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Everything posted by Tari
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Info dumping my frame data stuff here, too. Almost all matches yours, van. I marked in red the differences. If it helps, superflash is probably universally 20 frames long and counts for 1 frame of startup. Not guaranteeing that, but it is true for Yuzu's 236c. (edit: static diff for any moves that don't have it listed here might be in van's frame data tables: post 190 and post 193) Normals: (parenthetical numbers in this section are static diff) 5a: 5 (-2) 5b: 10 (-11) 5c: 12 (-10) 2a: 6 (-3) 2b: 9 (+/-0) 2c: 12 (-9) 4b: 18 (-9) - counter from frames 8~12*. If it catches anything, Yuzu is fully invuln until she recovers. Does not catch things that hit lower body. 4c: 12 (-7) *range estimated by testing against frametraps and projectiles, no guarantees on these being the only counter frames, though it seems likely 66b: 9 (-5) 66c: 10 (-28) - goes airborne by frame 6 if animation is accurate j.A: 8 (15f blockstun, 11f hitstop) (p1: 0.72, p2: 0.96)* j.B: 9 (17f blockstun, 11f hitstop) j.C: 12 (17f blockstun, 12f hitstop) j.2C: 13 (17f blockstun, 12f hitstop) j.2[C]: 23 (17f blockstun, 12f hitstop) (p1: 0.72, p2: 0.94)* *these P1 and P2 values are estimated and based on BB's proration system. They do NOT take into account character combo rate. It isn't clear if this is the same system used in UNIEL. ===== Stance Moves: (parenthetical numbers below are if move is performed while already in stance) note: 236a/b are -7 if d-cancelled fastest possible, and +26 if you remain in stance 236a: 17 (10) 236b: 17 (10) 236c: 14 (7) j.236a: 22 (10) j.236b: 22 (10) j.236c: 19 (10) note: 6a/b/c are -5 if d-cancelled fastest possible 6a: 16 (6) 6b: 16 (6) 6c: 16 (6) j.6a: 15 (5) j.6b: 15 (5) j.6c: 15 (5) note: 214c is -6 if d-cancelled. 214a: ~20 (~12)* 214b: ~21 (~13)* 214c: ~15 (~10)* - invuln on startup, haven't tested exactly when invuln wears off, but it's probably frame 15. j.214a: ~22 (~12)* j.214b: ~23 (~13)* j.214c: ~13 (~10)* - like the ground version, also invuln on startup *these are measured at what I assumed to be the closest possible hit ---- (the teleports were measured to the first frame of wind effect, which seem to be the first frame of invuln) update: the grounded in-stance teleports go invuln on frame 4, not frame 5 as initially thought. This has been tested with terrible methods. This would imply that the non-stance teleports are all 1 frame faster than I estimated, so I've adjusted the numbers accordingly, though I haven't actually tested all the numbers, and I'm unsure if this applies to the stance dashes. 421a: 15 (4) 421b: 15 (4) 421c: 15 (4) j.421a: 13 (4) j.421b: 13 (4) j.421c: 13 (4) stance dash (ground): 9 stance dash (air): 9 ====== Blockstring + Rebeat Stuff: 5C > 5A (whiff): -1 5C > 2A (whiff): -3 5C > 2B (whiff): -8 2C > 5A (whiff): -1 2C > 2A (whiff): -3 2C > 2B (whiff): -8 5B > 5A (whiff): +/-0 5B > 2A (whiff): -2 5B > 2B (whiff): -7 236X > 6X~D (whiff)): +1 tk/low j.214a/b~d (spaced properly and at the right heights): +3 on block ground 214b~d: -3 on block 5A/2A > 236A~D: -7 5A/2A > 236A > Throw Whiff: +3 (theoretically useful) ====== Other: IW: 13f startup jump startup: 4 frames throw startup: 4 frames stance jump startup: 2 frames ground stance recovery (if d-cancelled): 33 frames ex move superflash: 20 frames (1 frame startup, 19 frame freeze) chainshift superflash: 40 frames (1 frame startup, 39 frame freeze) D-paired stance move input startup is the same as if the move were performed outside of stance. NOTE: stance dashes and stance dodge will flip you around to face the opponent if you're facing the wrong way in stance. ==== UNIB DATA (from original game, not UNIEL) Note: Startup and total numbers on supers may not include superflash, but I can't say for sure. 236C Startup: 13F Active: 5F Total: 38F j.236C Startup: 18F Active: 5F Landing Recovery: 11F 214C Startup: 14F 1st Hit Active: 3F Landing Recovery: 33F j.214C Startup: 12F 1st Hit Active: 3F Landing Recovery: 33F Infinite Worth (41236D) Startup: 12F 1st Hit Active: 3F Total: 147F 5A Startup: 5F Total: 18F Static Diff: -2F 2A Startup: 6F Total: 20F Static Diff: -3F
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
Tari replied to brett_'s topic in Gundam Extreme Versus
Use a move that is not related to your charge shot. The move does not have to be an attack (as per Strike Freedom's BC flip). If you're holding csA, use a B-button move or a BC move. If you're holding csB, use an A-button move or an AC move. By using the other move, the game switches your targeting reticule back to single-target. -
There was no shuffle tourney planned originally. We decided to run it on the spot, so it was completely a bonus to the actual tournament that was held on the next day. We thought it would be fun to run an extra little tournament, but it feels really unrewarding to do so if people are just going to complain afterwards. :/ It was held late in the day and we decided we had no time to allow pad players and configuration hassles. I would hope players can respect these decisions, as I think they are both reasonable and fair. Edit: shuffle tourney was free, as well.
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Please read carefully, akai, before making any potential accusations. No one was prohibited from playing this year. The sheer number of problems caused by allowing pad players this year is the cause for_consideration_ of banning pads (and especially wireless pads). If ever there is a tournament held that prohibiits players from entering with no prior warning, that tournament does not deserve to be held. EVO's Gundam side-tourney is fortunately NOT run that way. As far as allowing pad is concerned, I think that, even before we discuss the possibility of a full pad ban (which is an issue we can circumvent by running pools on a separate day), it is completely reasonable to believe players will provide their own wired controllers in lieue of the continued issues regarding wireless pads obstructing gameplay. Either that or, as a community, prove to us that they will be responsible and respectful with their controllers and towards their fellow competitors. This is two competitions now in which we've had players interfering with stream stations because of wireless controllers. It was fortunately a non-issue at SCR, but that was purely down to lucky timing.
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It wasn't a majority, if I recall rightly, but it was a large number. The large number of pad players is where the problems stemmed from. The pad players didn't even all share the same button layouts, so we sometimes had to let pad players leave the lobby and reconfigure their buttons even after another pad player had just finished playing. It really, really sucks that Gundam doesn't allow button configs in the lobby. That aside, wireless pads are obviously problematic since players cannot seem to respect the need to disconnect their controllers and keep them off when not playing. I had expected that to not be an issue, but it appears that not all people are as willing to put in the miniscule amount of effort needed to ensure smooth gameplay for their fellow competitors. On an unrelated note, players changing the comm messages during the tournament or during casuals right before the tourney is a bit annoying. I use default comm messages quite a lot, and I'm not going to check the comm messages when I sit down to play.
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James and I should be entering, though we have no suit selection or team name yet. I'll update if we decide on anything, but I doubt we will, since I'm lazy. :D
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[FB] God Gundam General Discussion: The King of Hearts!
Tari replied to Sharakonta's topic in 2500 Cost Suits
It depends a little bit on how you play God Gundam, but generally speaking, they aren't the best partners. When Unicorn activates his NT-D mode, it gets significantly better, but it's still somewhat messy, and the team is constantly prone to friendly fire incidents (mostly from Unicorn). Unicorn benefits from being able to lay down constant fire on the enemy, while God Gundam benefits from playing in a close to mid-range area, which tends to put him in the approximate area of Unicorn's shots. When NT-D is activated, Unicorn becomes less ranged, but still has a pretty noticeable mid-ranged presence with his amekyan and beam gatling, and his NT-D Hack tends to stun everything in front of him, friend or foe. With Unicorn in that mode, God Gundam is also more likely to accidentally hit Unicorn with his main (fire pillar). When Unicorn's in NT-D, however, the compatibility between him and God Gundam (and any other melee suit) goes up significantly, because it pretty much turns into a standard double-front-ish setup. All that said, the team can work if you try, it just requires more effort and awareness than most other compositions. It's part of the problem of trying to mix a ranged front suit with a melee back suit. -
Any and all characters can crouch to go under the gauntlet hades followup on normal block (tager can't on IB). Be careful about when you push 2B as Rachel, though. If you IB the first hit and do an early as possible 2B when the Ragna cancels immediately into the followup, the 2B will whiff.
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[FB] Gundam Extreme Vs. Full Boost Premium G Sound Edition Tracks
Tari replied to HDKirin's topic in Gundam Extreme Versus
You can always add it in as a custom BGM yourself (which is why a lot of people opted to not get the G Sound edition). -
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
Tari replied to brett_'s topic in Gundam Extreme Versus
Refer to this thread: http://www.dustloop.com/forums/index.php?/topic/8249-fb-menu-translations/ Towards the bottom of the first post, there's a collapsed section talking about changing BGM tracks. Do note that the game plays songs associated with suits that are in the match, so if you're constantly playing the same suit, you're pretty much guaranteed to hear your suit's theme song more than any other song. -
It's not necessary, I just thought it'd be nice to differentiate, since the assumption is that we'll have quite a bit of DLC for this game, not just one or two. I guess I just don't see a reason not to color code it?
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Iirc, armor kicks in when you hit the B button and ends when the move whiffs or when you hit your opponent. CC8B has projectile shielding/absorption/etc. from the front.
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I'm going to suggest color-coding DLC suits in the navbar/etc. Not sure what color to use, but I think it might be a nice touch. Any opinions on this? Not sure what gave you the impression that they don't use suit names, but the JP wiki quite accurately lists every suit by their name. Shorthand names aren't used in the suit lists.
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How do we edit the bottom navbar, so we can fix or add suit names there? I feel like I've asked this before for the P4 wiki, but I've forgotten the answer. Was it something only you could edit, shtkn?
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It's worth pointing out that BR, BZ, and other abbreviations do not always mean the same buttons for every suit (case in point, your example of the button combination AC being interchangeable with BZ is generally untrue). While I don't have a clear opinion on whether to use letters or abbreviations, I do want to mention that writing button combinations or "Main"/"Sub" avoids having to deal with whether or not to use a + sign, as well as any potential button confusion. Button confusion is pretty unimportant, though, seeing as how players should really be able to figure out any moves they need to for any given suit whether by checking a movelist or just trying things out. Notation Examples: - BR >> BR -> BZ - A >> A -> AB - Main >> Main -> Sub I'm also going to support using ~ for followups. I've been trying to use -> (as per the JP wiki), but it's honestly really irritating to look at and doesn't really clearly convey that I'm referring to a move-specific followup. ~ is a fairly standard notation for followup moves, so it's probably best to just use it.
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
Tari replied to brett_'s topic in Gundam Extreme Versus
As a front player, you should try to move with a purpose in mind. Boost hopping without reason can be detrimental to your positioning. As long as there's a reason for you to do a boost hop, it's a reasonable decision. It's really quite hard to say much about your use of boost hops without actually seeing it in action, unfortunately. -
Kirin can unfortunately no longer make it to the event. Perhaps a future one, if we hold more, though.
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The "weakened" and "enhanced state" lines you mention are just his nerfs and buffs from the previous game. Manual aiming the sub is useful in green lock and in situations where you want a green lock effect. For example, if you think an opponent is going to fuwa your shot, or that the opponent is going to step your shot, you can manually aim it instead. If you want to yamiuchi your bazooka at an opposing back player but the front player is in red lock and not moving towards the other player, you can force the shot to go where you want with the manual targeting. Stuff like that. I normally just open games by firing three manual aimed bazookas. If they hit, then yay, if they don't, whatever, I'll get them all back and more in a moment when I activate csB. In any case, the blue lock is fairly situational use, but you can unexpectedly win games with it, so don't discount its usefulness.
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
Tari replied to brett_'s topic in Gundam Extreme Versus
Don't worry about posting translation questions here, it's fine to keep doing that. -
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
Tari replied to brett_'s topic in Gundam Extreme Versus
Pretty sure it stands for combo. The rest of the stuff with it just denotes the type of combo. Not sure what the last two are, the first two are probably death combo and hype combo. I could be wrong on this, though, should probably get someone to double check for me. -
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
Tari replied to brett_'s topic in Gundam Extreme Versus
I avoided the "take care of me" translation on purpose for no real reason, but it's true that that's the most common way you'll see the phrase translated. I actually edited that post, like, four times trying to decide how to or whether I should even bother to write translations for that phrase. In any case, I didn't actually realize that we didn't have a full list of comms anywhere until just now, either. Not really sure we need one, but I guess it can't hurt to just post it somewhere. -
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
Tari replied to brett_'s topic in Gundam Extreme Versus
The default in-game comms are as follows: Up - 前に出ます - I'm going forward Left - 了解です - Understood Right - 援護します - I'll provide cover/support Down - 後退します - I'm retreating The right and down comms are somewhat interchangeable. I believe a lot of players simply swap out the down comm for custom comms instead, and use just the right comm to communicate both when they're playing back and when they're retreating (since retreating generally still involves supporting your partner). The neutral comm is always a health report. The text in the neutral comm changes depending on your suit's current health value. At full and high health values, the text is white. At medium health, it's yellow. At low health, it's orange. On death, it's solid red. Players generally just look at the color for status checks, rather than read the whole message. The only time when the message matters is when the health comm is white text, at which point just checking for the "なし" is enough to differentiate between full health and minor damage. The health comms are as follows (these are not translations, just equivalent statuses): 損傷なし - No damage (white) 損傷軽微 - Minor damage (white) 損傷拡大 - Medium damage (yellow) もう持ちません! - Major damage (orange) 撃墜されました! - Death (red) The directional comms were translated in this thread, by the way: http://www.dustloop.com/forums/index.php?/topic/8249-fb-menu-translations/ The "cover me" in that thread is a mistranslation, though, as it should be "I'll provide cover". I believe that doing a melee combo on an opponent doesn't affect your comms, by the by. The only reason you might get different comms while melee-ing would be if you're holding directions while hitting the comm button. edit: In addition to those comms, at the start of a game, your first neutral comm is "よろしくお願いします" ("let's work together" sorta thing). Players are expected to comm this whenever a game starts (a bit like a "glhf" comm). At the end of a game, you can comm 5 different messages to your partner: Neutral - ありがとうございます - Thank you Up - ありがとう - Thanks Left - 助かりました - You saved me Right - 次もよろしく - I look forward to our next match / Until next time Down - ごめんなさい - Sorry -
Melee follow-up/cancel options: - 5BB -> A - 2B -> A/AB/AC - 6BB -> AB - CC8B -> A The A cancels fire a bazooka that doesn't share ammo with any of Zudah's normal moves. Other basic/important stuff: - Zudah fires 3 round bursts from his MG, up to 15 rounds if the button is held down. It takes 3 rounds to stagger, but 17 rounds to down an opponent. This means that you should never expect an opponent to get yellowed out purely from an MG volley. - BC can be amekyan'd with main. BC -> A. - Main can be cancelled into AC, which can be cancelled into BC. This is important because, again, BC can be amekyan'd. - AC causes Zudah to vernier and move backwards slightly. - BC amekyan can be slide cancelled (somewhat advanced, but important because people are liable to get this from the AC -> BC cancel without meaning to) - AB can be held to control its firing direction with directional inputs (the blue targeting circle can be dragged around before the shot comes out). Only the A needs to be held down. - If the blue targeting circle for AB appears, the shot loses all tracking and will only go where the manual targeting circle was aimed. Do not hold your AB input down longer than necessary unless you want this effect. - Blast burst is suggested for this suit, since so many of his options can cause vernier and therefore be step-cancelled. Additionally, he benefits greatly from the extended burst time and faster reloads. In blast burst, he can easily combo three bazooka shots into each other by step cancelling. - If an enemy is killed by your suicide attack (csB while in mode) or your burst attack suicide, they are considered to have died before you. This means that you can indeed win games with his suicide moves. Slightly more advanced stuff: - Though you can no longer get infinite csB mode, you can re-enter csB mode without going to normal mode if you time a csB release properly as mode is ending. The idea is to release csB right as the mode change occurs. Because of the way the mode change occurs, it's possible to use a suicide csB as a mode-change csB. There are three ways to do this. 1) Shield and release. 2) Land and release. 3) Raw release. Of the three methods, only the first is relatively easy to do. Simply shield at the end of mode while having a csB charge ready, then let go of shield and csB at the same time. Since you can't exit mode until you stop blocking, you'll automatically exit mode and release csB at the same time simply by letting go of your block. The second method uses landing recovery for the same effect, and the third method simply requires that you perfectly time your csB release to match the mode change (the third method will pretty commonly cause people to accidentally start a suicide run, as a result). While this technique is useful to know about, it's unlikely that you'll have many opportunities to use it in real matches unless you completely ignore the enemy. - As mentioned above, you can slide cancel his BC summon. I suggest referring to the general amekyan/etc. thread for more information on the various falling techniques. Trivia(?): - You can use the MG reload as a ghetto sort of brake cancel, but since Zudah only stays on the ground if you're mashing sidesteps, it's usually useless.