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Everything posted by Tari
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It's not that all suits have stages that they can choose for advantages, but that certain suits are disadvantaged by some stages. Most suits can deal with the majority of stages just fine, but some are put at a severe disadvantage due to terrain. Certain stages also completely change the way the game is played. Large obstacles that can neither be destroyed, penetrated, or easily crossed over have a very noticeable affect on player mentality, and tend to cause gameplay to shift away from the norm and instead turn into a game of peek-a-boo. Also, though somewhat unimportant, some stages have lovely amounts of lag built into them in the form of way too many destructible buildings. I should mention that I hold issue with the idea of allowing players to disadvantage their opponents by choosing stages, as well. Anyway, I've said my part and I think I'll back out of this discussion before I get annoyed, haha.
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Agreed on everything but Africa Tower, as I'd rather put Torington in. I'd probably take Africa Tower or Africa Desert over pretty much any of the other maps we tried, though.
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I think trying to force a 7 map pool might not really be necessary, if we can't decide on the final two maps (or if two maps are likely to be voted off the majority of the time anyway). I still stand by Side 7, fwiw. :P But the other 4 maps I mentioned are fine by me, at least.
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But... but I like Side 7! Anyway, you want opinions, so here they are. I personally think Side 7 is more than good enough for everything, but eh. Out of your list, these are the ones I think are pretty good: - Side 7 - Troya Base - Mass Driver - I want to say this map is bigger than its vanilla counterpart, but I'm too lazy to check. - Industrial 7 - Seems like a similar size to Mass Driver, not too many destructible buildings, relatively level surface, etc. - Torrington - couple buildings, but they're all destructible. Terrain is conducive to ground type movement. These have issues (these are listed in order of preference): - Newtype Lab - structure height and size might obstruct certain suits (Ez-8), but the terrain itself is great. Ground types will be fine here, once the buildings go down. - New Hong Kong - same problems as Newtype Lab - Heliopolis - same problems as Newtype Lab. In addition, the arbitrarily indestructible building seems strange and annoying. - Africa Tower - while it's mostly okay, there are a lot of structures that block movement in the upper area until they're destroyed, and, more importantly, the raised ledge on one side will mess with ground type movement (ie: brake cancelling). - Africa Desert - the destructible building in the middle is hilarious and problematic in terms of height. I don't mind playing casuals on it, but I'd prefer to avoid it for real matches. One the building in the middle goes away, it has similar issues as Africa Tower, though in an arguably more problematic location. - Moon Moon - similar issues as the two Africa maps, though with less destructibility and more of an sheer height change on the side of the map And this one is a no: - REBIRTH - too many elevations
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Here's to hoping it means we can't be punished for hitting people with non-CH 2C anymore, haha.
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If you're going to promote a twitter hashtag (though I do wonder how much actual use it would see), you might as well also make a twitter account for a bot and have it retweet every single one of those tweets with that hashtag.
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It's probably worth pointing out that he gets real melee while bursted.
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Ex-S patch officially releasing on the 13th in Japan. Pretty much as expected. http://exvsfb.ggame.jp/info/info.html
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[FB] God Gundam General Discussion: The King of Hearts!
Tari replied to Sharakonta's topic in 2500 Cost Suits
2K and 2.5K suits can play with God Gundam just fine, but it generally puts more pressure on both players overall. With 3K suits, if you're playing back, a primarily ranged suit is a good choice (or a mixed-range suit). Suits that come to mind immediately are Strike Freedom, Nu, and Xi. Ex-S counts, too, though that suit has the downside of probably causing the other team to rush you down insanely hard. For mixed-range 3K suits, there are more options, but these suits require very solid play from the 3K if he's playing as the back partner. The 3K can alternatively play front with these suits, too, but this puts extra pressure on the God Gundam to know how to enter and exit battles effectively. Suits that come to mind for this group are Reborns, 00, Wing TV, Turn X, and Destiny. ...and then if you're completely dedicated to playing front, you can choose close-range 3K suits, like Master, Quanta, Wing Zero EW, etc. I think this group is pretty self-explanatory. For 2.5K partners with God, you generally want to choose a partner who can manage to play the close-to-mid ranges effectively. While Cheridum, for example, does work with God, his general lack of presence on the map and God's lack of pressure as a front when compared to a 3K front work to make the team far less effective than alternative options. 2K partners are pretty anything, I think. Just choose a 2K who either plays back well and can do a lot of damage without getting hit, or a 2K that can get into the mix without dying. That's... pretty much all the 2K suits that are decent, haha. edit: Ez8 works fine as a 1K. He's arguably the best 1K in the game at the moment, though 1Ks in general are fairly hard to play. He can apply pressure at semi-long and mid-ranges, and can survive effectively at close range, so he's a reasonably solid partner. -
I'm not sure what you're asking for exactly, but you might be talking about the info in the first post of the combo thread?
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Couple things: - Xenon can cancel most of his specials into other specials and 2B in forms 2 and 3. This allows for lots of free movement options. - Xenon's AC movement option in forms 2 and 3 are very flexible. While you can't directly cancel melee moves into it, you can cancel melee combos into BC enders, which can be cancelled into AC for movement, allowing for completely boostless combo paths. - Xenon's AC movement option in form 3 has a special melee followup that does high damage and can be combo'd into his BC ender. Even when you're completely out of boost, it's possible to just do (with whatever directional inputs you want) AC > AB > AC > 5B (melee combo) > BC ender to catch someone who's landing. - Xenon has a hilarious glitch/cancel with his CSa in form 2. Discovered it by accident earlier today. If you have a CSa charged up, you can activate your form 3 transform (BC) and let go of CSa at the same time to release the transformation pressure wave without transforming into form 3. Instead of transforming, you just throw a CSa out. Even though you don't transform, you will still release the pressure wave AND GAIN THE AUTOGUARD. It's amazing. Notably, the autoguard is much shorter than normal (it ends when you release CSa), but it can still block one or two BRs for you. Glitch probably works on all versions of the suit, but I've only tested with Xenon. - Glitch example here edit: confirmed it works with the other extreme suits, too. Seems pretty nice for Eclipse and it's CSa, lol. edit 2: the OP should also probably mention the autoguard on form 1's BR, and the fact that form 2's CSa is a light stun.
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[FB] God Gundam General Discussion: The King of Hearts!
Tari replied to Sharakonta's topic in 2500 Cost Suits
God Finger followup commands are a bit misleading. The followups are 8B (toss) and 2B (heat end), not simply 8 or 2. Curious if God Gundam recovers faster from landing with his GFD~Roll than he used to. Haven't bothered to check yet, might do so later. -
[FB] God Gundam General Discussion: The King of Hearts!
Tari replied to Sharakonta's topic in 2500 Cost Suits
Here's some random info, though it's not particularly useful: As mentioned above, GFD > God Slash can be cancelled into a melee attack. In red lock, this causes God Gundam to do a full melee approach before the player can input another GFD. However, in green lock, the melee simply whiffs immediately and can be cancelled into GFD. Interestingly, though perhaps obvious in retrospect, if a God Gundam starts his approach from green lock, but enters red lock afterwards, all subsequent cancels will retain the green lock effect (and obviously won't track the opponent), which allows God Gundam to do some really weird GFD > God Slash cancel approaches. It's not actually useful, though, because God Gundam basically just goes in a straight line without any control until you stop cancelling from one move to the next. -
[FB] Arios Gundam General Discussion - 'Mari!' 'Soma Peries da!'
Tari replied to Tari's topic in 1000 Cost Suits
Mm, I'm not saying it should be that way, either. My goodness, if 1K suits could maneuver as well as 3K suits... this game would be so terribly balanced, haha. I thought you were saying that his MA mode made up for the boost landing changes, which I don't believe it really does. It certainly is more useful than before, though, with all the tracking and other boost changes, so I'm pretty sure we're in agreement. :P -
[FB] Arios Gundam General Discussion - 'Mari!' 'Soma Peries da!'
Tari replied to Tari's topic in 1000 Cost Suits
His MA mode is good, but I wouldn't really say it makes up for the boost difference between him and a 3K suit. GN Archer is still good as well, but I don't think she's better than she was in EXVS. If anything, she's also worse because of the tracking changes. Don't get me wrong, the off-vector shots and the free, extra beam spam is nice, but it's already good in vanilla EXVS. The burst changes are definitely nice, but they don't actually change the fact that 3Ks out perform 1Ks when they both aren't activated. In any case, a lot of the overall issues with how the game feels will go away with time, after a period of adjustment. It feels pretty strange at the start, though, coming straight from vanilla EXVS. -
[FB] Arios Gundam General Discussion - 'Mari!' 'Soma Peries da!'
Tari replied to Tari's topic in 1000 Cost Suits
Was too lazy and tired to figure out a witty subtitle, haha. I'll probably just slap something simple there later. Hm.... (edit: done! super laaaaazy, lol) He plays pretty much the same in FB, but he felt a bit worse during the couple games I played. I suspect it was largely because I was getting messed up by the changes to boost recovery, though. To be fair, I think a larger part of the issue was that I was playing against Zeong, which just felt gross as all hell with Arios. Need more time with the game to really say anything, though. -
This thread is for discussion of the 1000 cost suit, Arios Gundam. At the top of this post is his movelist, and at the bottom are the detailed value and info tables for his weapons. There are no melee combo routes listed here, as he is not a melee-centric unit. His highest damage melee combos involve cancelling his melee hits into his GN shield claw, but it's fairly common to see Arios simply step-cancel his melee into his GN twin beam rifle or submachine gun instead. Some melee combos are available on the JP wiki (linked below), if you have difficulty figuring out his melee paths. I may make a list of melee cancel routes in the future, but it's not in the plans at the moment. JP wiki: http://www4.atwiki.jp/arcgundamexvsfuvo/pages/269.html General Info: Arios Gundam is a very versatile 1000 cost suit, with good mobility and both an amekyan (albeit a slow one) and a turnaround fastfall cancel available to him. In addition, he has a high volume of ranged output, a permanent assist, and fast melee options for quick knockdowns or stuns in tight situations. Random Info: - GN Archer has a health count, though it is virtually impossible to destroy her (takes around 4 minutes of continuous MG, beam, and missle fire) and she can be respawned by entering MA mode anyway. - GN Archer can absorb physical property ranged attacks before they reach Arios. Beam weapons will penetrate through GN Archer, however. - Arios' boost dash melee (CC8B) is a heavy stun on the first hit. MOVELIST Mobile Suit Mode (MS Mode) [A] GN Twin Beam Rifle Standard beam rifle. Can be amekyan'd with GN submachine gun. Can be cancelled into quick MA transform, even when out of boost. Notably, if GN Archer is not currently engaged in an action, it will follow-up with its own beam rifle shot, even when Arios itself doesn't have ammo to shoot (ie: when you try to fire an empty shot). [AB] GN Submachine Gun Fires a volley from two GN submachine guns. Staggers in 4 hits. Most often seen when used for amekyan and fastfall turnaround shots. [AC] Quick MA Transform with GN Missile Launchers Arios Gundam docks with Soma's GN Archer and enters MA mode, then fires off a volley of missles. Useful for emergency maneuvers. Does not share missile ammo with MA mode missile packs. [B] Beam Saber Standard beam saber melee. Average melee. Can be cancelled into MA mode melee attacks: BC goes into the GN shield claw clamp and 8B goes into the assault drill spin. [bC] GN Archer Multi-Shot Assist Soma's GN Archer fires a volley from its beam rifles. 4/6 inputs send GN Archer to the left/right sides, and cause it to fire two rounds. Neutral input causes GN Archer to stay in its current position and fire two rounds followed by a third double shot. Only the neutral summon can down an opponent by itself. Can be amekyan'd. Mobile Armor Mode (MA Mode)Arios can enter MA mode with the standard holding boost button + directional double-tap, or by using his AC move when in MS mode. [A] GN Twin Beam Rifle Standard MA mode beam rifle. Can cancel directly into rolling triple shot (AB) or GN shield claw (BC). [AB] Rolling Triple GN Twin Beam Rifle Causes Arios to do a barrel roll while firing three BR volleys. [AC] GN Missile Launchers Arios launches a volley of missiles upwards into the sky, which then fall in a scatter on top of the opponent. [B] Assault Drill Arios drills its nose directly into the opponent and launches them upwards on a successful hit, allowing for easy combo followups. On hit, it causes an untechable knockdown, making it a good choice for a fast melee ender and escape. [bC] GN Shield Claw 3-part attack. Arios flies directly into the opponent and clamps onto them. If the attack successfully hits the opponent, Arios will grind the opponent multiple times for high damage before causing the opponent to explode. Not only does Arios not move while performing the grind, but this move also cannot be cancelled out of once it hits, so use it carefully. The explosion portion of the move will cause an untechable knockdown, and Arios will continue to fly out the other side in MA mode. Extreme Burst Attack[ABC] GN Archer Combo Attack Arios clamps on to the opponent, then spirals upwards into the air while emptying his twin beam rifle into them. At the apex of the rise, GN Archer smashes a beam saber into the opponent and knocks them to the ground. This attack is very easy to confirm into from any random hit, does good damage, and has somewhat decent cut resistance for an EX burst attack, due to its vertical movement. VALUE/INFO TABLES:- Down Values: When down value on a suit reaches 5, they yellow out. Down value on a suit resets after 3 seconds without taking damage. Mobile Suit Mode (MS Mode)[table] INPUT NAME AMMO DAMAGE RELOAD TIME PRORATION DOWN VALUE EFFECT PROPERTY A GN Twin Beam Rifle 6 70 3 sec, continuous -30% 2.0 Stagger Beam - GN Archer Assist Shot - 90 - -40% (-30% x2) 2.5 (1.25 x2) Stagger Beam (Assist) AB GN Submachine Gun 40 8-71 5 sec, on empty -4% 0.24 Stagger on 4th hit Beam AC Quick Transform + Missiles 1 30-84 9 sec -20% per hit? 0.8 per hit? Stagger Physical Ammo BC GN Archer Multi-Shot Assist 1 150/90 6 sec -20% per hit? 1.25 per hit? (x2 for 3rd shot) Stagger Beam (Assist) [/table] Mobile Armor Mode (MA Mode)[table] INPUT NAME AMMO DAMAGE RELOAD TIME PRORATION DOWN VALUE EFFECT PROPERTY A GN Twin Beam Rifle 4 90 3 sec, continuous ? 2 (x2) Stagger Beam AB Rolling Triple GN Twin Beam Rifle 1 104 4 sec -10% (3 shots -25%) 1x2x3 Stagger Beam AC GN Missile Pack 6 30-84 5 sec, on empty -20% per hit? 0.8 per hit? Stagger Physical Ammo B Assault Drill - 70 - -20% 1.7 Untechable Down - BC GN Shield Claw - 199 - -15%, -45%, -60% 1, 0, 3 Untechable Down - [/table] Extreme Burst Attack[table] INPUT NAME AMMO DAMAGE ABC GN Archer Combo Attack 1 per burst ~271(A)/~251(B) [/table] Note: Original table settings for later restoration: table="width: 500, class: grid, align: center"
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Ah, sadness. Oh well.
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So, even though there's no beginner tourney tomorrow... can I still enter those tourneys?
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Indeed. Anyone who isn't forward jumping during the IOH should probably learn to forward jump. I suppose it isn't explicitly stated anywhere that that's how it's done, but eh.
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Generally what I do. Keep in mind, of course, that if the opponent utilizes barrier a lot (and they really should be doing that against Rachel), you'll find yourself out of range for IOHs quite often unless you're doing them off of point-blank 5A/5Bs. It's part of the reason why you often see Rachel players not opt for the IOH unless they manage to position themselves closer to the opponent either with stagger pressure or j.3DB > j.C or whatever. It also factors into why you usually see Rachel players do the IOH mixup with 2B after the first close-range 5B, and not after any extended blockstring.
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My flight turns out to be in the evening, so I'll probably show up and hang out for 4 or 5 hours. Won't be staying past 8, though, need to get home and go to the airport, lol.
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Does anyone know why the wiki says Growler loses to throws? It clearly doesn't. You can throw him on what I'm guessing is just frame 11, but that's when his invuln changes to guardpoint anyway.
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If you're going for a kill combo midscreen and you have the meter/stock to burn, trans-am is optimal. You get 6k+ from a 5C starter. It's not impossible to be in that situation, really, since it only needs 70-ish meter to perform it. The rare part is having the 6 stock or 7 stock you'll be burning during the combo.
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[CP] Platinum the Trinity Combo Thread (Updated: 11/1)
Tari replied to Moy_X7's topic in Platinum the Trinity
The only danger to 269C is if you get j.236C, which you probably don't want. There's no real trick to the super jump, as far as I can recall. I think I usually delay the final hit from 236AxxB, though, so I'm lower to the ground? I don't recall exactly.