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Mightfo

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  1. http://www.gamefaqs.com/ps3/641161-kidou-senshi-gundam-extreme-vs/faqs/63453 can actually be pretty useful because it lists some move properties(like f91 csB attracting assists or specific followups to melee or whatever) that may not be immediately apparent or obviously documented otherwise. i think the mech tips and tricks should be posted up front so people can easily find mech basic strategies. same for the character select chart.(both when updated, of course). you may also want to put that anti-melee advice in a prominent place too since almost every new player ends up having issues with that. if people want more explanations of basics besides what brett posted, these may be useful i guesss: http://pastebin.com/Sy57f9JD http://pastebin.com/FjmHqFVj some advice on melee useage for beginners(don't want people just hammering 5b and wondering why they cant win with their melee mech~) https://docs.google.com/spreadsheet/ccc?key=0AtuBaIcNtABSdGdxRDBlLXdvMHM5bmZJNVNTS3drY0E&usp=drive_web#gid=0 terminology guide
  2. the core of the game is managing boost(one of the gauges at the bottom center which you use up when moving/cancelling. recovers after you land) using more=you take longer to recover when you land. you're pretty hard to hit when you keep moving and using your boost(like for doing beam rifle shot->boost dash->beam rifle shot strings) enables your offense, but eventually you have to stop. you mostly try to punish people when they land, which involves guessing/reading because people try to be unpredictable when and how they land. positioning, teamwork, and mech specifics add tons of depth to it too of course. A is your normal shot, B is melee, C is boost, and then there's macros that do your other attacks.(AB, AC, BC) there's also sidestepping, directional influence on things(2b is different melee than 6b etc) and moves where you hold a button and release. https://sites.google.com/site/unlimitedbrettworks/gundam-extreme-vs/gundam-exvs-guide/an-introduction match vids may help you understand too: https://www.youtube.com/channel/UCOruq2fzdZt98JLaLbI9n1A http://www.youtube.com/channel/UCnICEA51li0tmJAGvSWsGpw https://www.youtube.com/channel/UCZqMpOwFgNqINk9DtBgNCVg http://www.youtube.com/user/chourou3bc/videos https://www.youtube.com/user/wing512ful/videos https://www.youtube.com/channel/UCtY0OsQh4i9ilNeUu_UPzcQ
  3. We got lots of great mech DLC for gundam extreme vs, which showed continued support for the port for over a year after launch. Dunno how someone could hate additional gameplay content, keeps the game fresh.
  4. https://twitter.com/gevurah22/status/428005217066446848 concern: do we know whether or not people will be able to "split" a download of full boost as long as they have a second online pass bought for the second person? edit: actually, i realized this would be illogical considering the nature of separate purchaseable online passes.
  5. what are the chances of console FB getting some balance patches? vanilla EXVS got some, didnt it? mostly wondering because i am a bit sad that v2 and qubeley were high tier for a while but then got overly nerfed and are now among the weakest in their point cost. not really a big deal though(compared to exvs balance especially) but i am curious. it at least seems likely that they would adjust the balance of DLC/console exclusive suits.
  6. he's b-. ( http://exvsrank.ninja-x.jp/exvsfb_30.html ) that's better than most suits were in vanilla EXVS. so, that depends on whether you think B- is unviable- in which case you'd also say that stargazer, goldframe, gaia, throne drei, etc are unviable. also, its not really as simple as "melee suits are worse in fb" considering that xenon, dsh, gp02, god are quite good. of course, these arent pure melee like epyon is.
  7. http://exvsrank.ninja-x.jp/exvsfb_30.html
  8. thanks for the mythbusting. hopefully purple qubeley will end up as DLC for FB anyway.
  9. that means those maxi suits will be dlc right?? i wont have to wait till maxi's console port for purple qubeley infinite funnel mode, right?
  10. excited as fuck for glorious funnel walls. glad she actually has some good defensive capabilities with inertia carrying cancels. 5ab is worse than before though(in terms of tracking/muzzle correction) so its mostly about 6ab/8ab i suppose, but iirc some inertia tricks only work with 5ab/2ab. 2ab seems interesting for certain situations/confirms. funnels reload in 6 seconds instead of 9, too. also, BC charges much further/faster than it did before, so A->BC seems pretty legit.
  11. BTW in case you dont know mike, zeta can use 2b AB as a fastfall since the recent FB patch. Don't forget his MA moveset too. Pretty sure it doesnt fill nuke or pressure fields but im not sure. Sadly, while its easy to find footage of an individual mech being played ,its hard to find like "qubeley with zeta as partner" or whatever, so we'll just have to wait till FB to test easily. Beam fence is a good thing to check. I looked at several but could not find any zeta+prov vids. Dances's point is nice too.If dances is right, then csB would not refill providence net, because burst does not. I *think* the JP wiki says it only refills what awakening refills. But someone like brett who can actually read it should check. I think zeta+prov would be a fine team. Prov has better ammo in FB for everything, and 2 zeta csBs would mean plenty of funnels and A. Providence 5AC is improved in FB too, so he could clutch out some situations with that. Zeta A could probably go well with prov funnels to help win neutral, and prov net-> Hyper Mega Launcher may be higher damage than net->prov csA.
  12. His BR is still manual reload, just a minor mistake. CSb is definitely cool. Im pretty sure there's a few things besides nukes it doesnt reload(mk-ii super gundam power up, for example..and maybe certain assists?) but i dont know the details yet. I wonder if it regens alex's armor. That'd be sick. It may be best for regenning the funnels of hi-nu/qubeley/providence. If it regenned the o/qubeley/zaku pressure bursts, that'd be amazing. Need to end up making a thorough list of what it does and doesnt refill, and who benefits the most from it.(ie mechs with ammo problems, or lots of tools with 10-25 second reload times)
  13. Supposedly the window to get EX-S is until feb 28.
  14. Of course not- it shouldn't, 3k suits are better than 1ks for a reason. I am saying that the general system changes in FB may make MA more valueable compared to before, since the difference in distance crossing between normal movement and MAs is greater. 3ks are supposed to outperform 1ks, otherwise why would you accept having less hp per points?
  15. I've seen kapools in vids get almost 3 half bursts in a single life. That's amazing for a 2k, and another perk of the HP regen. The width on sochie kapool csA is really nice too. MG braking also seems good.
  16. I can see how 1k suits are hurt by the +50% boost recovery changes, but general bullet speed is lower. Also, they also benefit from activations being balanced away from 3ks/2.5ks and in favor of 1ks/2ks.(basically, 3ks activate less than in vanilla and 1ks/2ks activate more due to changes in how much activation meter 1ks get, and adjustments to how much everyone gets when they die)(thanks 6/25 update~) Plus, MA forms arguably matter more now that boost dashes and hops don't go as far and maps are supposedly larger. Those with MA forms now have more of a map-crossing advantage. Firing is also more about vectors than before due to guidance changes, and GN archer helps Arios fire from multiple vectors at once, so~
  17. ~~reserved post i guesss~~
  18. ~~reserved post i guesss~~
  19. if you are curious about the movelists for new suits and you don't understand what's happening in videos of them or whatever, you can ask someone like me or brett or w/e and we can probably tell you what's up.
  20. Psycoframe also increases redlock range and movement speed. It also gives you some command movement done by inputting BC. cc8b is amazing. also, teaming with zeta so that he can refill your funnel ammo with csB may be potent. use up funnels->BC->zeta csB->BC.
  21. This thread is for GunEZ information/discussion/questions/etc! JP Wiki: http://www4.atwiki.jp/arcgundamexvsfuvo/pages/47.html Move List [A] - Beam Rifle Standard beam rifle shot. 1 reload per 3 seconds. Max ammo of 6. [AB] - Beam Bazooka Fires a shot with especially good tracking. Max ammo of 3, only starts reloading after all have been used. 6 second reload time. [AC] - Shrike Team Assists Various attacking assists. They reload 1 at a time every 6 seconds. 5AC summons a beam rifle assist, fires three times. 8AC summons a kamikaze assist. 2AC summons a missile assist, firing twice. You cannot summon two of the same assist at the same time. You have to wait until the previous is done. However, you can summon one beam rifle assist, one kamikaze assist, and one missile assist all simultaneously. [bC] - Shrike Team Defensive Assists 3 GunEZs surround and defend an ally. When the one in the middle is destroyed, one of the ones on the side take its place. 60 HP on each defender. 20 seconds to reload. Starts reloading once the previous group of assists have been destroyed. If you reload it with burst, you cant use it again until the previous group has been destroyed. The assists face the enemy whom the carrier is targeting. They lift up out of the way when the carrier fires. However, attacks like funnels and assists do not cause this, because you user is not the one directly attacking. If you input a direction with this, it will go to your ally. If you leave the direction at neutral, you get the assist. Unlike The O and Red Qubeley's shield assist, these shield assists lift up the moment you start using a melee move, as opposed to only when the melee attack actually swings. [ABC during EX] Shrike Team Assault Several GunEZs do a flurry of attacks. AC is unusable during this. Pretty good utility, they attack for a long sequence and from multiple angles. Looks cool as fuck. Core Strategy/Advice Gunez is essentially a pretty standard BR mech with a special BZ chain, tons of assists, and a nice shield assist that she can give to allies. BASICS Her A ammo is a bit low, so use AB and AC to compensate. knockdown from A into AB, and sometimes use AB for poking instead of A. the ABs all reload at once, so they are pretty convenient ammo wise for poking. AB chains into itself twice and gunez re-aims for each shot. AB is faster and tracks better than A, so doing AB AB AB is pretty great for clutching out a landing punishes. No boost left to zunda? No problem! her melee isnt very good, but 6b is alright, so use that in certain situations when doing 6b 66 6b would probably work. 2b and 8b have decent priority and naturally, 5b is the fastest melee you have. USING ASSISTS PROPERLY Most of the time, you want to give your BC shield assist to your ally. However, the assists can actually be destroyed in transit, so use your best judgment based on the situation. If your ally has no HP and is far away the shield assists may end up completely wasted. Furthermore, BC can help you safely summon AC assists. You should aim to summon at least 2 BCs per life. They recover in 20 seconds, so this should be quite reasonable to do. Keep in mind that the shields are not good against melee, large explosions(hildolfr), gerobis, or funnels, so in some matchups BC is not as helpful. Shield assists can help you/your ally land safely and get advantages and save life, but you can still get called out with a DX Gerobi or Zaku2 grenade. Remember, the assists face who the protected mech is targeting, so the user needs to judge who is most likely to punish their landing. AC is the central piece of your offense. While AB AB AB helps you clutch out landing punishes, AC is what helps you set up good situations. -The BR assist is more solid for quick punishes than the other two. -The missiles assist has incredible tracking. It also a long delay between the two barrage, which helps it control a vector solidly and force the enemy to sidestep/spend lots of boost. -The sword assist has fantastic tracking, but isn't as fast as other melee assists(or shots, of course), and so I generally think this is best used when your other two assists are already firing but you want to throw out more. I may experiment with it more soon. Use the beam rifle assist and missiles assist often. When playing neutral cautiously at redlock range,summon one of these to help you pressure the enemy. if they react to this by spending more boost, that can give you or your ally an advantage. if they react to this by running away, you can move forward with your ally, and perhaps pressure the other enemy. if they react to this by sidestepping, you can gain space on the enemy since sidestepping means they're not changing their positioning very much- unless they sidestep and then boost dash, which means they're spending quite a bit of boost gauge and can end up easier to punish. ASSIST CIRCLING A particular tactic I like to use with GunEZ is what I call "Assist Circling". The idea is: 1)summon beam rifle or missile assist. 2)boost dash cancel to another side of the enemy, and summon the other assist. 3)boost dash cancel more and fire from another angle depending on how the enemy is reacting to these attacks. Circling around them with these assists makes it harder for them to move because they're being fired at from multiple angles, so it is difficult for them to choose the correct vector to move in. it also makes it harder for them to retaliate because it becomes harder for them to simultaneously face you and be moving in a direction that avoids fire, which can help you get a quick landing and thus a major advantage over them. (Or, of course, they simply get hit because they stopped mid air to shoot at you and then your assist beams or missiles hit them lol) Burst remember that as 1k you will probably have 1 half burst after each death, so probably 3 half bursts per game, so try to find a situation where getting more boost+ammo through burst would guarantee some damage. AB AB AB ABC AB AB AB?! Whenever you burst, you get a V1 Hexa assist that follows you around and fires when you do A or AC. This seems to have a set time it lasts unrelated to whether or not you're still in burst, but i need to test this. For those unfamiliar with assists that follow like Sazabi, Hyaku Shiki, DX, and Duel's: When the assist fires, it stops moving. So if you move a bunch while it is firing, you can use it to fire from multiple angles at once. Or perhaps, you move to one direction which causes your enemy to move to a different direction to get away from you- but they still end up close to your V1 Hexa Assist, who can then help you punish their landing due to how close it is. I currently favor assault burst with GunEZ, but I have not thought it out thoroughly. Discussion of this is welcome. Cancel Routes AB -> AB -> AB A->AB Combos Note: -> means normal cancel, >> means boost dash cancel, > means rainbowstep cancel Video Section ~WIP~ Team Composition Advice You generally want to partner with 2.5ks and 2ks as a 1k. Some characteristics one may look for in ally mechs: -Mechs who have attacks like assists or funnels, since they can do them while they have your BC shield without the shield raising up. -Mechs who have power-ups like Gundam Mk-II or strike, since your BC can help their survivability, which means they may be able to spend more time in their power-up mode per life. -Mechs which can gain serious advantage from moving closer, so that enemies do not want to spend time sidestepping your assists and so that your BC's ability to protect their landings has more offensive impact. "Melee mechs", Banshee(boomerang at flank is scary), and gerbera tetra may be good examples of this. Kshatriya's 4/6AB can help vs those who sidestep as well. -Mechs who can also fire from multiple vectors with their assists or funnels, such as hyaku shiki, raphael, and qubeley may help you create situations where the enemy has an incredibly tough time moving. Other information BC: Like with other shield assists, since they lift when you fire, sometimes the protected mech will take a hit when they are firing, but then the enemy's attempt at a combo fails because the assists returned downwards to protect the mech. If fire, causing the shields to lift, you can make the shields go back down earlier by boost dash canceling. You can also do this by cancelling your shots into something vernierless that doesnt trigger assists to rise. For example, qubeley A-AB. BC assists will actually go away on their own after like 30 seconds.. but what the hell is going on for them to not be destroyed in that time period?! Concerns regarding fighting specific suits, picking assault or blast burst, and miscellaneous details go here. Matchup notes: F91: Can summon csB, which will attract assist shots to it. Zeta: csA does same as ^ Nu: csB does same as ^ Zaku2: Santa(2b) does same as ^ Versus those with beam cloaks such as X1, you need to be more careful about your ranged combos early on because you have almost no attacks that aren't beams. You may need to lean on melee/missile assists or your ally a bit more than usual until their cloak is destroyed.
  22. This thread is for Qubeley information/discussion/questions/etc! if you disagree with something i say, let me know what your match experience/testing indicates and we'll discuss and test further! JP Wiki: http://www4.atwiki.jp/arcgundamexvsfuvo/pages/37.html Move List [A] - Beam Standard beam rifle shot. 1 reload per 3 seconds. Max ammo of 9. [CSa] - Funnel All Range Attack Sends out a group of funnels which attempt to surround the target before they fire. Can target two enemies at once by switching target after it has fully charged. Does not consume ammo. 3 second charge time. [AB] - Funnels Sends out a group of 3 funnels. Direction input causes funnel to try to get that position relative to the enemy before they fire. 5AB places funnels right where Qubeley is. Can send out up to 3 groups at once. One funnel reloads every 2 seconds. Max ammo of 15. [AC] - Hamma Hamma and R-Jarja Assist Summons a shield assist(Hamma) and a tackle assist(R-Jarja). You are slower while the shield assist is up. It fires A when you fire A(but moves off to the side to do so, so it will not shield you when you are firing). Hamma has 150 HP and lasts for 15 seconds. Reloads in 23 seconds, only starts reloading *after* Hamma leaves or is destroyed. [bC] - Pressure Releases a large sphere that stuns everyone near Qubeley. Has lots of superarmor. Takes 22 seconds to reload after use.(including a 5 second reload-cooldown period) [C+sidestep and hold] - Flight mode You can sidestep during this, and A/AC/csA will always be vernierless during this(!!) You cannot melee out of it, but you can BC. [ABC during EX] - Ranbu Charges at the enemy, initiating a melee combo. Has super armor. Good reach and speed. Core Strategy/Advice Qubeley is a funnel user with very long redlock range, vernierless funnels, above average movement, and some unique defensive and offensive tools. She can provide ample low-risk support while also having tools that allow for both aggressive play and extra defense. However, these tools are not constantly available so she has some weaknesses in applying consistent, immediate aggression. BASIC GAMEPLAN Start the match charging csA. Charge csA whenever you have downtime- times when you dont have funnels out and are not immediately in danger or in a situation where you can pressure enemy. (ie everyone is at further ranges and using light amounts of boost) also use it when you have low A/AB ammo and are not in danger. Use AB regularly, mostly directional AB instead of 5AB. Do not send funnels and then forget about them. Use them as a centerpiece. The AB funnels will fire in about 2 seconds after you send them, so if the enemy is spending quite a bit of boost, fire A to prevent early landings. Use the funnels to force directional changes, boost hops, and additional boost spending, or to finish the job after you've applied pressure with A. Use A-AB fastfall and A-5AB-A combo. Use AC regularly. It will help you survive, but dont overestimate its capabilities to defend you. Use the additional firepower it gives to apply more pressure. Use BC to defeat melee approaches and make enemies hesitant to approach you. Feint it regularly so that you do not get baited all the time. Only use it aggressively when you can afford the risk- like when you have a full life left and your 3k front has already died. Ideally, you want to use burst when you are low on A+AB ammo and AC was recently finished. MORE DETAILS Regarding csA: You want to hold A lot of the time immediately after doing A/AB, but once you become closely pursued by an enemy, you want to stop charging. Having to csA before having A/AB available can be a critical problem because it prevents you from using your fastfall. Helping maintain your ammo and consistently sending out funnels is less important than making sure you dont get hit. Especially when you have high amounts of funnel ammo, throw out AB funnels regularly. they have more chase range than your redlock range, so feel free to send them out before you actually get into redlock. use directional AB instead of 5AB unless the enemy is going to get close. They recover 1 funnel every 2 seconds, so a group every 6 seconds, so you will have regular access to them. Don't just fire funnels aimlessly and then forget about them. Think of funnels as firing beam rifle shots in the future- in about 2 seconds,(more like 3 for csA iirc) those shots will fire. By themselves, these aren't more useful than a randomly placed BR shot especially since it is hard to predict things 2 seconds in advance, although these are nice for preventing vernier fire. What you want to do is use them as a centerpiece. The enemy is spending lots of boost, but they might land before those funnels shoot- so fire earlier to prevent that early landing. Or, the funnels forced the enemy to change direction and thus spend more boost, and then you can clutch it out with a BR zunda. Note that the funnels will fire sooner once they "catch up". If they dont get within a certain range of the enemy they just fire after a specific amount of time, but if the enemy is very close to you for example they will fire pretty quickly. 2AB will fire sooner and 8AB will fire sooner, because they try to get to that side of the enemy- it redefines what "catching up to the enemy" is a bit slightly, so they move less/more based on the directional input. In contrast, 5AB never moves- it always fires after the same period of time. If the enemy is simply moving left/right, funnels(when summoned from proper ranges) are pretty great at punishing them if they dont charge direction/swerve/hop. Boost hopping makes most funnels pretty easy to avoid, although both qubeleys' funnels have a decent chance of punishing boost hops. However, you shouldn't just think of the enemy boost hopping as "oh, they're avoiding my hits." Boost hopping changes their positioning dramatically. If they run away, you can focus on the other enemy. They may end up cornering themselves. If they move closer, they become easier to punish. Boost hopping is evasive, but it means a large, telegraphed amount of movement. Also, keep in mind that a nice thing about funnels is that they move faster than anyone and will get pretty close to the enemy before firing. So while your BR shot may not arrive in time to punish a landing, funnel shots might. Be sure to take advantage of her cancels. Use turnaround A-AB for fastfalls to help avoid being punished and to get sudden early landings and thus boost advantages. If the enemy is pursuing you closely, use 5AB in this. Otherwise, you want to do directional AB so that you set up funnels for the next engagement. Another use of 5AB is a special chain: A-5AB-A. The second A cancel causes the 5AB to fire immediately. This means you have a vernierless 3 hit combo as if you were zeta! take advantage of this, it will save you on boost, but remember that sometimes a BR zunda is a better choice when you can afford it because of the larger spread of shots. (ie the 3rd BR might hit, which is not an opportunity A-5AB-A give you) AC is a key tool, use it regularly. Use it soon after it becomes available after you get into range to utilize it. Remember to that hamma blocks in the direction of your target, so switch to the one you need to block projectiles from. It lifts when you fire A and when your melee strikes come out, but not when you're doing csA or AB or during melee approach. This can help you land melee attacks or safely summon funnels. Also use it to augment your A fire and give you more presence and punishing capability. so, it is both useful as a tool for "defensive" play that gives you advantages due to safer movement as well as a raw firepower tool. You can sometimes use it to block immediate shots, but be wary about this- explosions can get you hit regardless. If the enemy is significantly higher up than you, their shots will go above past Hamma and will hit you, so keep that in mind. During flight mode, you can csA and AC vernierlessly. That can be nice to send out csA safely while running. How to use BC depends on the matchup and team. if you are paired with a 3k, then using BC aggressively is really risky. Save it for a defensive option for when melee mechs are coming at you(dont forget to feint it sometimes), or if you have tons of hp and your partner has already died once, you could use it offensively(especially if you have burst to regen your BC ammo), or if you just feel that the particular enemy is vulnerable to it in whatever situation and so the risk of losing is acceptably low. The amount of space BC covers has the radius of about a typical boost dash length IIRC. In 2.5k-1k,(by the way, 1ks generally front if you arent familiar with that yet), in your first life doing more aggressive play with BC as a key threat is more viable since you get 2 full lives and you have to die once before your ally dies twice. Also, launching your enemy for a long time with 6bba and 2ba followups is often more valuable than raw damage, because you put one enemy out of commission for a long time, putting the other enemy into a 2v1 situation. Think about how important doing damage to that enemy is- are they close to dying and overcosting their ally? If not, it may be more valuable(and more cut-resistant) to just quick launch them and then focus on their ally instead of going for max damage. When melee mechs are dangerously close and may start meleeing at you, stephop into flight can be good. like 44[c] 4[4]. You can also step during flight mode. Some things beat BC: -Efreet's AC shielded charge -Nu fin funnel barrier -cherudim shield bits -dynames shield -deathscythe cloak -gyan shield -alex armor -various super armors(because super armors end once you max out the down value, IIRC, which BC does not do) -Qanta sword bits shield So you must be careful depending on the matchup. All of qubeley's melee attacks have worse than average startup. 5b has awful range. 6b has good curvearound but is pretty slow. 8b has good reach and great damage but is rather slow. cc8b has good reach but low damage. The priority on her attacks seems decent but i dont really know about that. Anyway, your melee damage is nice but the quality of your melee is mediocre besides 6b's wraparound and perhaps hitboxes, so the enemy really has to be conditioned by your BC and normal ranged play before they ever get melee'd. Dont worry about it much. Her 6b and 2b are nice for their long launches into A followups which can keep an enemy out of the fight for a long time. Cancel Routes A->AB 5AB->A A->BC AB->AC Combos Note: -> means normal cancel, >> means boost dash cancel, > means rainbowstep cancel (some are obvious but just listed for damage comparisons' sake) A>>A>>A 168 damage AB>>A>>A 156 damage A->5AB->A 166 damage Jarja Assist >> A, Mashymere Assist Fire >> A 166 damage (note that jarja assist does 120 damage by itself if you let it explode. you may just want to focus on the other enemy instead of doing this combo, jarja holds them for a while) 5bb > 5bbb 211 damage 5bb > 8bbb 227 5bb > 6bbaaa 228 8bbb > 8bbbb 247 (high damage, but very prone to being interrupted, be careful!) 6b > br >> br 207 6b > 8b > br 226 6bb > 2baaaa 211 6bb aaa >> 6bb 264 6bb aaa boost hop 8b > a 269 2b aaaa >> 8bbb > a 265 2b aaaa >> 2b aaaa 261 bc 8bbbb 185 bc 6bb aaa 182 (could still follow up, but you may want to focus on the enemy instead) bc 6bb aaa >> 8b 208 bc 8bbb > a 182 supposedly there are higher damage combos listed on the JP wiki but they do not make sense to me and the damage for several BC combos seem off. if anyone can correct me on what's going on here i'd love that. (i did not test the following yet) (awakening) a > a > super 248/228 (assault/blast) (awakening) 8bb > 8bb > super 324/301 (awakening) 8bb > 2baaa >> super 333 (wiki does not list blast damage) (awakening) 6bb aaaa >> super 347(blast again not listed) (awakening) 6bb aaaa >> 8bb > super 352 (againnnn) (awakening) BC >> super 251(wiki pls) (awakening) BC >> 8bb > 8b > super 275 (again, assault burst) (awakening) BC >> 6bbaaa >> super 296 (^) (awakening) BC >> 2b aaaa >> 6bb aaa >> super 318 (^) Video Section ~WIP~ Team Composition Advice Pair up with a 3k or a 1k ideally. If you are paired with a 1k, since you get 2 full lives, you can afford more aggressive useage of BC. If you are paired with a 3k, because you barely have more than 1 full life you should probably save BC for defensive uses unless you have taken little damage and your ally has taken a lot and so you want to utilize your health for aggression. While 2.5k+2.5k is not ideal, zeta is an interesting front for qubeley because his csB regens *all* of your ammo. Use up A/AB/AC/possibly BC and then send out a custom comm to request ammo. He gets one per life. His A-A-A should also reasonably synergize with your funnel play. With 3k especially, focus on taking advantage of your ability to apply pressure with A/AB/AC with low risk. With regards to 1ks, I very much enjoy Zaku2+qubeley for obnoxious keepaway which can deal with a variety of strategies, but I am not sure if this holds up at high level play. I think that when pairing with 1ks, it is ideal to pair with those who 1)Benefit a lot from your volume of safe firepower. 2)Don't have to rely on you too much to deal with aggressive melee play. I would avoid teaming with tank/ez8/red qubeley for these reasons although perhaps I am quite mistaken. Zaku3 may be a potent combination since he temporarily transforms into a 3k with limited ranged ammo, and both of you having pressure fields is nice, but this team may depend too much on zaku3 landing or successfully threatening with his powered up melee. I suspect that Zudah, Acguy, Alex, Lagowe, and Efreet may be particularly good partners, but I am unsure. With Alex, if you perform successful keepaway via good cover of each other, alex could get several uses of armor which effectively transforms her into a 1k with much more HP(hitstunless HP, mind you) per life than others. Attrition! The JP wiki seems to suggest that Wing Zero(Endless Waltz), Full Cloth, and Qanta make especially good partners. I definitely agree with full cloth since his melee/whip can help make up for qubeley's lack of threat certain ranges, and he can use his firepower to capitalize on possible ranged punishes himself instead of relying completely on qubeley like that like pure melee mechs like Master would. Similar for Qanta. When paired with WZ(EW), be careful to not get separated like when he does CC BC. If teaming with V2, use a minimal amount of AB/A while he is in assault buster mode so that you have plenty of ammo to help make up for his weaknesses when he is in normal mode. V2 has great anti-melee options, and good keepaway with both of you will help you get a good amount of assault buster powerups, but don't abandon V2 to get punished heavily by non-melee mechs when in normal mode. Similar for 00, but i don't know if 00's anti-melee defense is as good as V2's so you may need to be more concerned about that than with V2. I feel like Sazabi's fast-reloading gerobi, funnels which are mostly just good against quick landings, and csA help him capitalize off of the support that qubeley gives. Other information Qubeley's funnels are especially nice against mechs that have key moves that vernier, like Gunnerzaku, Destinys who try to use csA/csB, etc. Epyon's A->B->A->B mashing is so fast that it can tear through your BC's super armor extremely quickly, so do not rely on BC versus yolo epyons. Burst strategy: Blast burst can be potent because the massive reload buff and the fact that blast lasts quite long means you get lots more AB. Plus, charges charge twice as fast during burst, so blast gives you a longer period where you can fastly charge csA. MORE FUNNELS When paired with a 3k, consider saving for a full burst to save your hide. Assault burst's damage can be nice for getting more reward off aggressive BC play. Since assault increases melee reach etc, it may also improve her super's reach. Someone should test this. I would generally recommend blast for qubeley, but assault is probably a pretty good option when paired with a 1k. Other Concerns regarding fighting specific suits, picking assault or blast burst, and miscellaneous details go here.
  23. This thread is for Qubeley mk-ii information/discussion/questions/etc! JP Wiki: http://www4.atwiki.jp/arcgundamexvsfuvo/pages/73.html everything is a work in progress of course Move List [A] - Beam Standard beam rifle shot. 1 reload per 2.5 seconds. Max ammo of 6. [CSa] - Funnel Salvo Funnels fire in a wide pattern in front of Qubeley. Does not consume ammo. 2 second charge time. [AB] - Funnels Sends out a group of 3 funnels. Can send out up to 3 groups at once. One funnel reloads every 2.5 seconds. Max ammo of 12. [AC] - Bawoo Assist Summons an assist that shields you. It fires A when you fire A(but moves off to the side to do so, so it will not shield you when you are firing). It faces the target that you are targeting- so if you want to use bawoo to prevent a landing punish, for example, target the enemy who you are most worried will punish you with a beam shot. Otherwise, bawoo may not be on the right side of you needed to block the shot! Lasts for 8 seconds. Reloads in 15 seconds. Only starts reloading after it is destroyed or leaves. Can be summoned during BC. [bC] - Funnel Mode A special mode where Qubeley stays still and you control funnels with A and B. A fires them, B changes their positioning. Can cancel out of this mode in multiple ways. You are very vulnerable during this, but Bawoo assist and terrain can help defend you. Lasts up to 10 seconds if you use the full gauge. Takes 3 seconds to start reloading again, then takes 15 seconds to fully reload. Can do 2BC to not rise into the air. [ABC during EX] - Super funnel mode This sends your cloud of funnels to hover around an enemy. Lasts about 12 seconds. During this, you hit AB to cause the funnels to fire at the enemy(cooldown of about 1.5seconds). This does not consume AB ammo. Has super armor. Core Strategy/Advice Red qubeley is a 1k suit with some special long range and "close" range options, but is rather unspectacular at "mid" range without AC. Her redlock range is incredibly long. Use this to your advantage when poking with A to get BR punishes(or at least pressure) that few mechs can. Her funnels are much less versatile than other funnels as a poking tool. The reason for this is that at closer ranges, they get into a special formation which ruins their muzzle correction. If there are any advantages to this formation, I cannot figure them out because they make the funnels bad at both simple punishes and controlling vectors. The ideal range for summoning funnels is around the edge of your redlock range. Much closer and they get into that crippling formation, too much farther and they may not be close enough to be of much use in controlling vectors or punishing. At this ideal range, they are alright for punishing boost hops and they are fantastic at punishing someone if they simply keep moving in one direction. Don't just fire funnels aimlessly and then forget about them. Think of funnels as firing beam rifle shots in the future- in about 2 seconds, those shots will fire. By themselves, these are pretty useless, especially since it is hard to predict things 2 seconds in advance. What you want to do is use them as a centerpiece. The enemy is spending lots of boost, but they might land before those funnels shoot- so fire earlier to prevent that early landing. Or, the funnels forced the enemy to change direction and thus spend more boost, and then you can clutch it out with a BR zunda. However, while non-ideal ranges are subpar for funnels, if you have max funnel ammo you might as well throw out AB because they do sometimes get punishes or prevent movement when they get into that silly formation. They are just worse than pretty much all other funnels at it at that sort of range. But the funnels are vernierless, so the risk is nonexistent to simply throw out that extra filler. They can still be alright for punishing overheats or extended vernier. If the enemy is simply moving left/right, funnels(when summoned from proper ranges) are pretty great at punishing them if they dont charge direction/swerve/hop. Boost hopping makes most funnels pretty easy to avoid. However, you shouldn't just think of the enemy boost hopping as "oh, they're avoiding my hits." Boost hopping changes their positioning dramatically. If they run away, you can focus on the other enemy. They may end up cornering themselves. If they move closer, they become easier to punish. Boost hopping is evasive, but it means a large, telegraphed amount of movement. At closer ranges, dont use funnels very much aside for doing turnaround A-AB for fastfalls. At close ranges, csA and AC can be particularly valuable. AC will shield you, allowing early landings, and it fires when you fire, helping you punish/pressure/use less A ammo. AC also shields your melee approaches, but raises when you actually attack. Regardless, this can help make your melee less vulnerable to projectile counter attacks, forcing the enemy to run or try to out-melee you. csA is quite nice. You do over 200 damage with csA into two A shots. If they sidestep, they'll get hit. If they change from moving left to moving right, they'll probably get hit. If they melee, they'll probably get hit. So you can use csA to make them hesitant to melee, sidestep, or move in certain ways. If you're close enough and they try moving left/right to avoid csA, your 4b/6b can be quite nice They can fuwa hop to deal with both csA and melee, but that is quite boost inefficient so you can take advantage of that. And if they run away, they may be handing the advantage over to you due to your long redlock range and AB. Leaping melees like Exia's can be particularly annoying vs csA, though, so don't try to do csA tactics much against mechs with special options like that. Do note that csA has a bit of a deadzone right in front of it where it wont hit, so if a melee approach gets deep enough your csA will not hit them. So use it more in anticipation rather than raw reaction. BC is pretty nice. You pretty much always want to 2bc instead of normal bc, because being low to the ground lets you take advantage of the terrain. Try to identify useful spots to hide behind on each stage, such as buildings, hills, etc. Indestructible natural terrain like hills are preferable to buildings. If there is none for you at the moment, use AC to shield you when shots start coming. Use it to punish your enemies for landing no matter how far away you are, or to prevent them from doing attacks that vernier them. I do not have much advice for how often you should tap B to rearrange the funnels, but I guess if they seem like they're not on a good vector or not close enough, hit it. I generally tap B periodically during BC. Of course, be concerned about enemies using Gerobis vs your BC. Try to pay attention to when they stop in the air if you cant actually see them due to the building in your way or whatever. Boost dash cancel your BC and then input block(boost dash easily cancels into block) to block the gerobi. You may have successfully made them waste some ammo and boost. And if you bait them enough, they may hesitate to do it so quickly later, which can give you more time to freely BC. Also, it is noteworthy that you can fire your funnels at someone you suspect is doing a gerobi and then you boost dash cancel and block- you dont have to stay still for your funnels' already fired lasers to keep flying at the enemy, but they have to stay still for their gerobi to fly at you. BC may be useful for trying to bait the enemy to pay attention to you, which can help your ally get into an advantageous situation. Use AC to help enable riskier landings. Just make sure you're switching to the right target to block fire with it. Because her AB funnels are rather situational and her super is quite good, I would recommend picking Assault Burst and trying to half-burst often, similar to vanilla EXVS. Try to time assault burst soon after your AC wears off and when you're rather low on AB and A ammo. Try to use a good amount of your funnels again before you super, because you'll recover about 5 funnels during the super since it lasts about 12-14 seconds. Try to always super before your burst wears off. Use it to pressure enemies to prevent them from doing attacks that vernier, and use it to punish landings that pretty much no other mech can punish without proximity. Remember, her super has super armor, so dont fret tooo much about random BR hits when performing it. Since she both has tools that are exclusively long range(BC, AB) and exclusively close range(csA), you may feel torn between moving closer or moving away. The following factors can be important for helping you decide which to do during various matchups/situations: 1)your ally's ideal range and where they are right now. 2)The HP you and your ally have, dont cause overcost etc 3)The ideal ranges of your enemy mechs 4)How much boost your enemies have left at the moment and where they are, of course! 5)Whether or not there are any buildings left to 2BC behind. Cancel Routes A -> AB, Combos Note: -> means normal cancel, >> means boost dash cancel, > means rainbowstep cancel 5bbb is your main combo meat. 5bb>5bbb 211 damage 5bb>5bb>2b 208 damage, launch(being launched in the air=more time until they tech, more time before they can get up and help their ally) 6b>5bbb 197 BR>>BR>>BR 158 AB BR>>BR 164 Video Section ~WIP~ Team Composition Advice ~WIP~ What Red Qubeley brings to the table: -long redlock range helps her punishes in more situations and be safer while poking -funnels can help prevent various movement choices, like simple perpendicular movement, which may be hard to punish otherwise without taking risks -bawoo assist and A-AB fastfall help survivability -useful super allows for exceptional punishes/pressuring -BC gives a max range option, especially on certain stages where you can use cover effectively -csA helps defeat melee and sidesteps at close ranges Concerns: -lack of tools to quickly knockdown with -mid range has issues -light ammo issues -not as good at cutting melee combos as other 1k mechs -poor melee -does not really have an ideal range Pairing with a 2.5k is generally the best choice. It is probably preferable to team with someone who has a good mid range so that red qubeley can lean on her partner at that range. Zeta: Zeta's csB means more A, AB, and AC, so you get to poke plenty and defend yourself plenty with AC. Both of your bursts are rather intimidating due to zeta's hyper armor and red qubeley's super. Zeta's firepower is pretty nice for forcing the enemy to spend more boost, which can work well in tandem with qubeley's long redlock range with A and AB. However, this team lacks some self defense. Tallgeese: Banshee: Play patiently with banshee. Help her survive to get multiple NTDs. Use your funnels and AC to give a nice volume of fire, use your long redlock range to punish enemies who successfully escape from banshee flanking tactics. Haman Qubeley: Other information Concerns regarding fighting specific suits, picking assault or blast burst, and miscellaneous details go here. There are tiny deadzones between the shots of csA, so it *is* possible for mechs to sometimes not get hit while standing between the shots, but it is quite unlikely in this version unlike the last version. You may want to be more concerned about this vs smaller mechs like V1, F91 than big mechs like Zeong. If you're facing away from the enemy you are summoning funnels at, the funnels will have to travel further because they always go out via qubeley's front before heading towards the enemy. So, if you're facing away from the enemy and you're a little too close for ideal range, facing away will help to prevent the funnels from getting in that bothersome formation. Destiny, Gunnerzaku, Impulse, and other mechs with SEED csA Gerobis: Funnels can help you prevent them from doing such gerobis often. However, gerobis can also wreck you for trying to simply use AC to protect your landing. VS Other funnel users: Be careful about doing BC. Funnels can be tough to react to/notice and your AC probably wont save you.
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