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brett_

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Everything posted by brett_

  1. Just an FYI, we will be starting as scheduled at 5PM PST today. Aka in 30 mnutes. In case you missed all of the rules etc, please be present in twitch.tv/thebrett if you're registered.
  2. so, after what you call "Platinum", the ranks are an actual gold color, which is why we call the first metallic rank Bronze rather than Gold, and the one after that Silver, rather than platinum. the jp ranks are Bronze: 少尉 中尉 大尉 (shoui, chuui, taii) Silver: 少佐 中佐 大佐 (shousa, chuusa, taisa) Gold: 少将 中将 大将 (shoushou, chuujou, taishou) Final Rank: 元帥 (gensui) each one has a star between 1 and 5, which takes 150 points to go to the next star value, until you hit silver at which point it becomes 200 per star. In the previous version, the stars next to each rank actually symbolized which of the three levels you were at within each metal rank, so if you were Bronze with 1 star, you were a Shoui, and if you were Bronze with 2 stars, you were a Chuui. As such, the english players often called ranks by "Bronze 1" or "Silver 2" etc. This doesn't really work anymore because within "Bronze 1", there are now 5 stars. So you can't actually say you're Bronze 2. You say you're Bronze 2-3 or something like that. So if you don't read kanji or don't really know the names its probably better to look at SP or relay SP to your friends when talking about ranks cause it can get pretty confusing. And don't rely on counting stars to see how high or low someone's rank is, because if you can't read the kanji you might be seeing someone who's Bronze 3-1 which is a good 1500 SP difference from Bronze 1-1. It's technically unconfirmed what is after Gold, or if there even is gold yet technically, but if they're mirroring the way the arcade did it, it should just be one Gensui rank after Gold 5-5. Hopefully this clears some things up.
  3. it should probably only take a few hours. it took me a while to realize ecred was not a typo. I don't know how much e-cred there is but i suppose it depends on who's in.
  4. GunEZ's BZ self-cancel is exactly that - a cancel. Patrick's Sub does not. It's pretty much a continuous move. It does recorrect somewhat inbetween shots, but just as much as similar continuous moves do. I understand that you may be trying to illustrate the difference by using GunEZ's as an example, there's nothing really unique about what GunEZ's does other than that it's a self cancel - again, something Patrick's sub is NOT. There are plenty of other moves that retrack other than GunEZ's, it's actually misleading to compare it to that because people who don't understand GunEZ's may think GunEZ's shot is also simply an extension / continuous shot. Again: they're not the same type of attack at all, so there's no real reason to compare their differences. It's misleading. I recommend just concretely explaining what it does / doesn't do without this GunEZ business.
  5. Just some clarification, I wouldn't really compare his continuous AB shot to something like GunEZ's multi BZ, they're different. It's better to compare it to something like Leos CSa. It's also worth noting that you can link anything after BC - an important one I saw left out was sidestep. BC, recover, fuwastep is pretty legit.
  6. Fixed, thanks.
  7. Regarding Bursts: I really like A burst because of being able to close in faster, and helps his melee out greatly, especially for doing things like A -> 8BC -> A -> 8BC -> 8B -> Burst -> etc. Because he doesn't have anything that he can do without stalling in the air, the step cancels from B burst aren't as useful as with other suits. The boost efficient can help, but I think getting more boost back as well as bigger damage is much more useful as a character who aims to get in when they're not noticing to create chaos. Being able to utilize his super without worrying about OH / losing your activate really helps too, as his super is actually pretty useful since it has super armor and travels quite far.
  8. If you want to discuss IJ specifics, you're more than welcome to just make a temporary IJ thread for discussion purposes - as long as you include in your post that you don't want to maintain the OP, you won't be obligated to.
  9. It means sneak attack, the idea of hitting someone in their blindspot
  10. I totally assumed he only had one ame lmao. Added BC - Gaia's is intentionally excluded, it's a pretty far stretch imo. Got it - ty.
  11. My own two cents on recommended partners: Though running a team that aims to split as its optimal play is good when it works, I don't think it's really the primary way to be building your comp. I agree that Banshee works well, but Banshee works well with practically any 3K >_>. As with Master, the common types of partners (IMO) are either dedicated ranged suits (Cherudim, Virsago, Kshatriya, Hambrabi, Gunner, Rozen, Delta), or teams to make a pseudo-double front (God, GP-02, Susa, The O etc). The ranged suit classification usually aims for suits with good cutting ability, fast downs, map presence, and ability to capitalize, and primarily relies on the concept that if they try to mark or aim for them, it creates an opening for Epyon (this is pretty obvious in the case of Epyon/Cheru). The ability to capitalize off of landing punishes is also extremely vital, as much of the time as Epyon you may be unable to land a melee based on an advantage you have, but you can create opportunities for your partner based on the fear instilled by your superiority in the close range (forcing them out of position, overboosting, committed defense, etc). Again, this is pretty obvious to imagine / see with Cherudim. One of the big issues with Epyon is that it's very common to just lose in the damage race, due to the fact that his combos don't actually do that much damage and his cut resistance isn't very good. As such, having a back that can cut for you with confidence is extremely helpful. Double melee teams, much like Master, end up being pretty high risk high reward, and to some extent you're starting out at a disadvantage, but since Epyon already has some bad matchups, the risk can be pretty justified. The goal is pretty simple: turn a bad matchup upside down by creating an unstable / chaotic match. Disrupting their formation and getting knockdowns allows this kind of team to move around really easily and play at their advantage, as well as making disrupting their health distribution much easier than trying to attack in an orthodox manner. Psychologically this also has a really great advantage as it aims to put your opponents outside their comfort zone. Epyon comps are pretty similar to Master comps, except that you need to balance out some of Epyons issues such as damage racing, poor cut resistance, etc.
  12. Random front Susa notes I'll add to the OP later on: You can 2/8BC -> CSa/Ball punish WingTV for lariating. When playing with a 1K, it's EXTREMELY problematic when you get overcosted. Moreso than anything, because of two main reasons: 1) If you used a half, you're probably not getting a 2nd half if you were OC'd once by the 1K. 2) Being that low while waiting for Transam is really problematic. Your partner will only have 1.5 lives left, and they need to hang in there while you build up Trans-am, and during that point you'll be low and forced to play really carefully. Ultimately its an extremely problematic situation to play from, and unless you get some really nice lucky hits, it comes down to downbacking and making no mistakes till Trans-am, then winning off of it. If you didn't half, you should be able to get a full at some point, in which case it's slightly less hard but still annoying. Optimally if you have the full, it would be best to use it during Trans-am, but who knows if that moment will come. Really depends on what 1K you're playing with too. If it doesn't have good self defense....
  13. Yeah I totally got the names for the modes backwards - fixed lol.
  14. Wait wait wait. Did you just hate on Grandpa Flit? That mother fucker is amazing.
  15. Edit: Totally switched around my mode names. Fixed. Moved to the appropriate thread. General partners: 3K preferably - his front play can be a bit lacking depending on the matchup. In FB, both heavy and mobility modes are used more often. In Vanilla it was primarily heavy. I honestly don't know much about mobility, but in heavy mode, anything involving 6AB is amazing and should be used. BR -> 6AB and his amekyan, AC -> BR are both really useful.
  16. This lists all the useful Amekyans and other important evasive cancels etc - long overdue, but hopefully this helps some people. List can be found here: https://sites.google.com/site/unlimitedbrettworks/gundam-extreme-vs/cancels-list I will probably put them inside the thread as well for ease of viewing later, but for now just use the link above. Please post in this thread if I'm missing anything.
  17. The same one's as Vanilla - his main improvements as I listed are pretty straight forward. I also forgot to mention the CSa buff that many have reported to be a big deal. Her BC is definitely feels slower in this version, at least when I played her. Perhaps I am mistakenly recalling her Vanilla BC being faster, but all I know is that when I first touched Qubeley in EXVSFB, all my pressure timings were completely wrong.
  18. BR only cancels into right directional ACs only. so BR -> 9AC / 6AC / 3AC. To get the BR -> 2AC cancel, you need to input 3AC instead.
  19. There are a lot of stages that give ground types / zaku kai a hard time due to uneven terrain etc.
  20. If you are looking for a partner etc, feel free to post here to try and figure things out
  21. Next Tournament Signup / Bracket: April 13th - http://ubw.challonge.com/exvsfb_0413 Post here for discussion, looking for team mate, etc. Time: 5PM PST March 23rd 2014 Rules: 2/3, with 3/5 WF, LF, GF, Side 7, Winner cannot change suit or burst type. At least one player from each team must be present in twitch.tv/thebrett to communicate on the day of. March 23rd Results (Bracket - http://ubw.challonge.com/exvsfb_0406 ) 1. What is PSO2? (GMCustom00/Susuechan_xD) 2. Veggies on Fire (TCBokChoy/TCInfernal) 3. Team Bahamut (Tryflozn_EXVS_/Rururu247) 4. French Strike Back (YuukiSetsuna/JamilNeat) 5. (@Skillcaps) DaisyFan/Lightning_Thief 5. Wieners Forever (woofx7_JP/GeniusChampion) 7. Terrifying 9/11 (altairdooder-JP & ElecEXE) 7. Destiny (Teryarn/SteelBeowulf2) 9. Team Charrue (Air0087JPN & RaftclansJP) 9. GMQ (gmxsephiroth+eraudissidia) 9. Team Cut (Nitsuano/WeeaboMode) 9. Nuclear Jesus (evirstra / kanosian) 13. PetaBreadMen(MORITOSHI, yoyoma36) 13. Team Challenger (CACF247 / theglorystarJP) 13. Pomf Keepo(Royal_Recon/Greensurre) Feb 23rd Results: (Bracket: http://ubw.challonge.com/exvsfb_0223 ) 1. Team aBc (Tryflozn_EXVS / GMcustom00) 2. Team Maofo (MightfoJP + ChiefManMao) 3. Shinn it to win it (Prototype/Thugg) 4. Frozen Tuna(Skilletzorz/Zetto-01) 5. GOWEcheese (TetsuyaHikari_JP/Emuser012) 5. French Elite (YuukiSetsuna/JamilNeat) 7. Team Charrue (Air0087JPN & RaftclansJP) 7. μ's (Kincaido & HDKirin) 9. Terrifying 9/11 (altairdooder-JP & ElecEXE) 9. Stardust Crusaders (Kayvee1, JOJOASBPLAYER) 9. Rage Cage (jpTougou / zweifangjp) 9. Toshokan Tomodachis (Madouoruda/ShinsoBEAMSensei) 13. GMQ (gmxsephiroth+eraudissidia)
  22. Yes, many. GP-02 has a good one, Arche also has a good one IIRC. Johnny Ridden's best combos involve whiff combos, and they're pretty practical. There's more I'm sure but those are the ones I remember, and they're practical. And yes, the system is definitely the same as you described in the sense of whiff combos giving you better damage due to down value.
  23. Whoops, I totally just copy and pasted my old list without realizing i had Africa Tower over Torrington on it. Fixed :P
  24. After some GameCenter local play today: 1) Everyone, including me, hated New Hong Kong. It's really awful, because of the sheer height of the buildings, which will block off even decently high boost hops. 2) Played more Newtype Lab - it feels OKAY but the tall tower building is kinda annoying. 3) Heliopolis starts off pretty meh until the two center buildings get destroyed 4) Moon Moon feels too small, and a lot of situations lead to heavily favoring utilizing the temple structure. I also think odd situations occur due to the roundness of the stonehenge structure. Primarily the Temple though. Lots of situations where it becomes really easy to abuse it, depending on the suit, combined with the small map size. Overall. my top 5 are still: Side 7 Troya Station Mass Driver Industrial 7 Torrington Everything else thus far has definitely felt clearly inferior. Either due to size, buildings, or spacial distribution, etc. I feel like maybe we should just go from those 5 and ban 1 each, since the other 2 we put in will probably just get banned anyways ._.
  25. 2B and Sub come to mind. 2B in particular is the definition of anti-melee, and is very easy to use.
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