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Everything posted by Tari
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You can combo into it, though I don't know the combo paths, and Brett has said the combos might have changed in this game.
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It does a huge amount of damage in one hit, so it can be used to add a notable amount of damage to the end of a melee combo. It's more often used for flash than anything else, and it's only reasonable uses revolve around ending a game with it or killing a suit that needs to be killed immediately. The latter of those two reasons is often questionable.
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
Tari replied to brett_'s topic in Gundam Extreme Versus
You'll more often see a back player retreating from battle when their partner starts to get low on health, as well, so as to avoid the 2v1 situation that will result from their partner's death. Back players also tend to stay down on the ground longer, focus more on survival, seek to take advantage of opportunities as opposed to try to create opportunities, etc. Feel free to link a random match video you've watched if you want people to help break down what you're seeing. -
Acguy can already cancel his mg into 2B. It's a very important cancel route for him. 8B is new, though, I think.
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[FB] God Gundam General Discussion: The King of Hearts!
Tari replied to Sharakonta's topic in 2500 Cost Suits
I edited my previous post to clarify a bit more what I meant, because I realized I didn't actually explain why you can beat Wing TV's CSa. Sorry again. edit: I should mention that the multiple layers thing is just a theory on my part as to the mechanics behind those moves, but it makes sense to me. -
[FB] God Gundam General Discussion: The King of Hearts!
Tari replied to Sharakonta's topic in 2500 Cost Suits
It has a limited time window for super armor in normal mode that's just early in the move. Anything that hits you during that period will be super-armored through, as long as it doesn't cause you to yellow out. This includes moves that multi-hit, as long as they don't have multiple layers of hitboxes. Sorry if I didn't make it clear what I meant, haha. I specifically mentioned nukes and grenades as things you can't get through because they're large and and have multiple distinct hits that will break the normal mode's super armor. Edit: Actually, you can super armor through grenades if you start from the inside of the grenade explosion, because you'll super-armor through all parts of the explosion. If you start from the outside, however, there's a second layer of hits that starts inside the outer explosion that'll knock you out of your super armor. If you look at a grenade explosion, you'll see that there's a more transparent outer orange explosion, and a more opaque inner explosion. Those are two distinct layers of hits, and they can break God Finger's super armor, even though I'm fairly sure the game devs only made the explosion that way for visual effect. Nukes, on the other hand, will always win, because I believe every hit in a nuke is a distinct layer (hence how opaque a nuke explosion is). -
[FB] God Gundam General Discussion: The King of Hearts!
Tari replied to Sharakonta's topic in 2500 Cost Suits
He can go through quite a lot of things with it, but the super armor is only active for a short portion of the startup of God Finger, not the entire duration of the move. If you're in hyper mode, then the entire move is super armored. You can use the short super armor to pass through beam rifles and other short attacks (whips, melees, etc.), but not grenades/nukes/etc., as those are multi-hitting, long-lasting moves. -
[FB] The DLCs List and Discussion Thread [Last Update : 2/14]
Tari replied to Setsuna Yuki's topic in Gundam Extreme Versus
The new DLC is out. 3 new suits and 5 new navis, as well as yet another Sthesia costume. I will unfortunately be buying that Sthesia costume again. :| -
[MB] The Maxi Boost General Discussion Thread
Tari replied to Setsuna Yuki's topic in Gundam Extreme Versus
Cheridum has no assists in Vanilla or FB, unless you count his burst attack. -
[MB] The Maxi Boost General Discussion Thread
Tari replied to Setsuna Yuki's topic in Gundam Extreme Versus
You're remembering Next, haha. God Finger rainbow step is a pretty common approach. -
[FB] God Gundam General Discussion: The King of Hearts!
Tari replied to Sharakonta's topic in 2500 Cost Suits
It barely works for oki anymore. I believe it explodes after a set distance, now, as opposed to on contact with the floor. The only vague use it has is for surprise nuking across the map, but even as a nuke, it's pretty cruddy. -
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
Tari replied to brett_'s topic in Gundam Extreme Versus
His shield isn't any different from anyone else's. You may be thinking of his 8B, which isn't a real block, and is instead a shield charge that turns into a block if anything hits him from the front during its movement. It's worth remembering that guard doesn't drop while a suit is blocking a string of continuous attacks. Guard only comes down if there's a gap in the middle and the suit has run out of boost, otherwise it keeps going. While it's not possible in this game to rapidly block twice in a row, some suits have an alternative means of achieving the rapid block effect by using moves that have auto-guard effects. Notably, RX-78 and Gelgoog can manage this with their respective 2B and 8B moves (as can V1 and Alex, with their shield shots). -
[MB] The Maxi Boost General Discussion Thread
Tari replied to Setsuna Yuki's topic in Gundam Extreme Versus
Pretty curious if they just gave God his Next tools back, too. Those would be his God Finger extension by double-tapping forward at the end of the move, and his Sekiha Tenkyo God Finger. Trying to remember if he really had anything else notable back then, but I don't really think so. Maybe they gave him back his boostless God Slash melee cancel? Haha. -
I'm seconding that request. On that note, can we at the very least agree to veto the Extreme Evolution stages? I'd really appreciate not having to play on two completely broken stages. edit: Thanks for the clarification, Shingin. I'd almost push for a day-of vote, but that would be messy. I don't think all the registered players necessarily know how to play the game or know about that Facebook page linked above, though.
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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
Tari replied to brett_'s topic in Gundam Extreme Versus
It's pretty much just a guessing game, and it can be pretty hard to stop some melee suits from just mashing melee at you on your wakeup, unfortunately. Blocking can work, but it's pretty risky in a lot of ways, especially because you're losing boost while the melee suit that's bouncing off your block is gaining boost. As far as I recall, the lock color only affects how the funnels move? Though that may have been a range thing, not a lock thing, not sure anymore. In any case, funnels have their own tracking. -
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
Tari replied to brett_'s topic in Gundam Extreme Versus
For starters, it shouldn't matter if it's a melee suit or a ranged suit that's sitting on top of you (unless the ranged suit is Cheridum). Even bad melee is still melee that can be used for oki. Generally, you just have to choose an action and hope it's going to work out. Teching away is fairly safe, but what you do after you tech is the big question. Do you boost away, step into another action (boost/shoot/etc.), block, yolo melee, fly straight up, or something else? If the opponent guesses right, they can pretty much beat every single one of those options, but that's only if they guess right. You just have to choose something and do it. If you want a more bare-bones answer, though, going up and then boosting away or simply side-stepping and boosting backwards and to the left or right (with optional boost hops) are fairly common and arguably pretty reliable when the opponent isn't running a fully committed oki game. -
[FB] The Banshee Thread - What can I do to please you, Master ? :)
Tari replied to Setsuna Yuki's topic in 2500 Cost Suits
You shouldn't be falling during the 8BC (which, by the way, is more easily input as 2BC, since you're combo-ing from 2B in the first place). If you do a 1hit 2B, you'll pretty much just stay horizontal during the 2/8BC. If you get more than 1 hit on 2B, you'll start sinking during the grab. I was testing it to see how much damage it did and how hard it was to cut that sort of combo, so I ended up trying it a couple times. Recorded it once as an example: http://www.youtube.com/watch?v=C0LZwljcuFI -
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
Tari replied to brett_'s topic in Gundam Extreme Versus
Yes, game sharing works as it would with pretty much any other game. The only caveat is the online pass that needs to be purchased for 1000 yen. DLC and all other stuff can be shared as well. http://www.dustloop.com/forums/showthread.php?18779-FB-Hi-Nu-Gundam-General-It-s-not-for-show%21 -
[FB] Master Gundam General Discussion: LOOK THE EAST IS BURNING RED!
Tari replied to Sharakonta's topic in 3000 Cost Suits
Didn't realize this wasn't written until now, but if I recall correctly, Master's AB whip doesn't have to be inputted as 2AB to get the reel-in effect. The reel-in is just a followup to the neutral whip. 4/6 followup will spin the opponent and can be rotated for more damage, 2 followup will pull the opponent back to Master, and B followup will do a fast pull into a kick. -
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
Tari replied to brett_'s topic in Gundam Extreme Versus
You only get CP from playing ranked, and it has a leaderboard. Stars are just stars. They serve no real purpose in the console version of the game, as far as I know. -
[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!
Tari replied to brett_'s topic in Gundam Extreme Versus
You mean character points? They just represent how much you play a given suit. They aren't particularly indicative of skill, so it's more like a "look! I really like this suit!" type of thing. -
[FB] God Gundam General Discussion: The King of Hearts!
Tari replied to Sharakonta's topic in 2500 Cost Suits
A few things worth noting: - Blast burst works fairly well for God Gundam, because of its extended activation time, heightened defense, and improved boost consumption. He basically turns into a mini-3K for a short period. The main problem with God gundam's bursts is that he tends to not have the freedom to do a full damage combo during his burst, which somewhat negates the bonus damage from an assault burst. The ability to step anything that causes vernier is actually somewhat useful, what with allowing you to blue-step fire pillars and god slashes. The extended activation time does allow for more God Finger gimmicks, as well, but isn't really key (or something you should rely on). - Assault burst is also fine, but is somewhat less reliable for half burst situations. The extra damage is definitely nice, but it can be hard to get the necessary hits in during the shorter activation period, and activating after landing a hit isn't always a reliable option for half bursting. This may work better on a back God, due to having an easier time capitalizing on openings the front player creates. If you're confident on being able to do damage, or if you think the risks of half bursting with assault are worth the benefits (damage + movement), by all means, use assault burst. Worth pointing out that if you can capitalize on the extra damage from assault burst, you're looking at a difference of an extra 50-60 damage on the max damage combos. - Half burst info: Assault burst gives an additional 4 boost dashes and 5 god slashes. Blast burst gives an additional 3 boost dashes and 4 god slashes. - CC8B is an untechable knockdown, great for ending combos early. AC~8B is not untechable, on the other hand, so be careful when cutting combos short with it. - All enders on God Finger are untechable knockdowns, even the normal mash explosion. The only way an opponent will tech from God Finger is if you get cut or boost/step cancel out of it. Not sure if an unmashed explosion is untechable, but there's almost no reason to do that anyway. - God gundam's old 5B8B is now 5B2B. Same with 4/6B8B turning into 4/6B2B. The moves themselves haven't changed, and remain special cancellable. - Green-lock B->AC~8B moves God gundam very far at very low boost consumption, so it's quite useful for movement purposes. Obviously, this works in red lock too (omitting the B), but tends to throw you face first into your opponent, which may not be what you want. - From certain heights, it's possible to combo AC~BBB into God Finger without any boost. You can, for example, do '5BBBB >> back rainbow AC~BBB, falling BC', or 'CC8B -> AC~BBB, falling BC'. In the first example, the first hit of AC~BBB must whiff. - God gundam's melees all swing directly in front of him, so don't expect any lucky breaks against side-stepping opponents. You'll have to actually beat them in the sidestep war if you want to land a melee hit (or you can just fire pillar them on vector). - Fire pillar is a slightly better combo starter than god slash, so when possible, catch opponents with pillar over slash. It has the benefit of also allowing you to do things if you overheat while doing it, whereas overheat slashes are fairly useless unless you're trying to yolo cut for your partner or get the game winning hit. That said, god slash is the easier punish option at most ranges, so weigh your options as the situation dictates. God slash also has the benefit of directly cancelling into 2B, which can be handy in some overheat situations where a fire pillar or slash followed by an immediate block won't work. -
His 2B absorbs all projectiles until he stops spinning his chain and ball, if I recall correctly. In other words, I would refrain from using it for gerobis or anything long lasting, because he tends to stop spinning before the beam stops.
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You seem to missing Acguy's BC > main amekyan.