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[FB] Gundam EXVS Simple Q&A Thread - Ask Anything!

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just play online like normal, supposedly it will make the network local by itself, but it still needs internet connection for the autentification.

Wouldn't you need everyone to be wired to a central hub like a gigabit ethernet switch though? I can't see wireless being too reliable for this sort of thing?

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I used to do wireless back at my old apartment. It was...okay at best. If you can get everything wired, it should run perfectly.

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So after tossing a couple back and having a 2-hour session w/ a friend (my 2nd session) I've been taking my lumps, attempting to learn the game, having mini spurs of success, and trying to get pass my hurdles of when I feel that I plateau. My friend plays Freedom and Inf. Justice and I play X2. He runs front and I run back. A couple of problems I've been having are:

- Incorporating certain movement techniques into my game like fuwafuwa. Jumping into this game it feels as if there's a shit-ton of stuff to learn. I've grown accustomed to the controls on stick fairly easily, but trying to include so many different techs into my game while factoring in match-ups is somewhat overwhelming and I'd like to know what I should start with that'll ease me into the game better, yet keep me competent.

- Landing CSa during the neutral game and trying to punish landings of opposing players. I'm aware that that different suits have different red-lock ranges and different shots have varying degrees of guidance. Atm, I'm focusing on the opposing front suit, holding the CSa and am releasing the CSa when I feel that it may catch them off guard while simultaneously keeping my eye on the opposing back suit. Needless to say my accuracy at landing the shot has been pretty ass lol. How good is this shot and how can I land it more consistently?

- Saving my ally when he gets hit by melee as often times he'll be eating a melee combo and my BR & AB whiff. From our last session he's greatly improved his awareness of our relative map position/situations and has become very good at interrupting the opponent w/ BR when I'm eating a melee combo and I'd like to return the favor, especially when I'm playing rear. Should I be trying to BR at relative height or from above where he's being hit?

Furthermore, what's the general consensus on Tallgeese? What suits would you recommend I try/learn? (not even considering 3k suits atm), and how do I play the neutral better?

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I'm gonna trust what you've been saying and use all of your advice for the X2. Some of this will apply to other suits but I'm making the broad assumption you're talking about the X2.

1.Your cost composition isn't really viable. 2.5ks do not mesh well with a 2k due to the way damage ouput, burst and health management works, and if you've been having problems getting bursts in a 3k, 2k comp, you're probably going to have worse ones in your current one as your team mate has to carry an additional load of being the front in a suit with less firepower, you have to play rear for a suit with much less map presence. Others can explain better than I why this is the case but in general you're sacrificing a lot of firepower in favor of a false sense of security with your over-cost.

2.It's honestly in a messy situation where it's not really a fighter, and not really a shooter. Match ups aren't super important but they're not totally inconsequential, I suggest you just drop them for now and focus on learning your character better, since the rest of the problems don't seem to be match up related from here on out, and focus on your tech and eventually you can stop seeing the match ups and just see what you need to stop tools for now. I don't think the fact you picked Crossbone X2, a relatively advanced suit is helping that learning curve either but as I've learned innumerable times it's better to teach someone how to play their character than to discourage them from learning a hard one. Focus on learning how to protect your landings with your cape and cancel the recovery frames of your out of angle shot/CSa with your cape as well for now.

3. First, don't aim at the opposing front as the rear, this is basically you're problem already. As the rear your job is to keep yourself alive, sneak in damage when you can and keep the enemy rear from doing the same. By focusing the enemy front you're drawing undue attention to yourself and causing stress for your partner once the enemy front notices them. You're also forgetting that projectiles have different travel speeds. The X2's stun shot is incredibly good, has good tracking, and comes out relatively quick, but unlike most CSa you need to let it go as you see the opening and cover your sudden momentum loss by taking off/putting on your cape because it's travel speed is actually fairly mediocre and your recovery time is long if you don't cancel it. If you land it you're now free to follow up with either a Zunda or your beam cannon but because you're aiming at the enemy front, the enemy rear is free to do as he pleases unless your partner decided to swap locks and now you're forced to play front~! Fun times. Be aware that who you lock onto, draws attention accordingly. Literally just the threat of a lock on or the absence of one can make a team more or less aggressive so try to give your partner better support by choosing your targets carefully and releasing your CSa to start an exchange, not relying on it to hit for now. Ideally you want to release it when an enemy is landing or otherwise unaware of you so....aiming at the enemy front is probably why you're not landing it right now.

4. AB is not a good cutting tool, it's a self defense tool at best and a poking tool at worst. Throw it when you see someone coming in melee or if you wanna conserve ammo. Generally speaking you want to shoot from slightly above your target if you wanna cut, so you don't go out of angle with your beam rifle trying to cut, but sometimes some enemies will have combos that are "cut resistant" where they rise or repeatedly slash through your partner while moving. Your primary thing is look for points in the combo where your opponent is standing still and if you've noticed you're whiffing more than one shot, immediately wait for him to try to land, since after a melee combo most suits don't have the boost pool to keep on chasing, and if all goes well you'll get a free hit in.

TallGeese is good but I'm gonna warn you that trying to learn him is suicide at your point in play. He requires specialized movement patterns and good precision with your movement patterns to be good with him, along with movements that don't apply to everyone else. I'd recommend refining your neutral game with F91, Gundam(RX-78-2), or the Freedom if you want to play a double front. They're all fairly easy to use and have good traits that are easy to transfer to other suits without nearly as many tricks. As for 3ks I'm gonna be honest and say one of you should probably consider learning one, preferably your friend since he's already dedicated himself to the front role. You're essentially not getting anything extra from your current cost composition other than half a combo worth of health for your 2k.

Edited by Skillkill107

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Good stuff.

I'm definitely gonna try to factor all of that in next session along with trying one of the recommended suits. Comparing your breakdown to my experiences I'm seeing a lot of what I have to correct, especially when it comes to neutral, role-playing, and team comp. Much thanks.

Now to body these bad habits when shit hits the fan... :sweatdrop:

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just play online like normal, supposedly it will make the network local by itself, but it still needs internet connection for the autentification.

I would like an actual clear clarification of this. As in what exactly do you need to do, so this can be confirmed. If you're saying 4 PS3's connected to a router that has an internet connection will make it LAN, how do you tell? With the Blue Bar connection? This is already usually the case without LAN anyways. I'd really like a clarification on this because it's pretty important if true.

snip

- Don't worry too much about X2, he's not really that complicated to learn once you get some of his tricks down. If you haven't learn how to use his cape-based Amekyan's to keep yourself safe while using your BR and CSa especially.

- Fuwafuwa is a pretty specific technique that, while important, is probably not necessary if you're having trouble in other areas of gameplay, so I wouldn't worry too much if you can't get a handle on using it effectively. Concentrate on BD Hops/Jumps, Swerving, Swiveling, and Fuwasteps.

- I actually think CSa'ing the opposing front is okay. As long as you're using your cape cancels properly, you can get away with a lot of decent pokes. As Skill mentioned, you don't end up wanting unnecessary attention, but neither do you want to be useless to your partner. A good rule of thumb as a beginner is to watch what the back player is doing. Be aware of when he's marking you, hanging back, or double locking your partner. I don't encourage you to hang too far back unnecessarily because as a beginner you do need to do things to learn what not to do. My overall suggestion is to watch the minimap - pay attention to the position of each player and where each player is looking. Generally based on that you can figure out what to do.

- If you're unsure about whether or not you'll get the cut, just aim to punish the landing. It's great to prevent damage, but failing to cut properly usually results in overextending yourself, which puts you at risk. Try CSa (depending on positioning), BR -> AB, AC, and basic BR cutting. Be sure to use your cape!

- In case you aren't doing this, make sure you're moving around with your cape OFF most of the time - it makes your movement sluggish when you have it on.

- Echoing Skill here, Tallgeese is an extremely unique suit that requires its own set of muscle memory to play. I wouldn't recommend it as a beginner unless you're dead set on maining it.

- For suits your looking to play, the Introductory Suits section on the Beginner Wiki has some general user-friendly suggestions: https://sites.google.com/site/unlimitedbrettworks/gundam-extreme-vs/gundam-exvs-guide/an-introduction/part-1#TOC-Introductory-Suits

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I agree with the statement on the front as well....you can't just be invisible but like I said ideal timing is to aim when they're landing or their attention is on your partner instead focusing on it.

Honestly listen to Brett, I've learned how to play properly almost entirely from reading his guide lol.

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TallGeese is good but I'm gonna warn you that trying to learn him is suicide at your point in play. He requires specialized movement patterns and good precision with your movement patterns to be good with him, along with movements that don't apply to everyone else.

Can you explain more about TG3 please, because am playing him as my main gundam here want to improve with him.

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Tallgeese uses something called Super Vernier movement, henceforth refered to as SV for ease of reading. SV has the benefits of being more boost efficient, allows you to control your spacing very well and always forces you to remain on angle with targets they you're not too far above or below. Additionally the 2b SV movement lets you touch down very quickly, allowing you to suddenly mix up your landings. The problem is SV is performed by holding a direction then pressing c(or x on the default PS3 bindings), and thus shares an input with boost dashing and swivel jumping. Most average players will try to input a side boost dash to start their movements because this is acceptable play for anyone else, but for Tallgeese this will initiate a SV movement, and a boost dash in quick succession which is massively boost inefficient. For players who understand this, once they understand how to SV on demand they'll then try to SV in the same direction repeatedly like a boost dash, as in theory they work the same way. This is wrong too because you have to let your fight stick lever(analog or dpad) return to a neutral input position every time you initiate a SV as otherwise you'll either simply boost dash or hold your current vernier movement and leave yourself open.

Additionally while SV movement is powerful, it's also very limited in terms of actual movement, so you DO have to do boost dashes to effectively use Tallgeese, you can't ignore one or the other. Thus you must learn a new way of inputting BDC that nobody else actually uses, would need to use, or would benefit from, simply to get your desired effects out of him on top of learning SV movement

SV to boost dash inputs as ripped from gamefaqs:

- Press the c button twice when your directional input is neutral.

- Press the c button twice and input the direction when you input the 2nd

c.

- Input the direction first, and then within 0.8 seconds, press the c

button twice.

These inputs more or less work for maintaining a boost dash pattern as well but as you may have noted, no other suit requires this level of precision with their basic inputs. Tallgeese 3 seems to be universally agreed to handle better on a fight stick over a controller but....generally speaking as Brett mentioned above you now have to learn a specific muscle memory that is meaningless for every other suit, while learning the neutral game. It's a very stressful way to go about things if you're just learning the game

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Just a tiny note on the 3rd (probably most recommend method for beginners) boost dash input method - you need to HOLD DOWN the direction, not just input. basically as you land, start holding the direction you want to go to ahead of time.

This stuff is pretty specific, but if you're someone who is experienced in moving with an orthodox suit and you try to play this suit, here are some major things you have to do differently:

1. Normally, after a boost hop, you usually immediately start holding a direction to directionally influence your momentum to go farther etc (usually holding down the same direction you BD). This will just cause you to randomly SV in the air instead (reads your C input from the hop + direction for momentum as SV). If you do want to directionally influence your BD, you can do this by never going to neutral, ie. [6]CC~C, which gives you the additional momentum. You couldn't do that input method till FB, so its actually a nice addition for Tallgeese players. You can also do a traditional vanilla input method, like [6]CC 5C. In this case, if you want directional influence, you need to wait slightly till after the game forgets your C input before holding the direction down.

2. Similarly, if you want to swivel, you need to do things slightly differently. If you swivel traditionally ([6]CC ~ 5 ~ [8]+C), the 8+C will give you an SV. To prevent this, delay your directional input for the swivel till after you begin jumping slightly. If you boost jump without going to neutral (again, new in FB), you can also choose to start inputting your direction BEFORE the hop, in addition to after it. If choose to directionally input early, you will start swerving your BD until you hop, which changes your vector, so if you choose this method you will basically get a swerve as well, which you may or may not want. This is pretty bad in certain situations. For example, retreating with a BD Hop and then swiveling to shoot at your pursuer. If you swerved forward while doing this you'd be losing more ground.

As such I generally recommend going to neutral and just delaying your directional swivel / momentum inputs slightly.

3. You can't fuwastep (you get an SV).

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I would like an actual clear clarification of this. As in what exactly do you need to do, so this can be confirmed. If you're saying 4 PS3's connected to a router that has an internet connection will make it LAN, how do you tell? With the Blue Bar connection? This is already usually the case without LAN anyways. I'd really like a clarification on this because it's pretty important if true.

i was just repeating something i read around

The first game supported LAN play and so does this one. If all PS3s are on the same LAN, the matchmaking server sees they're all from the same external address and adjusts their P2P settings to internal addressing.

So it is LAN play, but you still need internet access on all consoles to reach the matchmaking server for it to work.

makes sense, else you couldnt get a decent connection if you played outside japan, its now like for example an MMO game where the game needs to send info to the main server then wait for it to return to perform an action

its mainly my problem with those games since im from south america, and when i did tried EXVS online i got horrible connection with US lobbys, so i didnt even bother buying full boost.

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Hmm i see but still it's not clear for me the big different from multi BDC & SV.

If there is any video that show TG3 doing the SV so i can see the different between them.

what about the Burst should i take the A/B Burst?

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Hmm i see but still it's not clear for me the big different from multi BDC & SV.

If there is any video that show TG3 doing the SV so i can see the different between them.

what about the Burst should i take the A/B Burst?

I'd just youtube a video of Tallgeese in EXVSFB to see the difference. SV's basically move you at a higher altitude as well as horizontally, and have 8 directions rather than 4, as well as move you at a faster speed, but with no real momentum.

For burst, it's generally suggested you use B, due to being able to stepcancel them, the great reload time (Tallgeese's main weakness), and his randomly amazing 30% defense modifier during Burst. Tallgeese only gets +7 offensive modifier for taking A, which is quite sad. With the extra boost you get from taking A, going A with practically any suit can ALWAYS be justifed tbqh, but Tallgeese has some very nice benefits to B which makes B more often used I believe.

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Why do people melee in midair once they run out of boost? To change the landing timing?

I've been seeing some people doing this as of late...

Also, can someone give me an example of Amekyan? I know what it means but I have yet too see it in practice (for me, at least).

Edited by Kin-man

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Kshatriya sub -> br

Delta Plus assist -> br

Exia assist -> br

br on angle. Do you mean people that try to stay up in the air with melee after running out of boost? Could be buying time for partner to help, for example you can stay high up in the air indefinitely with Kshatriya's 4/6B.

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Just a quick question. When I purchased Full Boost, there were two different ones. I'm assuming the 10k yen one was a bundle pack? I'm pretty curious as to what's in it. Does anyone know?

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Hrm... I seem to keep getting totally destroyed by any melee in this game. I'm not sure what I'm doing wrong, but it seems once people are on me, I can never shake them off and I just get camped. I'm using Hyaku Shiki alot, does he just suck at getting people off hm? (. _. )

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No the Hyaku doesn't really have any dedicated anti-melee options but given the Shiki's relatively decent melee overall it might just be you. Without having a replay I think it probably has to do with your approach with it and your flight patterns. I'd recommend preventing yourself from getting in that situation at all as you don't have the health pool to mess around with mistakes like that, keep your distance and focus on trying to knock them away or deter them from aggressive actions in the first place by using your beam rifle, bazooka and assists to keep them under pressure. If you haven't seen it already Brett's guide has a good detailed section on how to handle melee once it gets to you:

https://sites.google.com/site/unlimitedbrettworks/gundam-extreme-vs/gundam-exvs-guide/an-introduction/beginner-losing-streak-correction-lecture---putting-it-into-practice#TOC-Judging-Distance-and-Counteracting-Melee

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No the Hyaku doesn't really have any dedicated anti-melee options but given the Shiki's relatively decent melee overall it might just be you. Without having a replay I think it probably has to do with your approach with it and your flight patterns. I'd recommend preventing yourself from getting in that situation at all as you don't have the health pool to mess around with mistakes like that, keep your distance and focus on trying to knock them away or deter them from aggressive actions in the first place by using your beam rifle, bazooka and assists to keep them under pressure. If you haven't seen it already Brett's guide has a good detailed section on how to handle melee once it gets to you:

https://sites.google.com/site/unlimitedbrettworks/gundam-extreme-vs/gundam-exvs-guide/an-introduction/beginner-losing-streak-correction-lecture---putting-it-into-practice#TOC-Judging-Distance-and-Counteracting-Melee

Oh sweet nice :)

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No the Hyaku doesn't really have any dedicated anti-melee options

2B and Sub come to mind.

2B in particular is the definition of anti-melee, and is very easy to use.

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