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Everything posted by brett_
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I am currently away so I cant talk at lenghth. I'll write something detailed later. I would not like to be forced to ban pads. I had simply entertained the notion of it. Regardless, if you think as a pad player you are ENTITLED to being allowed, you ought to reconsider. Also if you are considering quitting the game because you wouldn't be allowed to participate in ONE tournament a year, please just do so and spare us.
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Totally forgot to mention this but if anyone can bring ethernet cables, we need a few of them too. Thanks for understanding!
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I've gone ahead and prepared the bracket we'll be using before-hand. Please note that this will change DRASTICALLY as we receive on-site entrants. This bracket does, however, reflect seeding in a very broad sense. http://ubw.challonge.com/exvsfb_evo2014
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Updated - Thank you so much! To everyone else: If you can or know people who can help bring monitors, please let us know! It looks like we are going to be okay on PS3s but we're down like 5 monitors (Need two extra for the Stream setup). If you can help spread the word, it would be greatly appreciated.
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Gundam 2on2 Tournament will begin officially at 2:00 PM PST, to avoid conflicts with BBCP on the same day.
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Chaos Breaker at the next one? Kappa
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This may potentially be the final BBCP tournament I run, at least on a fixed monthly schedule, just wanted to let you guys know. Not set in stone yet, but I may decide to switch over to other games to run at least on Sundays. Signup / Bracket - http://ubw.challonge.com/bbcp_07202014 Stream: http://twitch.tv/thebrett Details / Rules / Info Double Elimination, 2/3, with 3/5 WF / LF / GF No connection or region restriction. Start Time: 5PM PST (Roll Call @ 4:45 PM PST) - Tourney logistics are explained at Tourney Start. You MUST be able to communicate via Twitch Chat to compete. Please report your own scores via Challonge, and use Twitch Chat to communicate. We'll be using a world lobby in conjunction with a spectating lobby for organization. I encourage anyone who is NEW to our tournaments to arrive early and be present while I explain the process. If neither player can connect to each other after all possible options are explored, the match will be resolved with RPS. If you wish your match to be played on stream, please request in advance. if people want to co-commentate feel free to ask ahead of time.
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Notice - if you are planning on using a DLC suit that isn't free, please post here so we get a sense of which DLC suits will be needed. Also, if you are willing to help provide equipment for setups, such as PS3s or monitors, please let us know. We're considering trying to shoot for EIGHT total setups to get two concurrent matches going. This means DOUBLE the amount of potential casuals you guys can all play on Day 1, as well as make everything on Day 2 run smoother to let us run a potential Large Team Exhibition afterwards!
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I believe it just means in a parabola / arc. It's usually used to describe the path of those kinds of moves. Please remember to supply an actual sentence for context or link to an example, because I often end up just having to search the wiki for the phrase in question to double check lol.
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
brett_ replied to brett_'s topic in Gundam Extreme Versus
Just to clarify, the word priority is actually a kind of subjective sum evaluation of how good a move is in an exchange. The actual individual things that make up a melee moves priority fundementally are: 1) hitbox - this is both in terms of reach and in terms of the melee attack in relation to your own suit. Example: Banshee's BC has insane priority not just because its hitbox is large, but because it is extended far in front of her own hurtbox. Some moves, like Master 8B or Arche 6B, can duck under things by changing their own suits hitbox. Others move hitboxes tend to even be located in ways that still work after a sidestep (Sinanju 6B, Quanta cc8b, Xenon form 2 6B, etc) 2) startup - in close range exchanges where both are in attacking range, the fastest melee is often the best. Example: Susanoo's 5B is sub-par at chasing and going around stuff, but it rarely loses in situations where you both end up recovery at the same time next to each other. Start up speed can also affect close-mid range exchanges as well, because if two melee attacks are heading at eachother, even if they have already both begun the pursuit portion of the attack, if one of the attacks "detects" the opponent in proximity and that attack comes out first, it can win. Example: Susa's side BC spin isn't that fast nor has a good hitbox, but because it's constantly ACTIVE without needing to detect a proximity, it is often active and already hitting before an opponents melee land. 3) active time - this describes how long a melee attack stays "out" once it's gone off. Long active times make the move feel like they more often will "reach" their target even when the opponent seems to be escaping. Example: many of Epyon's melee moves, Exia 8B, etc, tend to catch many players off guard because they continue staying out longer than normal, and can "catch up" to a fleeing opponent in mid boost-hop or ascent. 4) closing properties - the path and speed of the "pursuit" portion of the move are what often decides whether a melee is useful in close range when faced against basic beam options. Example: Arche's 6BC is considered an extremely good melee move primarily for the path it moves in as it closes in, which is unusually curved. It also factors greatly into how an exchange goes off. The angle that two melees have greatly affects the priority, because many hitboxes are shaped based on the appearance of the attack, or attack from a particular side or angle. If two melee moves are basically overlapping and both active, it ends up being which hitbox is connecting better, which often is due to the angle when speed and other factors are similar. If hypothetically a suit was able to teleport, and teleported above your head as you were doing a 6B, your 6B would not just immediately recorrect itself and aim straight up. There is actually a tracking angle, unique to each melee, that allows the melee to "guide" towards its target, and if broken, it will cause it to whiff / end. This is why rising upward works often, and is similar to the concept of muzzle correction. The tracking properties of a melee factor largely into how good it is as chasing opponents who are fleeing (when combined with its active length). Part of the reason why Master (and Xenon)'s 6B is considered THE best in the game is due to having good values in all of these categories: Amazingly active, with fast pursuit and great vertical tracking, makes it amazing for chasing even players who try and ascend vertically. It's horizontal arc is amazing and will go around basic beams without easy, allowing for great use when closing in. It's hitbox position and good speed make it often win in rainbowstep wars and in head on collisions. The GENERAL breakdown of each suits melees in general is: 8B: Best hitbox, and often active frames, but goes straight forward, so won't go around anything. This is generally used when it comes down to a competition of hitboxes (aka clashes) 5B: Best startup but often mediocre hitbox, and also goes straight forward. This is as mentioned earlier, mainly used in competitions of speed. 6B: Best path - 6Bs by nature take a slight arc, letting you go around beams, etc. They're usually slower than 5B, but because of the angle they come at, many people often rely on them even in speed or hitbox contests simply due to how the angle can affect the clash. In addition, its worth noting that due to how the EXVS command interpreter works, its extremely difficult to get an immediate 5B after a rainbowstep, so 6B is often the move that ends up getting used regardless (the game will remember the directional input from the rainbowstep even if you already returned to neutral for a short duration) @ArcDivine: Exia's melees are generally better than Spiegels. Exia in general actually has some of the best melees in the game, so it's no surprise if you're losing to his melees. Your makes you move upward, so at point blank it can beat Exia's melees often by putting you above him into green lock and causing him to whiff. In addition, your CSa is good for beating melees because it flips you and puts bombs in their face. You can even combine both by using 8B and cancelling it immediately into CSa (very strong). Your 2A Kunai split throw can also work to catch melee pursuits since it is kind of wide, but generally I'd stick to CSa and/or 8B. @Akai: Zusa is break cancelling. -
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
brett_ replied to brett_'s topic in Gundam Extreme Versus
I've definitely seen a few people turbo their controller. No idea what the purpose was, but yeah lol. -
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
brett_ replied to brett_'s topic in Gundam Extreme Versus
theres ranked shuffle and ranked team. if you odnt have a partner you can try ranked shuffle where you individually queue and play a ranked shuffle match with 3 other people. It's not hard to find ranked matches, though after a certain point players tend to cancel due to the connection. If you are too far from Japan you might have more difficulty than others finding a match. -
[MB] The Maxi Boost General Discussion Thread
brett_ replied to Setsuna Yuki's topic in Gundam Extreme Versus
Oh also Destiny is really fucking amazing apparently. Supposedly we should expect to see some Destinys at this upcoming Sportsland. -
[MB] The Maxi Boost General Discussion Thread
brett_ replied to Setsuna Yuki's topic in Gundam Extreme Versus
In case it wasn't obvious, F91's BC change is that it is active for a second longer ( 発動していられる時間を長くしました。(+1秒) ) The Japanese used in the official bandai namco patch notes is often kind of weird, so if you see weird phrasing like what someone mentioned earlier, it's not random, they just phrase stuff kinda weird (my JP friends say so) -
[MB] The Maxi Boost General Discussion Thread
brett_ replied to Setsuna Yuki's topic in Gundam Extreme Versus
With some of the recent patches, the game has gotten a bit better. F-Drive is no longer the dominant force in the game, and it was the thing making most people dislike it. F-Drive itself is still good but generally aside from the few melee-centric suits, The game has returned to being centered around S-Drive and BR-based play. -
[MB] The Maxi Boost General Discussion Thread
brett_ replied to Setsuna Yuki's topic in Gundam Extreme Versus
Since I was on the subject of Shinjuku Sportsland, I happened to have the main twitter account up just now - he generally tweets the team rosters for the top 8 of each tourney, pretty useful for seeing what's being played - https://twitter.com/afro_ray2 -
[MB] The Maxi Boost General Discussion Thread
brett_ replied to Setsuna Yuki's topic in Gundam Extreme Versus
The major tournament is the Shinjuku Sportsland tournament series that runs monthly. It's where all the best players gather and you can generally find data about what's good or viable. It gets several hundred participants a month and it's the only tournament officially sanctioned by BandaiNamco. Technically all other tournaments are supposedly not permitted officially (though people run them anyways). There's a twitter account that posts the top 8 team rosters for every tournament usually, too. They run large team tournaments, traditionally anywhere from 6on6 to 10on10, which is the count of the players on each team - 10on10 is 5 teams on each side. It's done pokemon style by order written on the roster. In the case of a time out, it's a double KO, unless one side's captain team (the final team) is the only one remaining. If only one side's final team is playing and it's a time out, it's a rematch. If there is a second time out, only the non-captain team loses. I don't remember the ruling on time outs for captain vs captain, but it's probably just endless retry till someone wins. -
地上撃ち: I'd need to see the context, but it my guess is it refers to firing while actually standing on the ground, like how if you perform Virsago's AC while grounded you actually don't consume any boost. 足を止める: Basically vernier - anything that stops you in place basically.
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it just doesn't work with any suit that can't minihop. was too lazy to mention in the video. I should probably mention it in the description i guess tho.
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Didn't want to clutter up the Q&A thread, so I guess here's the best place to put this. Thought I'd make a video to help spread the word on this particularly useful glitch / mechanic: https://www.youtube.com/watch?v=KzkUzMf-e2g
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hae is just the jp word for a fly btw. just a basic nickname for the master babies. ハエコン (haekon) does refer to combos that use his AC, but they more specifically usually reference his EXVS vanilla guaranteed reset combos using it. For those of you who dont know, once master's AC lands on the opponent, it stays there, and master can re-input AC to recall the baby and stun the opponent. In EXVS Vanilla, the babies stayed on the opponent for 3.5 seconds once latched on. The down value counter resets at 3 seconds, so the basic principle was to combo into AC without downing them, wait 3 seconds, then stun them with AC and then do a full combo. The general principle was combo into a stunning move (Darkness Shot, various melee strings), step and AC, then neutral Sub (babies hit after the sub and you fall there, then reset). The previous versions before EXVS vanilla also had AC combos, but they generally involved OTG'ing them with a baby latch, which isn't nearly as effective. Unfortunately babies don't stay on the body for longer than the down value reset timer, so you cant reset them this way. You can still do OTG baby into meaty stun as they get up, but you can simply late-tech so the babies wont be on you (though it does for you to late tech against master, which isn't a good situation either :P).
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[FB] The ZGMF-X56S Impulse Gundam thread: "Shinn.... SHINN!!"
brett_ replied to WindmanV3's topic in 2000 Cost Suits
They're pretty important cancels though - you definitely cant really play YOLO like you can with Impulse. -
So, I like that people have been writing (WIP) on stuff, but can someone change the links for unedited pages to [Empty] or [blank] or something, instead of making them red. That's more important than all this (WIP) crap that's been around. I also suggest brackets for [WIP] instead of parenthesis to avoid confusion with suits that already use it like Wing Zero (Quatre)
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
brett_ replied to brett_'s topic in Gundam Extreme Versus
The game checks whenever you abruptly disconnect in the middle of a match. If your d/c rate is too high you'll end up with an orange color during the accept match screen, as you described, if you d/c even more, it becomes red. -
if you guys have a team name let me know also