things that I need help on (Burst Attack names and some other miscellaneous stuff :P).
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Well, most everything else is right, so I wouldn't say "is essentially completely wrong." To put it simply, while rising during a jump you will fire with 1 hand, and in all other circumstances you will use both hands. When you translated this from the wiki, it's possible the writer neglected to include falling. I'm assuming they just flat out excluded firing while standing on the ground, since there's very little practical use for firing Sub on the ground :P. When I translated it in my 3000 Google Docs stuff, I just read it as "horizontal movement = two hands, vertical = one hand".
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I think we're missing each other here. All I'm saying is that he's not a good dedicated ranged rear guard, especially when you consider how strong Pressure & his melees are. Your first paragraph is something that I (& the wiki) certainly agree with, in that his ranged tools are primarily for allowing him to establish his close-range game. I'm not trying to say The O is a melee suit by any means, since you don't want to be close to opposing melee suits (i.e. God, X1) unless you have Pressure up. His BR reload is completely average (3 seconds/1 ammo), and his AC has a substantial reload (15 seconds), so I don't know what you mean by "your ammo reloads extremely fast." Yes his mobility & above-average BR lets him hunt for landing punishes, but his ranged landing punishes are mediocre (you yourself admitted zundas are bad because of his low ammo count, and Sub doesn't hit confirm at long range). As for Wing Zero TV, he has CSA as a single-hit-down tool to preserve ammo, and has his threatening AC Rolling Buster for mid-range too. With regards to the 2000 comparison, Delta Plus also has a Sub that can hit-confirm at much farther ranges than The O, and his amekyan is much more consistent (2 ammo + better reload). I have no clue what you mean when Kshatriya's BR is garbage, it does 80 damage (10 more than The O's) with the same reload and superior ammo count. Zeong has his free CSA, gerobi, and infinite amekyan. This was more to illustrate that trying to play a dedicated ranged game like Delta/Kshatriya/Zeong/Hambrabi is not playing to The O's strengths when you compare them directly. I agree that The O's melees are poor for approaching due to their low reach & rush speed, but that's where his excellent mobility, AC, & Pressure come into play.
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[FB] Sazabi General Discussion: A Guide to Dropping Colonies.
burgerkong replied to imDraxx's topic in 3000 Cost Suits
Are you sure? I just tested it myself, doesn't seem to work. When I do it, I'm just stuck in my step, since the BC command has the Jagd Dogas fire while the assists are already out (non-vernier). Likewise, when empty, I'm still just stuck in my step. Neither of these verniers, so there's no vernier animation for the CSA to cancel. -
The zunda example was more to emphasize his poor ammo count. That being said, zundas are his only real way to get knockdowns at long range, and downs are important to allow your team to build momentum and approach. As I said, BR --> Sub only works at closer ranges, and even with AC up you still need 2 BRs to force down. It's certainly possible to conserve ammo and play a constant ranged game with The O, but if you're up against another top tier team that has a good ranged presence (i.e. S-rank 3000 + S-rank 2000), you'll be at a distinct disadvantage. While playing the ranged game is perfectly viable (primarily due to AC & The O's mobility), a lot of suits just do it better. Pretty much all the S-rank 2000s (Kshatriya, Delta, Zeong, Hambrabi) all have better ranged weapons, and have lower cost at that. The wiki (and by extension, myself) aren't trying to tell you how to play The O. If you enjoy playing The O as a 2500 back role, that's all that really matters. However, it's hard to argue that The O's ranged game is good, when you consider his competition amongst the strongest 2500s & 2000s (hell, even some 1000s). As for his tier placement, IIRC the tiers on exvsrank page are based on tournament results (according to the tier list thread, brett or someone with better knowledge will need to chime in on that). As a result, it doesn't necessarily mean that he's good partnered with 3000s, just that he places well in tournaments. He's inarguably one of the top 2500s in the 2500-1000 team comp though.
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As the one who translated the wiki and also plays The O a bit: - His ranged game isn't bad, but it's not good either. BR --> Sub only works at close-mid range, and anything farther than that gives the opponent enough time to step or shield the Sub. AC is amazing, but it still doesn't change the fact you're very reliant on your low-ammo BR. 5 ammo really hurts, since it really only gives you 2 zundas before you're out (factoring in the reload speed). When you compare it to Freedom, an all-purpose suit with comparable mobility to The O, he has 8 BRs with the same reload, a 2 ammo Sub that hit-confirms at all ranges, and an AC gerobi. - Pressure is good not because his ranged game sucks, but because his close-range game is hella good. 6B and 8B are amazing, and your BR --> Sub works stably at closer range. It's the synergy with the rest of The O's moveset that's important. Qubeley technically has a better Pressure than The O (greater range), but it's less useful with her since she wants to be far away from the action away, so she mostly just uses it to run away. Comparatively, The O can get 150~200 damage off it and build meter with 2B, and in Burst can deal 250~330 damage off it with a Burst Attack. - At high level play, it becomes a yomi game of "you predict that he predicts that you'll use Pressure". i.e. if you stand beside a downed opponent, you can fake Pressure and just vector match and punish as they attempt to run from the Pressure. In the end, the ranged game part is all relative. He's better than most melee suits (God, Xenon, etc.), but below most all-purpose suits (Freedom, Infinite Justice, etc.), which isn't very good. The reason the wiki emphasizes Pressure & his close-range capabilities is because it's what he excels at. Pressure lets him beat melee suits at their own game (albeit for a single exchange), and is a near-unbeatable option if your opponent is in range. Your melees will beat out basically every non-melee suit if they're in reach. Your Burst Attack is another prime reason to be in close range, since melee combo --> ABC is a free 300+ damage in about 2 seconds if you're in Assault Burst.
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Nu Gundam is up! As always, if anyone could help with my failed translations, I would greatly appreciate it! :D Credits to adn for the Tactics, Burst Discussion, & Partner Considerations sections!
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Ah ic, I was not a very good Master player in Vanilla so definitely did not know about this. I can also see why they removed it from Full Boost :P This "(?)" system seems to be working out well for things I don't understand, so hopefully you guys can help me out with this stuff. I'm gonna do X-Divider, but it's looking like there's a lot of shit I fail to comprehend on his page
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Thanks adn, appreciate it! And you'll have to thank akai for that, he's been doing the skeleton pages. If you're planning on doing more editing in the future, feel free to ask shtkn for an account on the wiki, so that you don't have to constantly do those captchas :P
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@ Sabator: I'll be stealing this for an eventual Turn A page then, thanks! If you're up for future translations like this, please let me know so I can accommodate for you (i.e. be lazy and let you translate it for me :D) and work on the other parts of the page. This a big help to me, so thanks again
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
burgerkong replied to brett_'s topic in Gundam Extreme Versus
I dunno if you've read the wiki page but if not here it is. Though his reload is below-average on his BR, his Sub reloads decently fast, and he has his CSA. If you're frequently running out of ammo, then you're probably being a little too wasteful with your BRs. Second impact where you can, and mix up your zundas with your Sub as well. Turn X is very strong in the close range, but he's not a melee suit by any means. 6B is his best melee option, but most of your damage should be coming from BC CSC mixups and solid punishes. 2B is a good punish option if you're in range. 5AC is rarely used, it's very situational. 6AC has a freefall effect, so it's good for shifting your landing to avoid punishes if you're low on boost or in a precarious situation. It's a fairly standard all-range funnel weapon, but you can't attack while its out so it's hard to use offensively (you're limited to fuwastepping while you wait for your parts to reassemble). CSA is just all-around great. It's a very good landing punish, combo tool, and is a great option for mixups out of your BC movement options. You'll want to be using it whenever you feel like you won't get punished for it (i.e. while your opponent is landing, not paying attention to you, or CSCing from BC as a surprise). Most of this is covered in the wiki, but just in case I guess :\ -
Added Master. Thank god for copy+paste charts man... There's a couple of (?) translations that I need help with, so if anyone could help with these I'd greatly appreciate it! (Just Ctrl+F "(?)" and it'll show all the things I have no clue what to do with)
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Thanks akai, in terms of Turn X it's just a (?) with regards to the attribute on his 2B melee set. It should be easy to find if you just Ctrl+F "(?)", did that intentionally :3
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Ok, so a couple of things. First, and most importantly, I finally got around to trying out the excel-to-wiki thing brett posted and HOLY SHIT is it super convenient. Saves SO much time to just dd the combos in excel and then transfer them after. That being said, the table formatting is a little different, and I currently don't know how to center the contents of the table yet (my attempt just had the table itself center lol), so if anyone knows how to do that I would be greatly appreciated. I would appreciate some feedback on these tables, since they are different from the previous ones visually, but they're functionally the same. Secondly, with this revelation, I've posted Turn X's combos, and it's so much faster now Thirdly, I've started adding (?) indicators for stuff I completely fail to translate or paraphrase, so if anyone JP-fluent could help with those, please do so!
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Turn X is mostly done, just need to do his combo table T___T I have a few more that I've already written up but need to convert into wiki pages, so I'll try to get those up ASAP.