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Umareru

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Everything posted by Umareru

  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.
  16. Good tips, thanks! I guess I have to be more mindful of when they are entering my range and start charging that csA. I'll give the 2AB tip a try.
  17. Hi FatalDMG, here's some critique: 1) 2:15, you could have combo'd into the Rising Gundam assist off that kunai grenade. 2) You mentioned that every combo should end in izuna drop. I did see some videos where they end the combo with the net, which is also a nice option because the opponent gets slowed after. In general, I think you should use the net and rising gundam assist more. Also, after watching some Spiegel replays I noticed they use BC and 2B to move around more as well. Your last move at the end of the first video was pretty sick though, I would have definitely died to that beam and lost the match.
  18. Good insights, thanks. I guess the incom claws are more for attacking from very far away. Wish I could find a way to consistently make them hit instead of just throwing them out and hoping something good happens, but I guess I'll just have to play the suit more. Yeah I noticed that the beams seem pretty slow, but I guess they are thicker than the average BR shot. One other thing: How do you guys deal with melee suits like Epyon or Master? I did pretty good online last night but got rekt'd by an Epyon. Psycho Jammer is not reliable unless you release it and then block. csA is great aside from the fact that it takes a long time to charge. Boost dashing backward and firing BR which is typically my go-to move doesn't work very well because the angle of the BR might get weird (you really want to be firing straight ahead of you to deal with incoming threats). I found AB totally unreliable so the best option seems to be AC, but you might not always have the ammo for it. What are you guys doing to keep really aggressive melee suits off your backs?
  19. This suit is tonnes of fun, but I'm having serious issues trying to make the ab incom claws hit. It seems really hard to hit with, unlike raphael's flying arms in docked mode. Is there a good timing to use the move or is it something you just throw out there, and hope that they force your opponent to move into a position where you can use AC? Here are some other thoughts on the suit I'd like to share: 1) I see a lot of people using "Psycho JammaAAH" on wakeup, but this is terrible and will never hit. I find it's good to throw out to catch landings, or when 2 of the opponents are sticking very close together. 2) I don't think that his BR is a standard BR aside from never going out of angle. It's really as weird as a BR can get, because the claw doesn't move and sometimes I find that the unchanging angle makes me miss punishes or makes it difficult for me to get a chasing Epyon off my back. However, there was an instance where an opponent landed behind a building but my claw was in the right place to hit him which was nice. 3) More on the BR: is it just me or does it seem to undock when you input a direction upon firing? can't confirm nor deny because I'm at work. Sorry if the opinions above are total rubbish, I'm still trying to get good with the suit. I do enjoy it a lot.
  20. My problem with this matchup is almost all your solutions to beating his A command grab are defeated if he does the B version instead. Both versions cover each other really well, and because of this rock paper scissors you don't even want to be in that range, which is unfortunately the exact range where we're supposed to make the magic happen. Short hop>jB is beaten by B command grab, as is double upper. Even jumping isn't safe because of the heavenly persona buster. Kill rush is important for this matchup (as with all matchups) but it has to be used sparingly, because on whiff you're dead meat. I think you really have to lame this one out to win.
  21. Good stuff Eshi, didn't know that. Thanks!
  22. Good stuff, Dacid and Eshi. Will definitely try some B boomerang hooks. I've been punishing blocked furious actions in a bad way and I've finally conditioned my friends to stop mashing furious actions, so that might come in handy. One thing I find about Akihiko is the way I play him is very... othrodox and textbook. Too straightforward. I'm trying to put some stupid shenanigans into my playing, like spending meter on stupid things or running with silly mixups that shouldn't theoretically work. If you guys have any stupid ideas feel free to share them!
  23. Yosuke's tools Moonsault shenanigans Tentarafoo Speed That awesome furious action Akihiko's answer to them AC beats all moonsault mixups. Block low afterwards to avoid his sliding move, punish hard. AC also beats tentarafoo, pimp slap him for even trying. Speed isn't really a factor in this matchup because his range is still close to yours. Jump and jab to shut him down in the air. Counter jC does way too much to him to make freaky jumping around worth his while. This furious action is probably the hardest to punish. Active frames are in the thousands, and punishable frames are in the negatives. I'm exaggerating but you get the idea. As with all speed characters in fighting games, don't try to hit them where they are, hit them where they'll be.
  24. Been playing with SLA quite a bit, so I'll share what I know in case any of you ever have to face her. Her damage is low, but it builds up quickly because she can keep resetting the oki setups and whatnot. Block patiently and wait for your chance to strike. In awakening she gets a crazy DP axe super that goes almost full screen and does more than 3k. If you block it, before you punish it look at the bull, because a good SLA player will cover their recovery with the bull fire or punch. 5C or jC is a good tool at keeping the bull down. Don't get too comfy with it though because SLA can easily jB and hit you out of it. As with the Labrys matchup, all the range and priority is in her court, so make your way in carefully, even if you broke her persona. Unlike the Labrys matchup, her 2AC cannot be cancelled into the overhead, so you can jab punish it or start blockstrings. Hope this helps!
  25. The long and short of this matchup is, your range is his range, and in that range he has an unblockable (sometimes invincible) grab that does up to 45% of your health. His Persona slash range is longer than yours, his jB is superior to yours as well, and he has that ridiculous pounce too. Damage wise you're about even, but this matchup is definitely heavily in Kanji's favor. Only advice I have is try to stay in the air often. AC is generally a bad idea unless you are predicting he's gonna use his persona to slash at you. AOA is too risky and generally isn't worth it. Punish his DP hard to scare him into never using that shit. Short hop like your life depends on it.
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