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Mightfo

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Everything posted by Mightfo

  1. sochie csA seems pretty solid for anti-melee. not sure if any of corin's tools are especially good vs melee, may just have to rely on fundamentals for him. When approaching after AC with corin, I've just used 6b which seems good enough, but ill test the reach/startup/priority of their melees some later. keep in mind that during assault burst melee reach etc is improved quite a bit, so that can influence both your success and enemy success with melee. https://sites.google.com/site/unlimitedbrettworks/gundam-extreme-vs/gundam-exvs-guide/an-introduction/beginner-losing-streak-correction-lecture---putting-it-into-practice#TOC-Judging-Distance-and-Counteracting-Melee may help you vs melee. also, teamwork is quite important to dealing with melee. keep them out and prevent melee situations with your ally's help.
  2. So you disagree with https://sites.google.com/site/unlimitedbrettworks/gundam-extreme-vs/gundam-exvs-guide/an-introduction/part-2#TOC-Death-timing-based-on-cost-differences regarding 2k+1k?
  3. best team comps are: 3k-2k or 3k-2.5k 1k-2.5k or 1k-2k 2.5k-2.5k is fine, but you need to decide who is front. 2k-2k and 2k-2.5k should be avoided although below a certain level of play its not a big deal. You really want to avoid 3k-1k unless the 1k is very specific 1ks like zaku2 or ez8 who dont need to take as much risk to be useful. Also, JP wiki suggests alex is good in this comp because her armor gives her good survivability. 3k-3k can be ok but you absolutely need to decide who will be the rear guard before the match, and they need to have great self defense and good ability to support without taking high risks. So, no turn X back, but reborns back could be fine. More details: https://sites.google.com/site/unlimitedbrettworks/gundam-extreme-vs/gundam-exvs-guide/an-introduction/part-2#TOC-Death-timing-based-on-cost-differences and https://sites.google.com/site/unlimitedbrettworks/gundam-extreme-vs/gundam-exvs-guide/an-introduction/beginner-losing-streak-correction-lecture---putting-it-into-practice#TOC-Understanding-Front-and-Back-Play I dont know a lot about TGIII or Dynames, but the JP wiki suggests: Tallgeese: -back for reborns or WZTV or WZEW or qanta, or other 3ks -back for 1ks, particularly zudah. (note that with a 1k, you should probably be more aggressive in your first life than your second, or the 1k plays more reserved early on than later on) -it suggests that the O and banshee are good partners, although im not sure which role it intends for which -it suggests that zeong and hambrabi can be good supports for tallgeese Dynames: It seems that supporting a 3k is most recommended. Back for Hi-nu or Qanta in particular. The wiki also suggests backing for susanowo but with some precautions...? The wiki warns against teaming dynames with a 1k.
  4. Pretty disappointing seeming DLC, but hopefully they have more nuances that differentiate them than we've been shown. Ground type MG may be nice in some situations for pressuring i guessss but probably is just going to be used at close ranges when artillery is too risky. Could be interesting if it is really really good tho, but he doesnt even have the other things that differentiated him from EZ8 in next+. quit being lazy namco-bandai I suppose roux zeta is nice for those who want to back a 3k with zeta and would rather be 2k than 2.5k. I would be more interested if it was a 1k, but that'd probably be tough to adjust and would be inaccurate for roux. I'm pretty interested in 2k acguy if redlock/reload/movement are improved significantly. 2k with MG+assists+acguy's movement tricks? sounds delicious.
  5. With AC, 5AC goes about a boost dash in distance, 2AC 2/3 of a boost dash, 8AC about 2 boost dashes in distance. If you sidestep while BC is up you always face your target.
  6. Concerned about overdrive, seems stupid and unnecessary, although some of the cancels are cool. Also concerned that duel armor purge replaces AC/BC, which would be a gimmicky downgrade for the mech. hopefully its just a csB. Everything else is pretty sweet. Do we know the HP standard for overdrive? If its based on a % of health, it would favor 3ks a lot since they would have more HP to fight while having ridiculous buffs. If it is based on a raw number of health like 200 or whatever, that would favor 1.5ks since they would get to it quicker. Or, they may have the % vary based on the cost class...
  7. he has limited BR ammo, which means he cant restrict your movement as much as most BR mechs at further ranges. be sure to boost hop plenty so that you can sidestep on reaction to when he summons assist, that way you dont have to worry as much about assist. when he gets closer and still has cloak on you have to worry about melee and whip, but sidestepping will help you vs melee and keeping your distance properly(backstep?) will minimize the risk of being whipped. plus, during AC power up gn-xiii probably has better movement than x1. also, https://sites.google.com/site/unlimitedbrettworks/gundam-extreme-vs/gundam-exvs-guide/an-introduction/beginner-losing-streak-correction-lecture---putting-it-into-practice#TOC-Judging-Distance-and-Counteracting-Melee that's how i think about that matchup anyway, but i don't fight any super super good x1s and im still getting used to gn-xiii. but yeah, it seems that is mostly just about outmoving and outpoking him. of course, your ally and their ally complicate things further. if he gets in range and starts trying to melee/whip you, running away with BC sidestep BC in some away directions or whatever may work a lot. i havent tried that yet, but its an idea. you'll probably get out of his redlock range and he may not be able to punish you unless he immediately starts boosting to catch up to you. of course, corners/buildings/allies complicate things.
  8. Corners. The numbers correspond to numpads and other things: 7 8 9 4 5 6 1 2 3 So 3 is bottom right, 1 is bottom left, etc
  9. Congrats to AhhlunJP and GMCustom!
  10. like i pointed out, the reason is that when gunez does BZ BZ BZ, she reaims each shot at the enemy's new location. GN-X doesnt do this, he fires at the old location(although the shots can still benefit from tracking towards their enemy's new location). i dunno how leos csA is.
  11. https://sites.google.com/site/unlimitedbrettworks/gundam-extreme-vs/gundam-exvs-guide/an-introduction/beginner-losing-streak-correction-lecture---putting-it-into-practice#TOC-Judging-Distance-and-Counteracting-Melee This may help you. Also, its key to simply manage your boost properly and work with your ally to not get cornered. If your ally and you both fire properly to keep enemy melee users off you, and you try to carefully gradually circle left/right like a revolving door to prevent being cornered, that'll help you prevent bad melee situations. Also, be careful about unnecessarily firing when off angle https://sites.google.com/site/unlimitedbrettworks/gundam-extreme-vs/gundam-exvs-guide/an-introduction/part-1#TOC-Out-of-Angle-Firing unless you think the shot is really likely to hit, because otherwise the boost that spends can make you quite vulnerable. https://sites.google.com/site/unlimitedbrettworks/gundam-extreme-vs/gundam-exvs-guide/an-introduction#TOC-Final-Words The bit here about boomerang may help you a bit. His assist is really nice, so try to use all your ammo up for that before you die instead of letting it go to waste. From the old tips n tricks for each mech file for vanilla EXVS: Infinite Justice - Poke / punish with CSa. Boomerang (AC) in mid/close range for punishes / counterattacking. cancel into lifter (AB) for knockdowns when needed, otherwise avoid. (AB is to be avoided because while it is off your body, your movement is worse.)
  12. Sorry for the late response. Yes, this is a good idea. This is one of the teams the japanese EXVSFB wiki recommends, actually. I made a few notes about this in the main post. Also, i dunno if id really call zeta a long range suit, its redlock range is below average, isnt it?
  13. Notes: AC gives a movement boost(at least more momentum) and i THINK it increases boost gauge length a tiny bit. However, during ac your BC does NOT go further. You can use BC as long as you have at least a little boost left, but not during overheat. Boost hop boost hop boost hop BC. Swerving is improved during AC. melee reach slightly improved during AC. Normally your A barrage is 8 shots, but during AC its 12. It takes 4 A shots to stun. 6b, 8b, cc8b have the most reach. Actual melee speeds seem mediocre at close range. AB muzzle correction on followups is not good because it aims at the previous spot, not at where the enemy is moving so its for helping confirms. Not like gunez BZ BZ BZ sort of poking. Do not try to use AB chain vs melee approaches. His A is ok vs melee, muzzle corrects properly. I like how BC goes in the direction you influence(including corners such as 7/9/etc) no matter what, unlike johnny ridden's command movement which goes in boost direction during greenlock and goes at enemy during redlock. BC cancels into ANY melee. So you can do like AB BC 5bb2bbb for 180 damage. Be careful about being cut though. Also, you may need to be careful about BC going past them and then having to approach a bit with your melee followup, although the hitstun may last long enough and the melee may be fast enough for that to not be an issue but idk. Full A barrage does 80 damage. A into AB or another A is 120 damage. AB AB AB 137 damage. You can rainbow step BC, of course~ you can also link a hop after it ends(or fall with a, of course, like ridden's) 5bb2bb cc8bbb 222/251 damage (second damage=during powerup) cc8bb 5bb2bbb 217/250 the combo-only 2b followup and cc8b do nice damage, but be careful about being cut. I think you did these combos during awakening. In training mode vs gelgoog who was at max hp, cc8b 5bb2bbb did 217/250(normal/powerup)
  14. a few notes: melee reach is below average aside from cc8b and bc a cancel into BC is nice for some situations and better damage then A A A melee damage is generally going to be between 170 and 200 it seems, so about average for a 1k. his ability to chain melees into each other is kind of nice for saving boost and stuff.
  15. other ways to brake: turnaround A with mg, turnaround corin missile A when no ammo left, the typical ground run jump cancel->step(or melee->step while on ground?), sochie AB(not quite as quick as others it seems to me?) and yeah, it seems if you fire MG just as you're touching the ground from being in the air, it works as a brake. so if you wanna brake without using AB or stepping and while facing the enemy, i guess just do a brief tap of C and MG slightly as you are about to touch the ground. https://sites.google.com/site/unlimitedbrettworks/gundam-extreme-vs/cancels-list btw other brakes/amekyans are noted here~
  16. ....would you rather wait 2 years for the maxi boost port to get it as non-dlc?
  17. You forgot about Duel's A->BC. Thank you very much for making this list.
  18. They don't just increase cost and then do nothing else. You do realize that GP02 and Susanowo got their costs increased and had large buffs to go with it, right? Cost increases go along with heavy buffs and they can fit a unit's role more than their previous cost.
  19. How do you feel about the new g gundam stage, brett? Too small? Also, thanks for moving this discussion.
  20. hey, sorry for not getting back to you on this sooner. not exactly sure how it works, but ill upload a video of it(it was uploaded to youtube before but the account got deleted, i saved it before hand tho) later. and ill test out brakes again and try to provide some info. It seems like if you're mid air and then you go to the ground and you A while you touch the ground, you brake.
  21. thank you VERY MUCH! speaking of resources like that, someone needs to update https://docs.google.com/spreadsheet/ccc?key=0An9IcTip4EjwdGV5b3RtSy1IZ0VQY0lSLW1GdTZlMVE#gid=0 for full boost
  22. I really like the Unicorn near-torrington-base stage, the one with the road in the middle. I like africa tower, but Zaku2 grenades have some problems with it, and I can see it being considered unfair, but it is better than a lot of stages. I really like that one space stage with the 4 large destructible(but lots of HP) buildings, but they interfere with high-angle artillery shots of mechs like EZ8 and Tank a lot. Otherwise, that one seems fair to me. Similar concern with the hong kong stage. I'm enjoy the Char's counterattack stage and the Gundam Seed Destiny Moon stage, but i understand why some people hate those two with the elevation variance, they fuck with several mechs im sure. Not quite fair. I enjoy newtype labratory like Yaeca, but it isnt really fair because the massive buildings change neutral a lot.(They make getting in much quicker, i suppose..) I also really like the Ao Bao A Qu stage, but it is pretty silly for similar reasons even though it is a very cool stage. I kind of hate the SEED desert factory map, but I'm not sure why. If someone else could articulate problems about it, that would be nice. So, I suppose the best are side 7, near-torrington, g-gundam stage, brussels, heliopolis, the 4-buildings space stage, hong kong, africa tower.
  23. Yeah, most spawns make a lot of sense but a few are just baffling. Nuke spawn is hilarious. On a lighter note, one time on brett's stream a zaku3 landed his suicide grab on a Destiny, respawned, and then combo'd destiny to death while he was falling from the launch from the suicide grab.
  24. Brett, what sorts of partners do you feel like go best with DSH? That may also partially explain his rise. "No moves besides funnels and stun net" is a bit strange to say. That's like "rx-78-2 has no moves besides bazooka, BR, 6b and guntank." His funnels are a pretty great tool for controlling enemy movement like most funnels, his csA is great, BC is probably better than you think, (Even if it doesnt hit, it creates an "artificial corner" of sorts, and it is useful to throw out even when you're max screen from the enemy.), and 5ac can be quite nice at close range and for ensuring punishes. His melee attacks are also exceptionally large, for some reason, especially cc8b. His funnels are also somewhat more flexible than qubeley's, since he has direction+AC, the ability to send out single funnels or several and to stagger as he pleases, and his csA can be nice for confirming off funnels. Also, keep in mind: The tier "list" is just based on win %s at tournaments in sportsland and kansai. It is not a matter of someone's opinion of why providence is A+ and qubeley is B, it is just a matter of win %s. Not that long ago, providence was B+ for quite a while, not much better than qubeley. It is quite possible that the tier rankings are heavily affected by individual players, or perhaps by what sort of teams players end up with in an area depending on player demographics. Qubeley does have advantages over him, but again, cost and compatibility/roles, as brett mentioned. All of the 2k funnel users are A+ or S.(Providence, Zeong, Rozen, Kshatriya). However, most funnel 3ks and all funnel 2.5ks are lower than that, so it may be possible that funnels are not quite as valuable of a tool for 3ks/2.5ks as for 2ks. Your negativity regarding the qubeleys is rather strange. Your disadvantage descriptions seem rather irrelevant/unconvincing, considering what seems to make other mechs strong and considering that we're talking about providence. Damage and forcing downs is far from everything- vanilla unicorn had absurd A damage and easy knockdowns but was not high tier, and similar goes for several current B/B+ tier mechs. Not sure why you consider the lack of being able to quickly force a down to be such a glaring weakness, it rarely comes down to that.(Plus, she has AC and A-5AB-A as you noted) Funnels are about creating situations(since they're like BR shots that are separate from you that you send off in advance, so you work in tandem with them to help punish enemies), not about pumping out raw damage. More to the point, providence lacks funnel damage as well unless you get to combo funnels into csA i suppose, and he has worse ammo issues on his A *and* he has even less options for knocking down quickly than qubeley. And of course, qubeley has several other advantages over providence- her funnels dont vernier, using AB for fastfalls, mashymere shield, BC, better movement, flight mode, etc... Also, it is true that qubeley funnels are only particularly useful as 2-3 funnels instead of 1-2 for providence, but she also reloads her funnels much faster(2s vs 3s), and she has csA to regulate funnel ammo. Also, If you hit with 1 funnel shot out of 3 for qubeley, that was probably just pure luckiness. The fact that you need 2 hits with funnels to cause hitstun just sort of matches up with what you would routinely get off of a funnel shot. The situations where you'd land only one funnel shot off an AB are not really important IMO, although it would help a bit for punishing boost hops. Was her BC nerfed? I can't find anything on the FB wiki about that, and testing indicates her BC is the same size and only slightly slower(if that, my testing may be off) than the O's. Not to mention she *starts* with BC ammo, unlike the O, and has had her melee damage buffed a ton since vanilla. I also wonder why you consider qubeley mk-ii's funnels to be "sluggish." They are poor at close range due to the strange formation they try to get at close range, but otherwise they are pretty nice in combination with her long redlock range and high damage A. Also, her AB and A both reload in 2.5s now, which is quite fast, etc etc fastfalls, 1k with a shield assist etc etc. If you are having crippling ammo problems on funnels with either qubeley, you are probably not playing quite right.
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