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Umareru

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  1. Haha yeah, we ended up doing the same. It's kinda nice to have a big piece of paper with the brackets for everyone to see I guess! thanks!
  2. Hi guys, Do any of you know if there is any tournament bracket generator for EXVSFB shuffle tournament brackets? I've been running small tournaments for the Singaporean community (PM me if you want in!) and I've been running the brackets on pen and paper, as Challonge doesn't seem to allow for random team shuffling. Hope someone somewhere has a solution! Thanks!
  3. Sup guys! We have a facebook group for EXVS in Asia and we are always on the lookout for more players! Most of us are based in Singapore, and we have nightly sessions and biweekly meetups to play together! Do join us if you have the chance! https://www.facebook.com/groups/exvssingapore/ Also, my PSN is wewuvwombats
  4. Ohhhh. Never mind I got it! The best way to do it is this: With a full boost gauge, takeoff with BC. While flying around, press and hold C to fly higher. (high enough to execute this technique means that when you land, you won't get the special quick landing animation.) Shoot your main, sub, whatever you like, then cancel it into a quick land 4BC. At the right timing once you land, press BC to take off again. I found that mashing is very dangerous, and the timing isn't too strict so it's better to be precise with this. I think that every Hambrabi player should definitely try to integrate this into their gameplay. I find Hambrabi is most punishable after firing all his AB shots in MA mode, and this really helps to cover up for that weakness. Naturally, you can do this technique without shooting anything at all, and its a great way to move large distances safely with very little punishable time. The weakness of this technique is that you have to do it in quite a precise timing, with regards to boost management, and vertical height. You have to start with a full boost gauge, or burst to fill up your boost gauge because the whole maneuver will take all your boost. You CANNOT execute this technique if your boost falls too low, too low being red or dark orange. Hope this help you guys!
  5. Hope no one minds me awakening this sleeping thread! I could actually use some help from a Japanese translator to help translate some extremely powerful tech shown in this video: http://www.youtube.com/watch?v=2DpZaY5chsU At 3:32, the Hambrabi player does the AB rolling in MA mode and cancels that into a quick land 4BC. What's surprisingly is that after landing he is able to almost immediately re-enter MA mode and fly away with full boost, leaving very little punishable time. I tried this technique out but I can't do it at all! Do any of you have any idea how to execute this technique?
  6. Yes! That's exactly what I'm working on doing better. I thought he's more melee oriented like X1 due to the low ammo count, but it seems I gotta use the summons to make up for the ammo count. Thanks!
  7. Thanks Tari, made the necessary changes. I played some rounds with The O today but I'm having a lot of trouble with it. My main issue is I find his melee moves quite awkward and difficult to use, for example 4B, while having good priority in close range, doesnt travel very far or fast and as such I find it's not suited for chasing.
  8. I spent over an hour ripping stuff from the Japanese wiki because I really want to discuss this suit, and I'm surprised a topic hasn't been made yet for this guy. Basically, the Japanese wiki says that The O is top tier in all aspects and has no problems going up against 3k suits. The only aspect it's weak in is that the body is large. Everything else from this point on is my opinion. The BR has very little ammo, a simple zunda will use up almost all your ammo so you almost always won't do this. Make up for the ammo loss by meleeing when possible after a landed BR, or cancelling into the AB. The AB has decent tracking and goes a good distance, so it's really something you want to just cancel into freely after BRs. This has very little value being done on its own, IMO. 8B (The Giant Swing) has great melee priority and dash speed, but the interval between the initial grab and the throw is quite long, and as such you will do low damage if interrupted. The best way to overcome this is to immediately cancel into 6B or other melee moves after the initial grab. Pressure is such an aptly named move, because simply having it in your arsenal makes opponents wary of coming too close. The O can comfortable stand right in front of the enemy on wakeup and watch experienced players choose to run almost every single time. Suits like Epyon and Master have a tough time against you as long as you have this move, and when you add the fact that you have great melee damage and priority, it's not hard to imagine The O facing those melee monsters down as an equal. I find it very difficult to use the csB effectively, so if anyone of you have tips for it that would be awesome. I don't see many Japanese players using it though, and I find it very risky because of the slight chasing animation before the beams are fired. I think it's a great move to use on a fleeing enemy, but if they choose to attack instead you're probably going to lose out. Play style wise, I feel comfortable switching in and out of the front position, and the suit is versatile enough to operate in close and mid range, much like Sinanju. The suit teams well with just about any suit from any cost, although you'll have to adjust your playstyle depending on your teammate. If any of you have good replay videos or your own tips to share, please do!
  9. Boasting high maneuverability, strong defenses in pressure and the Bolinoak Sammahn as well as a top class melee moveset, The O is a weapon of choice for frontline specialists. All movelist info is taken and probably correctly translated from the Japanese Wiki page at http://www4.atwiki.jp/arcgundamexvsfuvo/pages/34.html Movelist [A] Beam Rifle [70DMG, 3 second reload per shot] While only sporting 5 ammo, this BR comes out fast. [AB] Palace Summon [30-83DMG, 10 second reload] Palace Athene rushes at the enemy with decent tracking and slashes the opponent. If hit, the enemy will be stunned. 3 ammo. [AC]Bolinoak Sammahn Summon[50DMG, 100HP, 15 second reload] Summons Bolinoak Sammahn to follow you around and assist you. It will absorb up to 100dmg for you, and fires intermittently whenever you do. [bC] Pressure [0 DMG, 23 second reload] Charges for roughly 2 seconds with superarmor, before releasing a huge sphere of energy that stuns all units in the radius. Cannot be blocked. [csB] Beam Rifle Full Assault [48-100DMG] >>> Melee followup [109-134DMG] Moves the suit towards the enemy and fires a beams in a wide row. Has a melee followup if you press B afterwards, which can be cancelled for free into any other melee origination. [ABC] EX burst attack: Giant Beam Sword [289 DMG in Assault Burst, 270 DMG in Blast] A quick and extremely powerful EX burst attack, 4 giant swords come swinging down and does immense damage in a single hit. Combos BR Starters: BR>BR>BR: 147DMG BR>AB>BR: 153DMG BR>AB>5BBB: 169DMG BR>AB>8B: 181DMG BR>AB>2B: 205DMG BR>5BBB: 171DMG BR>5BBB>BR: 181DMG BR>BD B(1HIT)>2B: 208DMG BR>2B: 153-203DMG 5B Starters: 5BB>5BBB>BR: 226DMG 5BB>6BB>BR: 230DMG 5BB>2B: 203-246DMG 8B Starters: 8B(1hit)>6B>BR: 216DMG 8B(1hit)>2B: 159-229DMG 8B(1hit)>8B:175DMG 8B>BD B: 203DMG 8B>2B: 210-250DMG 6B Starters: 6BB>AB>2B: 237DMG 6BB>5BB>BR: 233DMG 2B Starters: 2B(before the kick)>8B: 175-255DMG 2B(before the kick)>6BB>BR: 216-296DMG 2B(before the kick)>2B: 159-300DMG 2B(before the kick)>BD B (1hit)>2B: 182-322DMG BD B Starters: BD B> BD BB:187DMG BD B> 5BBB >BR: 207DMG BD B >6BB > BR: 217DMG BD BB>8B: 232DMG BD BB >2B: 272DMG Combos into EX Burst: (First number is Assault, Second is Blast) 5BBB>ABC: 329/308 6BB>ABC: 324/304
  10. wow, nice. Cool that Xf gets the bonuses too. Thanks for the info!
  11. I've got a quick question. In the last game, Master (And all G Gundam suits) gained 20% extra damage during their golden Meikyo Shisui EX modes. Is that buff still here in FB? Z and ZZ retained their super armor, so I'm wondering if Meikyo Shisui still has any additional effects.
  12. Been using this suit online, it's really great. The real beauty of the suit is how it puts the "mobile" in mobile suit; you're pretty darn hard to hit if you properly abuse its manta mode and the AB rolling shots and quick land that come with it. I used to think that he's weak without his stingray bros, but really, he doesn't need them that badly, They just help to shoot during flybys and add a little extra coverage space on your BRs. Its a perfectly strong threat even when he's not rolling with his homies. When he gets 5 AB shots during burst, I found I got very little off rolling and shooting all 5 shots ala Sinanju's EX burst attack. Instead I split it into a 2 shot burst followed by a 3 shot burst. While his damage isn't high at all, he's a really good support for frontline suits, and fits well on many teams.
  13. You got one of the numbers wrong :P The 214dmg is not for the big claw, but for the big cannon.
  14. Damage numbers from the Wiki: Docked: Beam Rifle 8 ammo, 80dmg per hit GN Big Cannon (AB) 214dmg GN Big Cannon [Rolling] (AC) 90dmg per hit, max of 162dmg if they take both hits Seravee II Undocked Beam Rifle 8 ammo, 80dmg per hit Seravee II attack 3 ammo, 30 on grab, 94 on explosion. Seravee II gerobi 212dmg, rolling gerobi 80dmg for one hit, 144dmg for two. EX Burst attack: fires a gerobi. 311dmg in assault burst, 297dmg in blast. One of the other improvements to the suit is that when seravee docks with you, the camera angle no longer changes, and it seems your movements are not locked during the docking phase. This suit is a great support 2.5k IMO. You can attack from a very safe distance both docked and undocked, by sending out the claws or seravee to do your dirty work. Plus you got some nice gerobis, and really sneaky stuff with the rolling gerobi. You also have a lot of setups to block while seravee or the big claws attack the enemy. Overall, the only real weakness of the suit is how slow it is when docked.
  15. I did some testing, when I held left when shooting the BR, the left hand fired, and when I held right the right hand fired. So you can control which of the two hands undocks to fire the BR. Shooting neutral, 8 or 2 didn't seem to make a difference though.
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