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Mightfo

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Everything posted by Mightfo

  1. Blitz would be a nice 1k/1.5k but they seem to be dead set against not adding any more 1.5ks to maxi boost. Glad that they're adding it regardless though.
  2. For Berga assists, what do you mean by "Guidance is applied only in a limited range"? The guidance seems to work extremely well and keeps chasing the enemy, so like summoning assist at the edge of berga's redlock range never seems to be an issue. Also for berga csB, "but be aware you cannot Sub or melee while charging", that sort of makes it sound like you cant charge csB during melee attacks, unlike other csBs. For qubeley mk-ii, you should note that csA has no tracking and moves very fast.(much faster than normal projectiles) I guess i could talk about details of qub AB, AC and BC(especially found out a lot about BC recently) but im not sure if you intend these to just be information compilations in general or just focusing on what the wiki says. The former would repeat too much stuff already in threads i guess... "Can cancel Funnel Mode using bc (freefall), BD cancel, Main, or Sub" is wrong. You can cancel it with BC, C, or any boost cancels, but A/AB/A dont cancel it in any way, since you use A/B to command the funnels. Did you mean you can cancel AB/A into BC? Calling qubeley mk-ii's super a "buffed version of BC" is a bit inaccurate. You cant tell it to take specific orientations and the firing cooldown works differently for it, and it always tries to stay in the same near-opponent formation. I would just say that it sends out a cloud of funnels that follow the enemy closely and you can fire with AB/BC. I would also say "super armor while summoning" instead of while firing, since while firing makes it sound like you get armor every time you command the funnels to fire.
  3. Yeah, its not about the damage, its about interrupting melee approaches in that regard and then comboing off the hitstun. As for beam categories, I am not familiar with things where being a beam saber would matter. I cannot think of armors where that fact seems to matter. it is strange/interesting that the JP wiki states such info... Also, I forgot to check the 2b BC thing. I assumed that was the primary use of BC, have not heard of using raw BC projectile for anti-melee but i may mess with that.
  4. Ahh I see. I wouldn't be of much use looking over them since there are still some tactical things i do not quite understand. Adnqt is starting to work on translating tactics/team comp sections, i think...
  5. Corrections/additions: v2 2b shield: "Technically counts as a beam (i.e. ABC Cloths will block this)" pretty sure this is untrue. i just tested it vs fullcloth. he got hit by it even though his cloak was at full HP. turn a csA: "mostly obsoleted by hammer zunda" is very strange to say considering that the gerobi is still useful for ranged punishes, gerobi's primary purpose isnt to replace ranged zundas. turn A cs2A does not exist. You mean cs8A. You may want to note that it has a disjointed, very continuously active hitbox and moves forward and points downward, so it functions somewhat like a slower(i think?), stunning, different oriented version of active forward-moving melees like redframe 8bc. the ab turn a info is very interesting and noteable. im glad you made these lists. for strike freedom BC: "Can backflip to the left or right depending on directional input" You can also do 2bc, which is very nice as a pseudo-fastfall. Also, you can input A while doing BC, similar to messala BC.
  6. awww lol. Sounds like you havent tasted the power of 1ks yet then. EZ8/hildolfr brakes and ridiculous artillery, zaku2 grenades, zaku3 3k powerup, alex's fantastic armor, zudah speed and assists, lagowe speed and brake and assists and cc8b, the ridiculous supers that v1/gunez/redqubeley have..this class can feel very powerful Plus, when you are very low on HP, you are basically in a high-reward low-risk mode that other mechs dont really experience since their hp isnt "separated" in a sense. "I have only 40 hp left, so if you successfully retaliate i don't care, but i could hit you for 250 damage!" Also, thanks again for compiling these.
  7. You forgot about 8AB for forbidden. (I assume by including 6 you also mean to indicate 4 as well, like usual) I also get the impression that forbidden's A has better guidance in general, not just vertical, similar to Messala's main, which is why they have slower mains. You should also note that kshatriya BC has rather good tracking, A->BC can be quite nice. For rozen, by "Can be fired even while in green lock" for rozen's A... do you mean A shots have guidance even when summoned in greenlock? Otherwise it sounds like other things cant be done at all during greenlock, which is not the case for BR shots, incom, etc. Saying Gunnerzaku grenades have short distance is rather strange. 2BC is close range, but 5bc and 8bc have pretty nice reach. they're rather random though, unlike johnny grenades. Also, IIRC gunnerzaku's cc8b has the most range out of any of her melee.(2b is in second place) Dunno how priority or whatever is.
  8. Im pretty sure your description for raphael's BC when separated is wrong. BC does not interrupt his assist's actions. Seravee naturally tries to hang near Raphael, but BC tells it to stay in formation. After each attack, it automatically starts returning again IIRC. You should also note that Raphael has increased mobility when undocked. Also, x-divider BC can be used for a brake. I'm not seeing any other mistakes/omissions so far though, so thanks for compiling this information. Is there any particular reason you're not translating the tactics sections?
  9. here is an early doan guide i made i guess ROCKS Rocks are important. I think you should primarily save AB for close range. What's nice about AB is stuffing vertical movement, so you can prevent people from boost hopping away and such. It is actually nice that AB doesnt knock down because you can combo it into melee. A can be nice at closer ranges too, but JP info seems to indicate that it is nice in its own ways as a poke, you just need to use differently than a beam rifle. So yeah, primarily save AB for closer ranges and get used to the advantages and disadvantages of A as a ranged poke. MOVEMENT I'd love to sit here and tell you that you should take advantage of doan's fantastic turn speed and BC brake. Sadly, Doan zaku doesnt really feel done. While in theory using lots of boost and taking advantage of his nice turning mobility and then braking with BC is a great idea, the problem is terrain. Even if you dont hop or anything, you will find yourself too high up for BC brake to actually work due to terrain(hills etc) and then your advantage is pretty much gone. They should've made Doan's BC work like how most ground runners' boost dashes work in the air- move towards the ground so that you "reconnect" with it. So while it is nice, especially when chaining off melee stuff, it is just not reliable due to terrain except on very specific stages.(No, not side 7.) Plus, even if you boost hop and then wait till you almost alnd and then BC before you land, it seems to be always like "Fuck you you boost hopped you dont get grounded movement." His boost gauge does seem a bit bigger than average, so take advantage of that. Yay boost hops, yay turning. MELEE While his damage is pretty good, other mechs(lagowe, gn-xiii, duel, etc) have high damage melee while also being more versatile. Although, during burst his melee damage is veryyy nice, especially with super. Anyway, 2b is nice. Its a really nice ender because the enemy spins in the air for so long, you can go focus on the other enemy. It also has the best priority among your melee attacks and trades will be in your favor due to the launch. So use that when worried about enemy melee and you're too close to AB or whatever. His super's armor and damage is nice, but the reach/speed doesnt really work the same as other ranbu supers, so do not really treat it like those. Confirm combos into it or use it for its armor while fully aware of the fact that you can just get stepped or whatever. Most of his melee has below average reach, except cc8b and IIRC 2b. doan pls 2b 6b 8b is a nice combo. 246 damaeg, ASSIST Punish enemies after they've gotten far from you, control a vector, whatever. Pretty nice, and the thickness of fire helps it be useful. TACTICS Your primary job is to just hunt for opportunities like a normal melee mech does. Threaten the enemy so they wastefully fire or move improperly. Corner the enemy so that they're no longer able to run away and have to go left/right/forward. If an enemy runs away, consider focusing on their ally so that you can 2v1 them with your ally- or act like you're about to do such to make them stop running. Condition your enemy and bait them. Again, use your melee presence to try to corner the enemy. Their runaway eventually leads to hard choice, so safely herd them into bad situations or scare them into doing risky fire/movement. Think of yourself of having a sphere of "run away from me because I do melee damage" and try to take advantaeg of that to herd your enemy. TEAMMATES IMO, the best teammates for doan are those who: 1)Have good firepower to help him get good situations and prevent the enemy from moving so freely. 2)Benefit from cornering the enemy pretty well 3)Have good self defense in some ways 4)Are pretty good at capitalizing off when zaku manages to hit an enemy with a rock but cant combo off it. For most of these reasons, I would suggest Gottrlatan, X-Divider, Qubeley, Banshee, as having above-average compatibility with him. OTHER STUFF How high 8b goes depends on how far away you are from the enemy, like gyan 8b. It is kind of nice how it gives you a grounded state if you get low enoguh to the ground so after it hits/whiffs you can use bc to brake. Having 20 more hp as a 1k is nice. Doan is kind of underpowered and you should probably play another 1k with nice melee. Otherwise, take advantage of rocks, his great turning, and his bc. Furthermore, SEED owns but Kira should've thrown rocks. They should replace I.W.S.P. with R.O.C.K., Rocks Only Combat Kit.
  10. 8bc is good for this if you boost dash cancel it quickly.(ie 8bc cc 9c ac a or whatever is pretty nice) Also, 2k-1k is reasonably viable, moreso than 2k-2.5k. The rest of what you said is good though, densuo needs to focus on awareness and general play/fundamentals rather than specifics.
  11. having presence is basically a matter of 1)moving properly so that they dont feel confident about just "oh, i can punish their landings whenever they're getting close so i dont really need to worry". being able to land in a range where you can start to threaten is key. gotta pace yourself with your ally's supportive fire and movement in this as well. 2)varying your offensive options properly. let's say the enemy's primary reaction is to shoot->boost dash away->shoot->sub->boost dash away. so don't try to cc8b them, instead boost hop at like a 7/9 direction past them and then 4b 44 4b their landing or whatever.perhaps BR their vernier shots as you move on-angle unlike them) if they just try to land early and then start moving away again so they outpace you, then make sure they realize that such landings are dangerous with cc8b or projectiles or whatever. make them scared of early landings with cc8b etc, make them scared of reckless fire by just moving past them and then punishing, make them scared of using lots of boost by efficiently gaining on them and cornering them and 4b/6bing them when they try to move left/right, make them scared of sidestepping by using that opportunity to get closer and be more boost efficient than them, make them scared of meleeing you with your own projectiles/baits/high priority melees. you need to organize your offensive options in your head properly, recognize which defensive options the enemy is predominantly using, and then condition them to be scared to use those, so that you put them in a guess situation once you get close(which can cause less-composed players to flat out panic and then you can just auto win) also, this ends up dealing with learning to corner enemies properly, being in concert with your ally, and recognizing when you should just let an enemy run away so that you can 2v1 the other enemy or whatever.
  12. Some information observed from nicovideos such as http://www.nicovideo.jp/watch/sm23340946 BC acts as a brake as long as you're reasonably close to the ground.(he will actually teleport a small distance to the ground, lol) So a huge key to him is taking advantage of the fact that you have both a grounded brake and a normal boost hop, which is extremely rare. You can also step cancel BC for the grounded sidestep brake, just be careful about overheat ruining the brake quality of grounded sidesteps. You may also want to be careful about not boost cancelling too early after you BC, cause you may cancel before your brake actually finishes. Because of how BC works, it seems that you can do quick cut resistant combos. One melee hit, BC to whatever direction, another melee hit, BC to whatever direction, then do 8b which will put you close to the ground after it hits and then you can BC once more to brake. This way you can do at least 180 damage in a quick, somewhat cut resistant melee combo and you even brake at the end. Of course, going for the high damage stuff when the other enemy isnt able to cut you is ideal, but those situations are not the norm, so please learn to do quick, safe combos that do decent damage in addition to the heavy hitters. Rocks and assist seem underwhelming in tracking etc. 6b/4b seem solid in speed/reach/curvearound, the rest seem underwhelming in speed. Are you sure it recharges after one use? It doesnt seem to in http://www.nicovideo.jp/watch/sm23342384 Seems to only recharge after you've used both and then you cant use it again until it completely refills(which takes 10 seconds) and reloads both. I will buy him tonight. I still suspect he's underpowered in some matchups but he is still an interesting/fun 1k.
  13. doan zaku melee obviously has some high damage routes but ugh these trailers are so badly made, i wish they showed off his other melees or his command movement decently. im gonna wait a day before buying either, i want to see what the JP wiki ends up saying about doan's melee. if his melee isnt good aside from damage and if his rocks or movement aren't good enough he's going to be terrible. i hope he works out though, would be a nice 1k addition. gn-xiii had nice stuff not shown in the trailer, so hopefully doan is the same. i also wonder if we'll get more dlc or if the on-disc stuff is all of it until they give us MB stuff or something. i guess we'll find out in 2-3 weeks.
  14. I'm going to be visiting Dallas june 6-june 15. So I will be able to visit meetups on june 7 and 14. Let's play some Guilty Gear/Gundam/Soul Calibur 5~ Maybe i'll mash ABC super in Love Max too.
  15. google translating hte article seems to say that doan has the melee damage of a 3k and that gato gelgoog's boomerang is directable. doan will probably be valuable like gn-xiii, excited about him. im sad gato gelgoog csA isnt a gerobi but he could still be reasonably valuable depending on specifics of his tools.
  16. As a strike freedom player, what specific tactics do you use with funnels? Are there any particular mechs which you think people underestimate the strength of? Is there any particular reason you dont main any 1k/1.5k? How do you feel about the 1k->1.5k change in maxi boost? Is 1.5k+2k the new best team comp for 1.5k? Do you think any stages besides Side 7 are good?
  17. Because there are already 2ks with boomerangs, (Blueframe, Strike) but there are no 1k boomerang users, so she brings something new to 1ks with that, while as a 2k she would be less valuable to the roster. Furthermore, 2.5k IJ already backs most of the time, so 1k version gives a more front-oriented version. I can definitely understand wanting a less-expensive back IJ though. She does feel significantly weak to me(Why 300 hp instead of 330..??), but i dont really play boomerang mechs, so I don't feel like I can really judge that well. "dropped to 1k standards" is also a bit strange to say considering 2ks and 1ks usually have the same movement speed and boost gauge length, and 1ks usually have some pretty amazing abilities such as gouf wirehop and MG, lagowe everything, zaku2 grenades, zudah csB/BC/AB, etc. 2ks do often have longer redlock and tend to be more well-rounded it seems to me, though. Also, the JP wiki makes the point that Lacus's boomerang being shorter range also means it returns quicker, which has self-defense benefits. I also dont understand why people bring up gunnerzaku's tomahawk when that doesn't have the same sort of hitbox or return IIRC. Straightforward stun pokes are not really like boomerangs.
  18. (according to JP wiki) Kamille has Emma Mk-ii(non super)'s redlock range, but elle's is longer.(dunno how much longer, but you could easily use emma to compare) JP wiki seems to note a boost dash speed and turning degradation from Emma, but does not note this for kamille, so kamille may have better movement. Kamille's assists take 14 seconds to reload as a group(2), both of elle's take 15 seconds to reload as each group of 2. Kamille melee also does higher damage it seems, but still below what other versatile 1ks do with their melee.(lagowe, gn-xiii, duel) Kamille BC is ok for quickly confirming off A at close ranges with minimal boost usage, but is not particularly important. Can Elle chain her melee into one another without using boost like Kamille can? (although, still, not very important since kamille melee does not seem particularly good in damage or anything. Elle seems sort of blatantly superior, although Zeta Zaku may be much better than her.)
  19. BC can be nice for when you're pursuing someone and you do like A->BC->A. its also really nice for quickly getting away from melee mechs. Also since you can cancel it into your melee moves, sometimes doing things like 7BC 4B can be nice.
  20. if you want to have lots of assists and rather standard gameplay as a 1k, people should just play gunez instead. plus more assist ammo/reload that way, 3 assists at once, BC, AB-AB-AB for punishes, ridiculously good super. reloadable A is nice but god fucking blamco. i'd love to be hype for elle especially since i like her voice acting, but with kamille mk-ii and zeta zaku in mind, nope. i kind of wish i didnt buy kamille mk-ii(bought him because "oh! cool! a 1k with reload!") and had waited and bought zeta zaku or elle mk-ii instead to have a reload 1k, but waiting and then buying elle feels like like giving them a thumbs up for their extremely half-assed last 2-3 dlc packs. i am baffled that they explicitly chose to make marbet v1 and silver sumo almost 100% pointless by not changing their cost. it is extremely unlikely that it would be much effort for them to change variables as necessary to create fun DLC even without new models or whatever, and the voice acting probably often costs more than the amazingly minimal design/programming work they've put into these. IIRC judging from leaked movelists, gato gelgoog and doan zaku sound like good DLC. maybe if a bunch of people buy them(and gn-xiii) instead of buying these almost-voicepack dlcs, it'll encourage them to do more good dlc.
  21. its ok man. i understand that its really hard to attend when work and school burn all of your time. i hope you've enjoyed the monitor. i didnt mean to make you feel bad, i shouldve thought out my comment some more. im glad to hear you'll be attending again though.
  22. What sorts of things do people do to counter enemies meleeing at you when you AC? Just step AC's B followup and do A/AB? Cancel into 6AC? Efreet has good raw speed on a lot of his melees but none of his melees seem to have the high priority needed to deal with especially good melee such as God 5b, Strike 5b, and more extreme examples. However, 2b, 6b, and 8b do seem to have above average melee priority. 5b does not seem to have a speed, reach, or priority advantage over other melees. Maybe it is better vs vertical movement or some other chasing function?(also, i think JP wiki indicates its for combo damage?) bc seems to have a left-biased hitbox and 6b/4b seem to have a right-biased hitbox. (efreet's left/right. relevant vs sidesteps i suppose. the way bc's hitbox is reminds me of the O's reccoa assist always hitting on her right side or whatever) All of his melee have either solid or quite above average reach during EXAM. I didnt test his non-EXAM melee. I guess a quick damaging combo is: 6bb 5b 4bb 5b 6bb. 249 damage. You can just input this as 6bb 4bbb 6bbb for a bit more input ease. Utilizing 8b in the middle may be slightly quicker than 5b though, but is a bit less damage. cc8b seems to have nice cut resistance. Combos utilizing cc8b will usually tend around 200-220 damage. 8b's special BC followup seems to be especially fast combo ender. 2b's special BC followup seems to have nice cut resistance.
  23. I would rather more fundamentals-centric mechs like WZTV and reborns be S/S+ than fullcloth/master/qanta. :1 As for Zeong, i suspect the point of them putting Zeong and Heavyarms in 2.5k was so that they could keep certain skills(1 second heavyarms csB) without being overpowered. Although, so far that hasn't worked for Zeong. Anyway, full boost arcade version tiers changed pretty drastically over time due to patches etc, so there's not really a lot of point to console players being particularly concerned about balance in early versions of maxi boost.
  24. im sorry for giving that monitor to metal and not to someone else
  25. Yeah, JP wiki is pretty solid most of the time. By the way, since google translating the combo pages can be confusing as fuck: 横-side 4/6 前-forward 8 後-back 2 so 横N横 is 4b > b > 4b iirc.
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