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Everything posted by brett_
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On a related note, I haven't made an official post yet due to being busy and it not being for a while, but next month I'll be reviving Second Impact, which was a replay-review series I used to do back in vanilla where we analyzed beginner/intermediate players to help them find concrete places to improve / discuss.
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[FB] Rozen Zulu Discussion: Psyco Jamma!
brett_ replied to Z-0010332536893's topic in 2000 Cost Suits
He's honestly really fun. he's pretty weird at first, but he's quite fun to play as. -
Finally announcing the first one, which will be held on Feb 23rd. Signup @ http://ubw.challonge.com/exvsfb_0223 :D Rules: 2/3 with 3/5 Winners, Losers, and Grand Finals, Stage set to Side 7, max timer, suits LOCKED for Winner, but not burst type. Will be held on stream @ twitch.tv/thebrett but no actual spectating most likely.
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I think nippon yasan is okay - it's not totally unknown or anything so you should be okay
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It's referencing some units they recommend using for mission mode, I believe.
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[FB] Efreet Custom Thread - The original EXAM user
brett_ replied to KitsuneRagnell's topic in 1000 Cost Suits
it's also worth noting that exam is preserved through straight cancels even after you run out, so if you continue doing his melee followups / cancels, you can preserve EXAM even while you're technically at 0. -
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
brett_ replied to brett_'s topic in Gundam Extreme Versus
See the Fundemental Techniques video on youtube. There's a link referencing it both on the ubw wiki as well as in the important links thread stickied in this dustloop exvs section. It's not in depth, but fuwafuwa refers to delaying your landing timing with small jumps right before touching the ground. Fuwasteps are sidesteps + jumps at the same time. -
Yes this is the term momentum used to describe a shift in game flow.
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if you are referring to the long passage i wrote, probably yes, but it's hard to answer this question when you aren't quoting the usage of the word.
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Custom BGM Guide / Translations: How to access the BGM Settings: Main Menu -> Briefing Room -> Personal Settings (Last Option) -> BGM Settings. Once in BGM Settings, here are what the buttons do: Select: Changes all songs back to defaults. Triangle: Preview the highlighted song Square: Set highlighted song to default R1: Shows list of suits this song will play for Circle: Set song X: Back out Once a song is selected, you will see the default track pop up in a small tab, and if you have a custom track already set, it will appear below it. Select which track you want to edit, then press circle. It will then bring up a list of songs from your Music Folder organized by Album, which you can preview with Triangle and select with Circle. The settings dont save till you back out of the BGM Setting section ENTIRELY. Here are the list of customizable tracks and what suits they correspond to: 1. Intro (no suits, not editable) 2. RX-78, Gyan, AGGuy 3. Char Gelgoog, Zeong, Johnny Zaku 4. Zeta, Hyakushiki, Mk-II, Messala, Hambrabi 5. Zeta, The O 6. Zeta Gundam, Hyakushiki, Mk-II, The O, Messala, Hambrabi 7. FAZZ, Qubeley Mk-II, Qubeley, Zaku III 8. v Gundam, Sazabi 9. F91, Berga 10. V2, V1, GunEZ 11. Gottrlatan 12. God, Master, Dragon, Spiegel 13. Master 14. God 15. WingTV, Epion 16. Wing Zero (EW), Heavyarms, Deathscythe, Tallgeese III 17. DX, X-Divider, Virsago 18. Turn A, Turn X, Gold Sumo, Kapool 19. Turn A, Turn X 20. Freedom, Strike, Forbidden, Providence, Duel, LaGOWE 21. Strike, Providence, Duel, LaGOWE 22. Forbidden 23. Strike Freedom, Gaia, Gunner Zaku, Destiny, Impulse, Infinite Justice, IJ Lacus (this is the track you want to switch to Preserved Roses) 24. Freedom 25. Strike Freedom 26. Impulse 27. Gaia 28. Stargazer, Strike Noir 29. Exia, Dynames, Susanoo, 00, Cherudim, Arios, Reborns, Arche, Throne Drei 30. 00 Gundam 31. None (not sure what this means, maybe arcade or something?) 32. Dynames, Cherudim, Arche 33. Reborns 34. Qanta, Raphael 35. Raphael 36. Unicorn, Delta Plus, Banshee, Sinanju, Kshatriya, Rozen Zulu 37. Unicorn, Sinanju, Rozen Zulu 38. Alex, Zaku Kai 39. GP-01, GP-03, GP-02, Gerbera Tetra 40. Gebera Tetra 41. Ez8, Gouf 42. Zuda, Hildolfr 43. X1, X3 44. Full Cloth 45. X2 46. Blue Destiny, Efreet 47. Hi-v 48. Xi 49. Red Frame, Blue Frame, Gold Frame 50. Ex-S 51. None 52. All Extreme Suits
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2/3/2013 Update: Fixed some errors in the God section Added more X2 changes Added the explanation of Assault/Blast Bursts Redefined a new mechanic to be called a "mini-hop" Added "How the FB Changes Affect Competitive Game Balance" section 1/27/2014 Update: -Added many changes to God and V2 -Corrected a major typo under universal changes: "In particular, all non-BR main weapons got drastic muzzle correction nerfs" → "In particular, all Main weapons including BRs got muzzle correction nerfs" Apologies for the errors
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[FB] God Gundam General Discussion: The King of Hearts!
brett_ replied to Sharakonta's topic in 2500 Cost Suits
that followup mistake is actually on me - i forgot to correct it lol. -
Don't believe so, no.
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[FB] Gundam Throne Drei General Discussion: BAD HARO
brett_ replied to BlitzWhat's topic in 2000 Cost Suits
I really like Wing / Drei, because Zero System + GN Field (not stacked obviously but just having access to both) is extremely annoying to play around. I also like Destiny too, because his really silly strings (BR -> Sub -> BC -> etc) and WoL when GN Field is up is hysterical for being able to yolo at people :D -
[FB] Gundam Spiegel General Discussion: Let It Rip!
brett_ replied to Dances w Ninjas's topic in 2000 Cost Suits
Worth mentioning that in the God Gundam matchup, I've found that CSa in super close range isn't actually a good answer to what he does, because for some silly reason God Field Dash (straight or side) will both avoid the CSa even right in your face. It seems best to instead keep him out with Kunai from close-mid range, either doing A -> Sub or A > 2A, rather than baiting him to come in close and CSa him like you generally would do vs most melee characters. Also perhaps 8B > Kunai may work, not sure, need to play that matchup more. This is especially important if you already have your CSa held earlier in the exchange. It's best to let it go earlier and then continue keeping out with Kunai. -
Add mp3s to USB, connect USB to PS3, go to Music, choose USB. Display Info, find your mp3s, select all and copy. Once they've been copied go into Briefing Room > Personal Setting (5th option) > BGM Setting. Press Triangle to preview song, press R1 to see the list of suits the song is played for. Press Circle to change BGM. Square will reset the highlighted song to its default, and select will set all songs back to default, so be careful. You need to exit the BGM to save the settings, so dont turn your ps3 off or quit to the XMB without doing that first!
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So yeah, about that sniper shot....
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the normal version of the game is up on JP PSN Store! And if you got the G-Sound version, it's playable now!
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Feel free to make one
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How the FB Changes Affect Competitive Game Balance To sum things up, this game is much less momentum and offensive based than the last game. Rather, this game has a higher emphasis on basic neutral game control and spacing (Which is a good thing IMO!). Lots of things contribute to this, but the most noticeable one is the changes to Extreme meter. As stated above, A lot of meter gain has gone down, particularly on 3000 and 2500 suits, to the point where you are generally only getting two half bursts as a 3K, rather than three. In addition, the overall effects of the burst have been drastically nerfed by splitting them into Assault and Burst, as well as lower boost recovery. What this means is that not only are bursts less common, they’re less likely to lead to a guaranteed landing punish. EXVS vanilla was much about killing people with your three half bursts, and pressing your advantage with them. While bursts are still amazing in this game, their overall influence on the outcome of a match is drastically lower. As a result of both a) the meter gain nerfs and b) less of a priority on offensive momentum, the 2500 class overall has become less dominant at high level. In particular, the 3000 / 2500 comp is now considered weaker than 3000 / 2000. In the previous version the 2500’s overall explosive power, as well as their high reward off of their half burst, meant the 3000/2500 comp could general terrifying amounts of offense that could overwhelm opponents. It traded off health instability (due to the severe overcost) in exchange for better performance. Due to the meter gain nerfs, it is now MUCH more difficult to get two half bursts as the 2500 back suit, making it’s second life much less relevant than before, and overall making the composition high risk high reward rather than the previous game where the risk didn't matter that much.. On top of that, overall 2000 suit stability has increased due to most suits getting good mobility and HP buffs. One could say the difference between 2500 and 2000 has shortened. Another big reason why this game is less about offensive momentum is the fact that overall, defensive options are much stronger in practically every aspect. System wise, the increased viability of fuwasteps and fuwafuwas allow for safer defensive play as well as more fluid defensive options. Guidance overall has also been nerfed somewhat, making it generally slightly harder to hit people. On top of that, the overall map size has increased, making it easier to keep away opponents, and making it much harder to get cornered. There were also two big suit-specific changes that follow a common pattern, both of which decrease the viability of rush down offense. One is the overwhelming addition of amekyans to many many suits (see the top for a definition on amekyan). Amekyans are much much more common than in the previous game, and you can expect them to be made full use of defensively. The second change was the common nerf to many strong, but non-replenishable assists, such as RX-78’s Guntank, which now can be used more maximum times, but are much less viable as one-time rushdown enablers. It’s very clear that the primary goal in developing and patching FB was to bring the game back to an emphasis on neutral game. As a result, the game is much more focused on ranged play, rather than melee, compared to the previous version. It’s extremely obvious if you just look at the tier list - the top 2 suits are orthodox ranged suits, as compared to the last game’s Full Cloth and Quanta (yes, Quanta is still good, but that’s besides the point). The addition of fuwastep viability, map size, amekyans, etc make it much more difficult to go for melee. In addition, melee suits often benefited the most from extreme bursts as ways of enabling them to close in on targets. Now, this doesn't mean that melee suits themselves are that much worse - there are still many melee suits that are strong and many got corresponding buffs to continue to make them viable (Turn A, God). It’s more apt to say this game is less melee-centric. As a result of this and the previously stated nerf to offensive pressure, you’ll see some surprising balance as a result. The best example is Delta Plus, that though did not concretely gain that many changes, sky rocketed in tiers from an average suit to one of the best 2000’s in the game. And he didn’t even get an amekyan - he already had one. Delta Plus’s main (and possibly only) weakness was his low self defense in the previous game, due to bad turn radius etc. That has been drastically changed by the viability of fuwastep, which helps him maintain an on angle threat while being much safer. The second reason has to do with his matchups. Suit strength is always connected to actual in-game matchups. In general, it is said that Delta Plus was average in Vanilla because of having bad defense, yes. But more concrete way of stating this is he was average because he couldn’t fight against many offensive top tiers (Quanta, Full Cloth, Destiny, etc). In Guilty Gear +R, Faust became one of the strongest characters despite only getting moderate buffs due in part to the fact that many of his bad matchups got nerfed. The same can be said for Delta Plus - he has a much easier time dealing with suits like Reborns, Wing TV, and Unicorn, that play more of an orthodox neutral game rather than try and run over opponents. Despite this, please remember not to interpret the current tiers / suit strengths as a way to reflect overall game balance too much - remember that each suit got changed greatly between versions. Don’t assume because God is suddenly really good its because the melee ranged game is overall stronger in this version - outliers often appear due to suit specific new tools. A final, and possibly most important and applicable note I’ll mention, is regarding awakening timings. If you’ve watched Full Boost footage before and are familiar with EXVS vanilla, you’ll notice that there’s a huge variety of burst timings and you may find Japanese players bursting at times that make no sense to you (or passing up on burst opportunities). This has to do with the relative buff to Full Burst. In Vanilla, being forced to a full burst (especially as front) generally meant throwing the match. It was a huge disadvantage. In this version, Full Burst is considered the stable, less greedy option, rather than an outright bad option. Because half bursts don’t refill all of your boost gauge, a lot of situations that would be obvious burst timings in Vanilla are now questionable or up in the air. Consider the following example: You are being chased down and pushed into Overheat, and your opponent is sitting at around half boost. In Vanilla, you have a clear advantage, and you can probably take down your opponent. In Full Boost, you’re resetting the situation closer to neutral, or at your slight advantage, without a guaranteed hit in sight. Bursts now no longer simply give you huge momentum swings that reverse the situation entirely. Now they’re more like assists that help improve whatever current situation you’re in. You can think of this as meaning that it is harder to find situations where half bursts will lead to guaranteed damage. As a result, there are two common patterns for bursting you’ll now see. One is players bursting when they already have a slight or moderate advantage in order to “seal the deal” so to speak. This method of bursting is particularly effecting with Assault because you’re profiting off of the damage modifier heavily. The second is using it as a defensive trump card, something that in the old game was seen as a “bad burst” and is also seen more commonly with Blast bursts, due to gaining the new ability to step cancel your shots, etc. The optimal half burst in Vanilla EXVS was 1) preventing being hit and 2) hitting the opponent instead. This can be interpreted as a roughly 400 damage swing, overall. In comparison, offensive half bursts get you 200, pushing a neutral situation into your favor, OR prevent 200 damage, by being used defensively to avoid being shot down. The old EXVS burst has literally been cut in half. However the full burst functions like the previous half burst, so it’s now okay to actually value a full burst as two half-bursts. In EXVS vanilla it was more like one full burst equals 1.2 half bursts. As I briefly mentioned before, going for a full burst is the stable option. There are many reasons why it’s considered stable. One is that you can try and use a half-burst, and if you don’t see an opportunity, shrug and accept the full burst. The second is the fact that you can use Full Bursts as Reversals. Not only as in the ideal situation I mentioned above, bursting at Overheat then hitting the opponent, but by using a Defensive Full Burst (when you get hit), then hitting the opponent who was hitting you. This is referred to as a reversal burst. Obviously this has huge rewards, and existed in Vanilla as well, but since you could accomplish similar things with half-bursts, it wasn’t a major point. Attempted reversal defensive bursts are much more common in FB, and while they’re still very situational, they give extra weight to the merit of the full burst. Lastly, because you gain less burst meter when you die, high cost suits no longer “waste” meter when you die. In Vanilla if you died without activating you were pretty much at full straight up. In Full Boost that’s not the case, so there’s much less danger of wasting your meter by saving up for a full. As we said earlier, the game is much less momentum based. One final point factoring into the previous weakness of full bursts is the overwhelming momentum that half bursts helped give. If you didn’t half burst, were forced to deal with a lot of mid-game pressure without much help. Because the game is less momentum based, being unable to use a burst until the third quarter of the game no longer is a drastic deficit. That being said, half bursts are still very good, you will still see them more often than full bursts, most likely. The important point to take from all of this is that burst timings is much more judgemental. In EXVS vanilla there are points where you could say you MUST burst at, 100% of the time, without argument. In Full Boost, there are many more grey areas and it’s up to you as a player to weigh the pros and cons. In Full Boost, you consider ‘will a better opportunity come up or is this the best time to use my burst?’. There’s actual strategy involved. In Vanilla, it was simply “Will I prevent myself from being hit AND hit them? if so do it.” without fail. This has become more of a paper rather than a short debriefing for EXVS Vanilla players looking to adapt to the new changes, so think of this as my personal forward for all EXVS players about to start their Full Boost journey. Please note that all of this is my own personal opinion, and though I try to base all of my points within concrete game changes, Full Boost is a much more organic game than EXVS Vanilla, and there are many ways to play. Though my goal is to rationalize and explain what the new common strategies and trends are, these trends are still simply decisions being made by players like you, subjective to change. I hope what you take from this is less the actual points I make, and more so the method of thinking used to arrive there. That being said, I hope you are as excited to play Full Boost as I am, and once again feel free to talk to me on Twitter and play with us on stream. -Brett
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[FB] The Epyon General Discussion: Get in, whip everything
brett_ replied to LionHeartx's topic in 3000 Cost Suits
I've updated the documents in question, and I'm sure you guys knew what I meant to say anyways, but "and differences in extreme attacks." was meant to refer to bursts, not actual extreme supers hahaha. carry on :P -
[FB] ZGMF-X19A Infinite Justice Lacus - Haha time for understanding
brett_ replied to BKDennis's topic in 1000 Cost Suits
Hey man, that isn't confirmed Kappa