brett_ Report post Posted January 17, 2014 (edited) GlossaryAmekyan - The jp term for cancelling the recovery of a vernier move into a forced-on angle move, putting you back into natural fall state. Used primarily to fall safely from dangerous situations such as turn-around shots.Fuwafuwa - adding a small jump at the end of a motion, boost-efficiently avoiding many attacksBR - beam rifle (A).MG - machine gun (A)Main - main shot (A)BZ - Bazooka (generally A+B)Sub - A+BMuzzle Correction - refers to a move's ability to track its target during startupGuidance - refers to an attack's ability to track its target while travelingAwakening / Activation / Extreme Burst - ABCCooldown - Not to be confused with reload time, this refers to the time between a move having 0 ammo and when it begins to start reloading. Not all moves have this. Universal System ChangesBoost DashingOverall boost dashes cover less distance than before, however boost dash speed on average improvedThere's a more severe penalty for Boost Dashing backwards - it now consumes more boost than normalBoost Hops slightly less effective - directional influence momentum is a lot smaller - in particular its visually noticeable on Mobile Fighter suit's dash jumpsIf you are holding a direction while boost dashing and input jump, it no longer eats your jump input and gives you a held BD. It now gives you a mini-jump, which consumes very little boost. ShieldsGreen EffectWhen you successfully shield, you cannot reinput a shield to get an immediate second shieldYou no longer gain meter for blocking friendly fireYou're now pushed back slightly when you block, rather than maintaining the same position Mobile Armor ModeSide stepping during a boost dash no longer gives you the homing MA movement.You can now obtain the old homing motion with a forward sidestep while in MA, which also goes for a fixed time, rather than flying forever at the targetGenerally less risky to be in due to nerfed overall guidance Attack Property ChangesAdded a light stun - does not knock you down after you wear off, instead puts you back at neutralAdded heavy stun - same as the old stunAdded a side-spinning down state - untechable like a normal down but falls slowerAdded a popup down state (dust cloud effect) - untechable, pops them up in the air and falls slower than normal, making it easier to get to themAdded techable popup state - looks like the normal untechable vertical spiraling state, but can be teched midway through Maps got largerOverall difference between long range and close range redlocks shortened, and when combined with the increased map size, overall makes chasing down targets harderRanged AttacksRanged Guidance, Travel Speed, and Muzzle Correction are all weaker - overall ranged attacks are weakerIn particular, all Main weapons including BRs got muzzle correction nerfsAll main shot attack guidance got a nerf - it's generally a lot harder to aim for someone's boost hop landingOverall on-angle range is improved, it's a lot harder to accidentally get off angle when you're right on the edgeFast travelling Charge Shots etc are still as strong as ever, but overall travel speed has been loweredFunnel type attacks are generally strongerMachine Gun and Gerobi moves were generally not changedOverall the game is actually more ranged based compared to the previous game due to map size increase and differences in bursts.It's better to think of these changes as there are way less weapons that can just randomly hit you while you boost hop [*]Extreme Burst [*]There are now two versions of Extreme Burst you can choose from when you select your suit - Assault (A) and Blast (B) (See below for complete explanation) [*]You gain less meter when you die, much more the case for higher costs. For 3000 suits, you get ~15% as opposed to 40% for dying. It's very noticeable for 2500's as well. 2000 and 1000 suits gain about the same as before. [*]In other words, there's less of a difference in meter gain between costs. [*]You gain more meter if you have less max health, and vice versa (This difference is extremely minute, though) [*]You gain less boost when you activate extreme burst [*]Full Bursts give you more boost back, making them more viable [*]Offense and Defense scaling numbers from being in awakening is now per-suit [*]Also suits that had different scaling numbers in different modes now have the same in both. [*]Damage - overall proration is slightly less severe, and guts ratings (dealing and taking different damage rates based on current health) is more noticeable - about the same level as NEXT [*]Overall momentum preservation got improved greatly. The viability of fuwasteps and fuwafuwa is much higher than in the last game. This is also combined with the fact that overall guidance is lower. [*]Many 2000 cost suits got slight HP buffs (+20HP usually) [*]When you get shot down, there's a small part of the screen of what your ally is doing [*]Overall stage brightness is higher, [*]More recovery on landing at 50%+ boost. [*]Extreme gauge system overhaul [*]Horizontal momentum increased [*]Two types of Stuns: Light stuns and heavy stuns. Heavy stuns knock down after the stun wears away, such as Pressure. Light stuns cause the opponent to recovery immediately afterwards, rather than ground crumple. [*]Suits that did not have Extreme Attacks now have one, and many suits now have multiple versions (different inputs) New Extreme Burst Mechanics In-Depth You now must choose between Assault Burst (Red) or Blast Burst (Blue) AFTER you've chosen your suit at the character select screen. You cannot change it within the match. The way you burst is identical. The difference between Assault and Blast is only in the buffs you get when you are in awakening. For discussion on which suit should use which burst type, please head to the individual suit area! Universal Burst Benefits The following are regained just like in EXVS Vanilla, but the specific values vary depending on Assault or Burst (specifics further down): Boost gauge refills, Ammo refills, Mobility improves, Damage improved, Defense modifier improved, Reload speed improved, Bullet Travel Speed improved The following are the same as EXVS Vanilla: Your moves have -10% down value If you do a Full Burst while being hit, you tech out of it and have some invincibility frames (Same as Vanilla) Can Perform Extreme Attacks (Same as Vanilla) While in Awakening, you cannot gain Extreme meter, and if you die, your Extreme Gauge goes to 0 (Same as Vanilla) NEW: When you Full Burst, you can still be hit by any shots that are already hitting you regardless of invincibility, to some degree. This situation rarely happens but it exists nonetheless and it is not a bug. Working as intended Kappa Assault Burst - Good for suits that rush down opponents Half bursts refill 70% boost, Full gives you Full Boost Big damage bonus modifier, small defensive modifier Movement speed greatly improved, boost consumption slightly improved Red lock range slightly improved Weapon reload rate moderately improved Melee pursuit speed / distance drastically improved Does not deplete your Boost or Extreme Gauge when doing Extreme Attacks Small boost penalty for Defensive Bursting (20%) Awakening time is shorter than Blast (Full lasts about 12 seconds) Because Assault gives a lot of boost, this is the easiest kind of Burst type to use if you're familiar with fundamental Burst timings from vanilla. Overall a very compatible type for front players, the offensive benefits not only help melee suits, but make melees very viable even for ranged suits. Thought it lasts less time, this can be somewhat of an advantage in the sense that you have less of a risk of dying or getting hit while in awakening, making it effectively less risky if you're using it for the one time boost refill primarily. Since using your Extreme Attack doesn't consume all your boost or extreme meter, you can use it really easily, and if you have a suit that has one with good recovery, you can use it almost like a normal move, which is why awakening lasts a lot less in Assault. Blast Burst - Good for carefully chasing down opponents Restores 40% boost at Half, 80% at Full Burst. Big defensive modifier, small offensive modifier bonus. Movement speed improved slightly, boost consumption improved drastically, Red lock range improved greatly Reload speed drastically improved (About 2x normal) Firing attacks that cause vernier (including turn around shots) can be step cancelled (there are some exceptions) Removes the start on Boost Dash, letting you immediately sidestep from it Boost and Extreme Gauges go to 0 when performing Extreme Attacks Large boost penalty for Defensive Bursting (35%) Awakening time is longer than Assault (Full lasts around 16 seconds) A good burst type for when you're not necessarily trying to win an immediate exchange, but are trying to press an advantage or create one. Because the effects last longer, it's also good for suits that have special effects during awakening (00, ZZ, etc). Though you gain less boost when initially activating, because of the improved boost consumption efficiency and the ability to sidestep weapons, your mobility as a whole is better than Assaults (aside from Melee performance). New Suit Summaries 3000 [*]Wing Zero TV - all-purpose beginner friendly suit that has very strong basic tools. Zero System acts like MEPE, allowing him to change the tide of battle instantly. [*]Reborns - strong all-purpose suit with a mode change and tons of cancel routes, as well as lots of ammo, good gerobis, and one of the best amekyans in the game. [*]Epyon - A pure melee suit - lots of close range tools but no projectile options, making it very weak 2500 [*]Banshee - excellent midrange suit, has a twin boomerang attack, NTD mode, etc. [*]Extreme Suits: All the extreme suits have some mechanic where they shift to an upgraded phase over time Extreme Xenon - close range aggressive suit, lots of great close range tools like a sweeping laser whip, stun ball, etc Extreme Eclipse - long range extreme suit with gerobis, big beams, etc Extreme Aios - All purpose suit [*]X-Divider - all-purpose suit with a great MG and some unique projectile tools. [*]Impulse - mode changing suit similar to Strike, though vastly improved. though lacking in IWSP, all of his modes actually have proper amounts of tools [*]Crossbone X3 - Kind of like a mini Full Cloth, but doesn't come with an ABC mantle, has a similar CSb but CSa shoots a nuke 2000 [*]Hambrabi - all-purpose suit focusing on strong capabilities during Mobile Armor mode [*]Gyan - Melee suit with an auto-guard shield on his front side [*]Mk II - An all-purpose suit with a nice CSa and a timed backpack equip [*]Rozen Zulu - specializes in funnels, has a Psycho Jammer that creates a stunning obstacle on the field [*]Gerbera Tetra - Machine gun type suit (like Blue Destiny), with a decent assist and a one time movement boosting upgrade [*]Spiegel - G Gundam mobile fighter type suit with a good CSa and tricky movement options [*]Throne Drei - Assist based ranged suit, has tons of different assists, and a special mode that gives her partner MEPE-ish guidance cutting. [*]Stargazer - all-purpose suit with a timer based mode upgrade (think 00) and a remote mine [*]Gaia - all purpose suit that can shift into a Dog-like MA mode [*]Kapool - Two MS's that play as one, each has a different HP bar, you can tag in / swap out, and the other slowly regains some health 1000 EXVS Vanilla Suit Changes [note 1: any suit not listed here had no recorded changes or was not in the previous version. Also even if not mentioned, every suit that didn't have an Extreme Attack now has one] [note 2: Overall game speed and guidance have been lowered, and some of these changes may have been reported as a result of global changes rather than suit specific ones, so be aware some of these may be inaccurate] Collapsed: 3000: Unicorn: Overall: Assist (AC) - Faster Startup, Ammo count went from 4 to 2, but is now reloadable. Now has heavy stun, improved muzzle correction, and improved guidance. Can now be cancelled into BR as an Ame-kyan. When doing your awakening super, your NT-D gauge will fill to 100. Normal Mode: BD speed and turn (swerve) improved (as of 6/25 patch) Turn (swivel) speed improved Red Lock shortened 5B reach improved CS improved BR guidance, travel speed, and proration nerfed Destroy Mode: Can now cancel the camera change when entering NTD Mode Entering NTD mode now carries over some momentum Lasts longer (15→23 sec) MG staggers in 3 shots instead of 4 MG → Sub, and MG → BC cancels added Reload time for BC doubled (3→1.5 sec) BD melee speed and reach improved Quanta: Normal: BR count nerfed (6→5) Zabanya (AB In Quantum System) can now be done normally with AC GN Sword Bit (GN Field) (Previously AC, now BC) now has 200 hp instead of 100, does not protect against melee attacks, and can be cancelled at will. Depletes like a normal ammo type rather than a countdown type. Improved startup and preserves momentum slightly (as of 6/26 patch) Quantum Burst is now CSb, and can be done immediately During Buster Sword, melee startup and hitbox nerfed, but then rebuffed as of 6/26 patch. Sword Bits (AB) reload and deploy speed improved (as of 6/26 patch) 2B damage improved (95 / 100) Quantum System: Improved BR count (5→6) Zabanya and Allelujah inputs switched Can cancel Assist into Main 5B and 6B are normal melees Melee bits are now 8B Has 600 HP instead of 640. Sazabi: Went from 2.5k to 3K. CSa now causes him to plummet, allowing him to play similar to how 00 uses his Riser Mode CSa Gerobi (AC) does more damage Assist (BC) reloads faster (20→15 sec) DX: Swivel speed improved MA movement improved Sub became CSa, Sub is now a new reloadable assist with 2 stock. CSa can be cancelled into melee (tracks during greenlock too) Improved reach on all melees 5B hitbox nerfed 6b’s 3rd hit has better proration, hard untech for limited time, adjusted blowback so it combos into everything easily 8B is a single hit 2B launches better Satelite Canon damage spread nerfed. MA BR proration nerfed Turn A: Mobility improved in all aspects (turn, speed accel, etc) Hammer (Main) damage and startup greatly improved New Melee added (BC) - 8BC is a shield attack, 2BC is a hop. new CS8a added (stun shot) 00 Gundam: BR count increased AC now has 2 stock, and can now send either Arios or Seravii. Neutral is Seravii (gerobi), directional is Arios (same as vanilla). Can cancel into BR for an ame-kyan Assist reload lowered to 10 sec Has a new Extreme Attack performed with Neutral that fires a Gerobi. The old version is with 2 or 8 + ABC. Raiser: Mobility improved Duration 15 sec → 20 sec Cooldown time 10 sec → 6 sec 2B speed and startup improved Sub now throws sword boomerang (same as normal mode), old missile sub is now CSb Gundam Wing (EW) HP 680 → 650 BR - each hit does slightly more damage, but worse proration and down value, and total hits is now 5 down from 6, so ultimately similar damage (Full hit does 144 up from 141). Reload time 4.5sec → 4sec, slight muzzle correction nerf, can now cancel into Sub / AC / BC. Added a multilock CS Sub changed from vulcans to an assist. Can cancel Sub → BR for an amekyan Gerobi reload time 15sec → 20sec, full hit does 226 up from 204 You can now input left or right during BC to add horizontal momentum. BC now has 2 stock in awakening. BC reload 10 sec → 12 sec 5B (169→174) and 8B (132→177) melee damage improved. 6B reach improved Nu Gundam CSa is now a single beam shot, old CS became CSb. new 2B which stuns and can be cancelled into from BR. Pyramid can be cancelled at will, Cooldown Time 10 sec → 13 sec Full Cloth HP 620→600 Doesn’t get his cloth back in cost over Neutral Whip consumes more boost, slower, has worse proration CSb duration, charge time, reload time nerfed 5B during CSB nerfed damage proration Normal 5B damage improved CSb during CSb mode damage, startup, reach improved. Master 720→750 HP BC now summons Fuun Saiki Main shot ranged lowered, stuns less. Neutral whip range improved, startup improved Side whip damage improved (90→100) AC babies cling on opponents less time 8B upper body inv property lengthened, reach improved, startup nerfed, proration improved 6B improved reach, proration nerfed Destiny HP 680→700 CSb muzzle correction slightly nerfed and direction influence improved Wings of Light movement speed lowered, down movement makes you rise slightly higher, can now cancel into 2B. BC (Finger) consumes more boost, worse proration Boomerang proration improved (6/26 patch) 6B motion is faster (6/26 patch) Turn X Turn speed improved Red lock range improved CS charge time 2.0→2.5 sec AC funnel ammo is consumed all at once 5AC cuts guidance Can do 8B into 2B 6B startup improved 2B startup improved, preserves some momentum BC muzzle correction improved and on hit blowback adjusted so CS is guaranteed. Strike Freedom Red lock range shortened Can cancel BR into AC and BC Can cancel Gerobi (AB) into BC CS damage and startup improved (6/26 patch) Multi-lock CS damage improved greatly BD melee reach and speed improved Neutral AC funnels are fired with AC rather than autofiring from BR. Hi-v CS is a single down shot (120 dmg) similar to nu’s After BC finishes, you retain whatever funnel count you ended with (doesn't go past the normal max) BD melee adjusted for stability V2 650→620 HP Normal Mode max BR count 8 → 7 Assault Mode max BR count 3 → 4, reload time nerfed(2.5sec → 3sec) Assault Gerobi (Sub) reload time 4sec → 5sec Assault BC (V wings) reload time 5sec → 6sec Assault Buster BR damage improved Assault Buster Sub and CS changed places, Assault Buster Sub (gerobi) muzzle correction improved and damage nerfed Assault Buster CS (missiles) formation changed for the better Assault Buster BC (wings of light) speed and reach improved 2B shield hitbox and startup nerfed Collapsed: 2500: Zeta Nerfed mobility Reload animation got faster, improved guidance AC reload 12 sec → 8 sec Sub reload time 4 sec → 6 sec CSa can now be camera cancelled CSb added 2B has momentum preservation, can cancel to Sub for amekyan Many melee properties changed and AC followups added ZZ HP 620 → 650 Mobility Improved FA mode - AC startup and size improved, Sub reload time and damage improved Unarmored mode AC became a new move, CSa is the old AC 2B hit state changed Qubeley Mobility improved overall, but lowered while assists are up. Ammo count 8→9 Sub funnels now revamped entirely - fire automatically, down in 2 shots, more ammo, etc. AC calls her assist she previously gained when at low HP Overall melees got improved Pressure (BC) reload time 15sec→17sec and 5sec CD time added Gottrlatan BR count 6 → 10 2BC guidance nerfed AC got slightly larger During CSa you can input up / down to affect the explosion timing. CSb lowered to 2sec, drains slower as well. Tallgeese Overall mobility nerfed (boost dash, swivel speed, etc) SV consumes more boost (max number of SV 8 → 6) Side Whip nerfed (hitbox, startup, etc) Noin assist coint nerfed 4 → 3 Neutral Whip buffed, can now be cancelled into BR Can cancel BC into 2B Can cancel 8B melee string into 2B Added an extra neutral followup to 2B that makes you rise Deathscythe Improved main guidance, speed, etc, reload time 3 sec→1 sec CSa improved Assist speed improved, reloadable now, damage improved 2B counter lasts longer 6B tracks father AC Hyperjammer cooldown time 15 sec → 12 sec Can cancel Main into BC BC preserves some momentum Boost dash melee hitbox reduced Vulcans improved (faster speed, and downs faster) Virsago Became a 2500 HP, boost, mobility, damage changed to 2500 level Pretty much all of his weapons got buffed to match 2500 level tools. Gerobi bends easier Gained a CSa many changes to melee states, general startup speed buffs, etc, can cancel most melees into BC Has a melee followup out of MA mode God Main (Fire Pillar) doesn't down after the stun anymore (light stun), has slightly longer range and is slightly wider, but has worse muzzle correction. As a result, abare is a lot worse. CSa startup nerfed, but now preserves much more momentum 2B (God Shadow) vertical hitbox improved, shots are less likely to slip through. Sub became Fuun Saiki summon (vulcans removed - Edit: NOOOOOOOOO~~~~!!) God Field (AC) has different followups. Most important is AC→A which is God Slash, a new ranged sword slash. You can also cancel it into melee afterwards (after 6/26 patch, can no longer cancel into melee on overheat aside from 2B) God Finger (BC) damage from mashing B is now added on the grasp portion, not the explosion (good thing). Now has a throw followup (8B) in addition (like NEXT). You can followup with a BD melee or rainbowstep into melee. During awakening, does not automatically go into Heat End anymore. Heat End is now a followup (2B) which can only be done during awakening. If you don't input it, you just get a normal explosion. Heat End also does less damage now, making his God Finger combos do less damage (GFHE > GFHE dmg ~380 → ~360) Awakening Super now normally does a Double God Finger with Nobel Gundam. performing the super while holding 2 gives you the previous Love Love Tenkyoken Susanoo Cost changed from 2000 to 2500 - as a result, overall suit capabilities (speed, boost, hp, etc) have been improved. Damage output has NOT changed. Improved Red Lock range New Move: 5BC (charges forward, can cancel straight into -any- moves) Transam CS now has 2/8 and 4/6 inputs, which fire multiple discs in succession. Nyuukon can now be cancelled into from some melee strings (5B8BB, 6B8B) Sub during transam reload time 6sec → 5sec Transam charge time 30sec → 35sec Transam duration time 20sec →22sec 5B Melee priority slightly improved The O Pressure (BC) can’t be rainbow stepped, reload time 20→23 sec, proration nerfed, slower startup Sub reload changed from 5sec after firing the 5th, to 10 second reload after the last shot vanishes. Can no longer be rainbowstepped. Guidance nerfed. Now a light stun. AC reload 13sec→15sec Infinite Justice Boomerang width and travel distance nerfed Mobility nerfed, Turn radius in particular CS travel speed slightly nerfed BC became an assist, the old BC is now a melee followup Strike Noir BR guidance and travel speed improved, damage improved slightly BC travel distance lowered, refills when you activate CSb size improved Most melee damage improved slightly Cherudim BR 140 → 130 BR Reload 7sec → 8sec (unconfirmed) BR now has 3 max BR muzzle correction slightly nerfed Neutral Sub fires two sets of 4 shots adjacent to eachother. Side Sub is the old Sub. Sub guidance improved (unconfirmed) Sub ammo improved Sub travel speed improved Sub reload 8sec → 10sec Pistol recharges faster Turn-around pistol startup improved AC ammo count went from 6→12 AC bits fire all at once AC shots went from funnel style stagger to normal shot stagger AC reload time 4sec → 3sec Can now rainbowstep his 2B Shield Bits can be cancelled at will Arche New cancel route: BR → BC (all kinds) CS has some knockback on hit Sub guidance improved Changed camera behavior during 5B BC→BC cancel route altered so it works with camera switching Raphael Overall: Starts with Backpack at 100 Can no longer step cancel Sub AC size increased Normal Mode: Mobility improved Melee bit firing now has more blowback and is easier to combo off of, travels faster, improved muzzle correction. AC range improved side AC speed lowered New melee followup from 2B Separated Mode (Seravee): Can now give seravee orders while blocking Separation cool down: 6sec → 2sec [not to be confused with reload time] New cancel routes: Sub → AC, AC→Sub, Sub (tackle) ammo 2→3, travels further AC improved reload time and size 5AC guidance improved 6B improved Sinanju Overall: HP 600→620 New cancel routes: AC→Sub, AC→BC Has the same Extreme Burst modifiers regardless of the mode he is in. AC dmg 100→110 Model size got larger High Maneuver Mode: New cancel route: 5B→2B→Sub Boost dash speed improved (to the extent that fuwafuwa distance is noticeably better) BR recharges faster Sub - costs lest boost, neutral version dmg 80→90 and improved proration, travel speed improved (unconfirmed) 6B reach improved, Blowback trajectory on the final hit altered 8B damage improved drastically 2B damage improved Boost dash melee connects properly on standing opponents / near obstacles Heavy Equip Mode: Redlock range improved Swiveling buffed Sub - costs less boost, all versions proration buffed and damage slightly improved AC - can cancel to BR for an amekyan Boost dash speed buffed Some melee speeds buffed GP-02 Changed to 2500 class Improved HP Drastic mobility buff improved red lock Main - speed and reload time buffed Sub - can now cancel Sub→BC, Dom hit now changed to weak stun, Xamel startup and bullet speed buffed, guidance improved drastically AC - Normal startup is now as fast as previous version while Activated, Reload time 40sec→30sec CSb - reduced charge time, grants super armor on melee attacks 6B - causes float effect on 1st hit all BC’s cannot be input while out of boost 6BC - doesn’t move forward at all, only horizontal, if you input 8B you get a MD melee, but 6B gives you 6B. 2/8BC - same cancel results as 6BC, consumes less boost 2B: can cancel into Sub and BC Being Activated no longer gives you improved Saber damage. X1 New cancel routes: BR→Whip, BR→2B (amekyan) CSa preserves some momentum while firing Both versions of whip startup improved Side whip now causes some float on hit rather than blowback, making it stable to combo off of 2B causes natural fall effect Can do 5B(1)→2B melee string 6BC changed from stun to stagger effect on hit Collapsed: 2000: Gundam RX-78 HP 580→620 CS hitbox nerfed BZ travel speed buffed, can now cancel to AC BC - Guntank nerfed overall. 5BC is now a new move (Core Fighter), Guntank with any direction+BC. Now reloadable. AC startup and guidance improved BD melee motion changed Old BD melee is now a BC melee followup 2B motion changed. Now has a BC followup to his melees, does good damage 6B vertical tracking nerfed 1st hit of extreme attack now has no down value Char Gelgoog Extreme Attack added Overall mobility nerfed CSa does not preserve much momentum CSb travel speed and muzzle correction improved, hitbox slightly improved, falling guidance nerfed Sub startup slightly nerfed AC’s camera change is now cancellable (FINALLY!!!) New cancel route: Sub→BC, AC→8B Many melee strings can now be camera switched during 6B travels less Zeong BR count 10→8, muzzle correction improved Rising speed slightly nerfed, boost expenditure slightly more severe. Boost speed and momentum nerfed slightly. CS guidance improved Sub - cancel proration added, guidance nerfed, reload time 6sec→7sec, ammo count 2→1 BC funnels take longer to return 8B - consumes more boost, has extra landing recovery, consumes boost while falling, cannot cancel into anything other than CS if overheated AC muzzle correction improved (unconfirmed) Hyakushiki HP 520→540 New Move: BC - summons a Rick Dias, old BC is now 2B BR guidance improved, backturn shot preserves some momentum Sub recharges faster AC startup slightly improved, lasts slightly less when setting it remote MA mode mobility greatly improved, consumes less boost MA AC does more damage (90→120) MA melee reach improved, damage improved, can cancel into BC CS during MA mode fires 3 BRs can do BR→BC as an amekyan in Zombie mode, 2B becomes a counter (similar to NEXT?) Can cancel melees into BC Messala BR travel speed improved, can now cancel to 2B MA mode BR guidance buffed CS missile coverage buffed, comes out in a larger area Sub (especially during MA mode) muzzle correction slightly nerfed, especially vertically, now has 2 ammo count while activated, refills when at 0 ammo. AC ammo count 3→5, guidance slightly nerfed (unconfirmed) 2B spends less boost on hit. MA melee damage drastically improved F-91 CSa startup, momentum preservation, travel speed and guidance buffed, can cancel 3rd shot into BC CSb recovery improved, travel speed improved AC - can cancel into MEPE 6b reach nerfed Sub - overall cancel proration improved, now has a side Sub version during MEPE, now does 30 extra damage during MEPE BD melee - startup nerfed Overall mobility during MEPE improved Dragon Main bullet speed nerfed slightly, dmg 75→85 Sub travel speed improved, improved proration New move: CSa - summons Mermaid Gundam in a really annoying voice New move: AC - shoots dragon fire. Old AC is now any direction+BC, old BC is 5BC New Extreme Attack added - old one is 2ABC, new one is 5ABC Heavy Arms Overall Fun nerfed drastically MG ammo 160→120, downs in less hits 8B no longer cuts guidance, overall motion is slightly slower CSb charge time 1sec→2sec New move: 6BC - does a cartwheel New cancel routes: CSb→8B / BC / 2B / 6BC / Sub / MG, 6BC→MG (amekyan), 6BC→6BC Gold Sumo Mobility improved CSa guidance improved BC (Universe) - number of hits lowered aka ends faster, easier to get full hits in, more consistent damage Sub - hitbox nerfed, startup and guidance slightly buffed, down value decreased AC hitbox largened MA BR startup and guidance buffed Strike Now reloads ammo of all forms simultaneously Overall mobility improved Launcher: Missile Guidance improved CS can be manually moved more, stays out longer Red lock range improved AC effective from longer range Sword: Main range lowered 8B damage improved 6B buffed IWSP: MG ammo 45→60 BC changed to light stun Extra followup from 2B added Forbidden BR - durability drastically reduced, guidance nerfed AC - guidance improved, staggers longer on hit BC - tracks better (moves around more), can influence where you place him with direction + BC (like ACGuy) BD melee launches, making it easier to follow up, and can be cancelled into AC / BC Extreme Attack Added Providence HP 580→600 Boost dash and turning speed improved BR - can cancel to Sub / AC / BC, ammo 7→8 CSa charge time 3sec→2sec, startup and guidance improved Sub ammo 12→16, fires faster after reaching target BC cooldown time 8sec→4sec (not recharge) 8B startup and guidance improved BD melee speed improved Gunner BR reload 4→4.5 CSa - directional influence is now drastically more effective, improved muzzle correction, preserves some momentum New Move: Sub - throws a tomahawk. BC ammo count 3→2, reloads now. Exia Now baller status. HP 540→560 Sub range improved AC preserves some momentum, can be cancelled into BR (amekyan) 5B priority nerfed, startup and proration buffed 8B blowback trajectory changed New cancel routes: BC→BR / Sub, BR→AC, AC→BR, Sub→AC Extreme Attack in Normal Mode changed Dynames BR travel speed, guidance, muzzle correction buffed CSa travel speed, guidance, muzzle correction buffed Normal Can cancel BR→Sub CSa dmg improved (CS1 +20, CS2 +10) Sub range improved AC guidance and travel speed improved Armored CSa dmg improved (CS1 +10, CS2 +10), can cancel into Sub Sub beam is larger Delta Plus Can cancel BR into BC BZ travel speed and startup improved MA mobility improved MA AC→Sub followup added MA melee startup improved, down value buffed Assist reload time improved Kshatriya Changed to cost 2000, overall performance modified to affect cost change Turnaround BR - startup improved Sub - now no longer hits allies, gained 2/8 versions, can now cancel to BR (amekyan), reload 9sec→6sec, 5 / 2 sub now preserves some momentum. CSa and AC switched places CSa (old AC) added 2sec cooldown, speed and range improved AC startup improved BC reach improved 6B and BD melee startup buffed GP-01 Mobility improved (especially turn radius) CSa muzzle correction / guidance buffed, charge time improved CSb reach improved old Sub removed, replaced by old BC CSa BC input methods changed New cancel routes: Sub→BR X2 Changed to 2000 cost, overall performance modified to affect cost change Redlock range lowered CS guidance nerfed, speed improved, preserves some momentum Sub startup, guidance, and motion improved. reload 6sec→4sec BC reload 40sec→33sec AC startup, size, muzzle correction, and active frames all improved. 5B / 8B → Sub cancel added 2B → Sub cancel added Red Frame HP 600 → 620 Mobility improved (unconfirmed) Red lock lowered BR speed improved Sub muzzle correction improved and fire concentrates CSa no longer crumples after the stun 5B, 8B, 6B now have Sub cancel followups that lead to knockdowns AC - can cancel into any melee (other than BD melee), the old AC→B is now AC→Sub, can no longer cancel from BR, CSa, or Melee during overheat BC now has an 8BC version added New awakening CSb super added New awakening super added Blue Frame HP 580→600 2B touches the floor (can be used for rainbowstep cancel brake cancelling), consumes boost until you touch the floor, added extra landing recovery CSa has autoguard AC - startup and hitbox buffed, reload time 5sec→3sec BD melee vertical tracking buffed BC startup improved Collapsed: 1000: ACGuy Sub changed to the NEXT version (3shot rocket launcher) AC is the EXVS vanilla Sub BC at neutral and side now control the other two assists he has. Qebeley Mk II Improved mobility Can cancel BR to funnels (Sub), which works as an amekyan BR and Sub reload times buffed BR down value worse old AC became CSa, and buffed AC summons an assist Pretty useful extreme attack added Red lock range lowered BC starts at full, cooldown time 10sec→3sec, refill time extremely improved, does a strong stagger on hit, flies up less during startup, consumes less boost if held, can cancel from BR and Sub, can control how you ascend with the lever, can cancel INTO AC, can cancel into BR at the end of BC Berga CSb charge time 1.5sec→1sec, buffed BC ammo count 3→4 Side BC gives you the old BC, neutral BC summons two that throw lances Added a ton of new cancel routes 5B~A added Extreme Attack GunEZ Extra BR count added Can cancel Sub into itself, ammo count 2→3 AC fires 3 shots instead of 2, and reloads better, 2AC fires two sets of two shots. reloads now. Shield Summon buffed HP buffed Longer Red lock range Turn radius buffed Extreme attack that’s useful Boost dash melee vector changed BC reload time buffed LaGOWE (Dog) Can cancel BR into 8B BD melee down value increased Zaku Kai Grenades dmg, and proration nerfed Grenades only refill when you detonate the 3rd grenade now During activate, consumes all your ammo instead of just 1 when throwing grenades (still throws three), so you can’t have 9 out anymore. AC assist travels faster Removed ability to concentrate MG fire Alex BC during purged mode now preserves some momentum CSa guidance improved slightly Can Amekyan using Sub → Main Ez8 Cannon mode red-lock shortened Assists and mode-change preserve some momentum Running jump now gives a proper boost hop (like Mobile Fighter types) In BR mode, mobility and turning capabilities nerfed, 6B nerfed Gouf Cannot regain boost with AC (No longer Batman, now Robin) 2B reload time 7sec→5sec, now is set remotely Wire’s reload when you touch the ground after being shot in the air. Zuda MG reload preserves some momentum CSb preserves some momentum, recovers a bit of boost when performed Can cancel some melees into Sub AC bullet speed improved, can cancel into BC 5B and BD melee buffed Red lock range nerfed Suicide guidance nerfed (same level as overall guidance nerf) Sub reload time extended, cooldown time added, 120 dmg → 115 dmg, ammo goes to full when entering Boost mode (CSb), proration nerfed slightly, travel speed nerfed BC count 5 → 4, Can now amekyan using it, speed and guidance nerfed slightly HP 300→300 Super added Tank Overall mobility nerfed Tank mode 5B changed Tank mode Main 1(Nuke) guidance, muzzle correction, explosion size nerfed Tank mode Main 2(Straight shot) Muzzle correction nerfed, guidance slightly buffed, speed nerfed, reload time 11sec → 14sec, 120 dmg → 110 dmg Tank mode Main 3 (Spread shot) now blows back instead of normal stagger on hit New Move: Tank Mode Main 4 added. Sub proration, guidance, blast size, damage nerfed Smokescreen starts at 0 instead of 100, reload time 15sec → 20sec and cooldown time 1sec BC mode change slower Tank mode brake cancel spin © slower Gained a Burst Attack [*]Victory - Throws out its own body parts as weapons, changing its mode [*]Efreet - a melee suit with a unique EXAM system mechanic [*]Duel - BR, charge shot, has an assist that follows him like G Bits / Marie Edited February 4, 2014 by brett_ Share this post Link to post Share on other sites
brett_ Report post Posted January 28, 2014 (edited) How the FB Changes Affect Competitive Game Balance To sum things up, this game is much less momentum and offensive based than the last game. Rather, this game has a higher emphasis on basic neutral game control and spacing (Which is a good thing IMO!). Lots of things contribute to this, but the most noticeable one is the changes to Extreme meter. As stated above, A lot of meter gain has gone down, particularly on 3000 and 2500 suits, to the point where you are generally only getting two half bursts as a 3K, rather than three. In addition, the overall effects of the burst have been drastically nerfed by splitting them into Assault and Burst, as well as lower boost recovery. What this means is that not only are bursts less common, they’re less likely to lead to a guaranteed landing punish. EXVS vanilla was much about killing people with your three half bursts, and pressing your advantage with them. While bursts are still amazing in this game, their overall influence on the outcome of a match is drastically lower. As a result of both a) the meter gain nerfs and b) less of a priority on offensive momentum, the 2500 class overall has become less dominant at high level. In particular, the 3000 / 2500 comp is now considered weaker than 3000 / 2000. In the previous version the 2500’s overall explosive power, as well as their high reward off of their half burst, meant the 3000/2500 comp could general terrifying amounts of offense that could overwhelm opponents. It traded off health instability (due to the severe overcost) in exchange for better performance. Due to the meter gain nerfs, it is now MUCH more difficult to get two half bursts as the 2500 back suit, making it’s second life much less relevant than before, and overall making the composition high risk high reward rather than the previous game where the risk didn't matter that much.. On top of that, overall 2000 suit stability has increased due to most suits getting good mobility and HP buffs. One could say the difference between 2500 and 2000 has shortened. Another big reason why this game is less about offensive momentum is the fact that overall, defensive options are much stronger in practically every aspect. System wise, the increased viability of fuwasteps and fuwafuwas allow for safer defensive play as well as more fluid defensive options. Guidance overall has also been nerfed somewhat, making it generally slightly harder to hit people. On top of that, the overall map size has increased, making it easier to keep away opponents, and making it much harder to get cornered. There were also two big suit-specific changes that follow a common pattern, both of which decrease the viability of rush down offense. One is the overwhelming addition of amekyans to many many suits (see the top for a definition on amekyan). Amekyans are much much more common than in the previous game, and you can expect them to be made full use of defensively. The second change was the common nerf to many strong, but non-replenishable assists, such as RX-78’s Guntank, which now can be used more maximum times, but are much less viable as one-time rushdown enablers. It’s very clear that the primary goal in developing and patching FB was to bring the game back to an emphasis on neutral game. As a result, the game is much more focused on ranged play, rather than melee, compared to the previous version. It’s extremely obvious if you just look at the tier list - the top 2 suits are orthodox ranged suits, as compared to the last game’s Full Cloth and Quanta (yes, Quanta is still good, but that’s besides the point). The addition of fuwastep viability, map size, amekyans, etc make it much more difficult to go for melee. In addition, melee suits often benefited the most from extreme bursts as ways of enabling them to close in on targets. Now, this doesn't mean that melee suits themselves are that much worse - there are still many melee suits that are strong and many got corresponding buffs to continue to make them viable (Turn A, God). It’s more apt to say this game is less melee-centric. As a result of this and the previously stated nerf to offensive pressure, you’ll see some surprising balance as a result. The best example is Delta Plus, that though did not concretely gain that many changes, sky rocketed in tiers from an average suit to one of the best 2000’s in the game. And he didn’t even get an amekyan - he already had one. Delta Plus’s main (and possibly only) weakness was his low self defense in the previous game, due to bad turn radius etc. That has been drastically changed by the viability of fuwastep, which helps him maintain an on angle threat while being much safer. The second reason has to do with his matchups. Suit strength is always connected to actual in-game matchups. In general, it is said that Delta Plus was average in Vanilla because of having bad defense, yes. But more concrete way of stating this is he was average because he couldn’t fight against many offensive top tiers (Quanta, Full Cloth, Destiny, etc). In Guilty Gear +R, Faust became one of the strongest characters despite only getting moderate buffs due in part to the fact that many of his bad matchups got nerfed. The same can be said for Delta Plus - he has a much easier time dealing with suits like Reborns, Wing TV, and Unicorn, that play more of an orthodox neutral game rather than try and run over opponents. Despite this, please remember not to interpret the current tiers / suit strengths as a way to reflect overall game balance too much - remember that each suit got changed greatly between versions. Don’t assume because God is suddenly really good its because the melee ranged game is overall stronger in this version - outliers often appear due to suit specific new tools. A final, and possibly most important and applicable note I’ll mention, is regarding awakening timings. If you’ve watched Full Boost footage before and are familiar with EXVS vanilla, you’ll notice that there’s a huge variety of burst timings and you may find Japanese players bursting at times that make no sense to you (or passing up on burst opportunities). This has to do with the relative buff to Full Burst. In Vanilla, being forced to a full burst (especially as front) generally meant throwing the match. It was a huge disadvantage. In this version, Full Burst is considered the stable, less greedy option, rather than an outright bad option. Because half bursts don’t refill all of your boost gauge, a lot of situations that would be obvious burst timings in Vanilla are now questionable or up in the air. Consider the following example: You are being chased down and pushed into Overheat, and your opponent is sitting at around half boost. In Vanilla, you have a clear advantage, and you can probably take down your opponent. In Full Boost, you’re resetting the situation closer to neutral, or at your slight advantage, without a guaranteed hit in sight. Bursts now no longer simply give you huge momentum swings that reverse the situation entirely. Now they’re more like assists that help improve whatever current situation you’re in. You can think of this as meaning that it is harder to find situations where half bursts will lead to guaranteed damage. As a result, there are two common patterns for bursting you’ll now see. One is players bursting when they already have a slight or moderate advantage in order to “seal the deal” so to speak. This method of bursting is particularly effecting with Assault because you’re profiting off of the damage modifier heavily. The second is using it as a defensive trump card, something that in the old game was seen as a “bad burst” and is also seen more commonly with Blast bursts, due to gaining the new ability to step cancel your shots, etc. The optimal half burst in Vanilla EXVS was 1) preventing being hit and 2) hitting the opponent instead. This can be interpreted as a roughly 400 damage swing, overall. In comparison, offensive half bursts get you 200, pushing a neutral situation into your favor, OR prevent 200 damage, by being used defensively to avoid being shot down. The old EXVS burst has literally been cut in half. However the full burst functions like the previous half burst, so it’s now okay to actually value a full burst as two half-bursts. In EXVS vanilla it was more like one full burst equals 1.2 half bursts. As I briefly mentioned before, going for a full burst is the stable option. There are many reasons why it’s considered stable. One is that you can try and use a half-burst, and if you don’t see an opportunity, shrug and accept the full burst. The second is the fact that you can use Full Bursts as Reversals. Not only as in the ideal situation I mentioned above, bursting at Overheat then hitting the opponent, but by using a Defensive Full Burst (when you get hit), then hitting the opponent who was hitting you. This is referred to as a reversal burst. Obviously this has huge rewards, and existed in Vanilla as well, but since you could accomplish similar things with half-bursts, it wasn’t a major point. Attempted reversal defensive bursts are much more common in FB, and while they’re still very situational, they give extra weight to the merit of the full burst. Lastly, because you gain less burst meter when you die, high cost suits no longer “waste” meter when you die. In Vanilla if you died without activating you were pretty much at full straight up. In Full Boost that’s not the case, so there’s much less danger of wasting your meter by saving up for a full. As we said earlier, the game is much less momentum based. One final point factoring into the previous weakness of full bursts is the overwhelming momentum that half bursts helped give. If you didn’t half burst, were forced to deal with a lot of mid-game pressure without much help. Because the game is less momentum based, being unable to use a burst until the third quarter of the game no longer is a drastic deficit. That being said, half bursts are still very good, you will still see them more often than full bursts, most likely. The important point to take from all of this is that burst timings is much more judgemental. In EXVS vanilla there are points where you could say you MUST burst at, 100% of the time, without argument. In Full Boost, there are many more grey areas and it’s up to you as a player to weigh the pros and cons. In Full Boost, you consider ‘will a better opportunity come up or is this the best time to use my burst?’. There’s actual strategy involved. In Vanilla, it was simply “Will I prevent myself from being hit AND hit them? if so do it.” without fail. This has become more of a paper rather than a short debriefing for EXVS Vanilla players looking to adapt to the new changes, so think of this as my personal forward for all EXVS players about to start their Full Boost journey. Please note that all of this is my own personal opinion, and though I try to base all of my points within concrete game changes, Full Boost is a much more organic game than EXVS Vanilla, and there are many ways to play. Though my goal is to rationalize and explain what the new common strategies and trends are, these trends are still simply decisions being made by players like you, subjective to change. I hope what you take from this is less the actual points I make, and more so the method of thinking used to arrive there. That being said, I hope you are as excited to play Full Boost as I am, and once again feel free to talk to me on Twitter and play with us on stream. -Brett Edited February 4, 2014 by brett_ Share this post Link to post Share on other sites
brett_ Report post Posted February 4, 2014 2/3/2013 Update: Fixed some errors in the God section Added more X2 changes Added the explanation of Assault/Blast Bursts Redefined a new mechanic to be called a "mini-hop" Added "How the FB Changes Affect Competitive Game Balance" section 1/27/2014 Update: -Added many changes to God and V2 -Corrected a major typo under universal changes: "In particular, all non-BR main weapons got drastic muzzle correction nerfs" → "In particular, all Main weapons including BRs got muzzle correction nerfs" Apologies for the errors Share this post Link to post Share on other sites
GNkyrios Report post Posted February 4, 2014 so you are using "momentum" as the ability to carry an offensive action or some sort? because for the physics approach, the game do have more momentum conservation, as on fuwasteps and fuwafuwa, so BD are shorter but faster so you still move around with more fluidity (unless you are vanilla Strike Freedom wich had to get a nerf), more moves that carry some momentum, a little more boost if im not mistaken, vanilla always felt slower and more about "catch landings", FB looks more fluid and involving more strategy this time around, well it helps that the players have evolve as well, more team synergy, or when i started watching players using green lock to aim gerobis to the other player i started to get amazed, also the guidance and muzzle nerf must help melee suit in some sort, but i dont really notice it that much, it feels more like the momentum and movement options make ranged attacks less viable, even when some attacks got guidance buffs instead like BZs. PS: i wish i could play online, but since im from south america, i doubt many people near me would play, and even when i wanted to buy the game it wasnt worth it so i had to use other methods. Share this post Link to post Share on other sites
brett_ Report post Posted February 4, 2014 so you are using "momentum" as the ability to carry an offensive action or some sort? if you are referring to the long passage i wrote, probably yes, but it's hard to answer this question when you aren't quoting the usage of the word. Share this post Link to post Share on other sites
GNkyrios Report post Posted February 4, 2014 if you are referring to the long passage i wrote, probably yes, but it's hard to answer this question when you aren't quoting the usage of the word. yes, just the opening phrase "this game is much less momentum and offensive based than the last game" Share this post Link to post Share on other sites
brett_ Report post Posted February 4, 2014 Yes this is the term momentum used to describe a shift in game flow. Share this post Link to post Share on other sites
allenpergallon Report post Posted August 3, 2015 (edited) I know it's a bit old, but I think the language regarding burst types should be adjusted when it comes to reload speed. As it stands now the guide implies that Blast burst reloads weapons faster than Assault, but that technically isn't the case. Logically speaking you reload armaments at a higher rate than normal longer with Blast than with Assault, but strictly speaking the two share the same increase in reload rate. Since cooldown times aren't reduced upon bursting I think it's a fair aspect to clarify in regards to certain suits, even if it doesn't change the fact that the overwhelming majority of suits still lean towards Blast anyway. Edited August 3, 2015 by allenpergallon Share this post Link to post Share on other sites