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Mightfo

[FB] Providence General Discussion: Funnels are fun

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This thread is for Providence information/discussion/questions/etc!

JP Wiki: http://www4.atwiki.jp/arcgundamexvsfuvo/pages/62.html

Move List

[A] - Beam Rifle

Standard beam rifle shot.

One reload per 3 seconds. Max ammo of 8.

[CSa] - Full Fire

Providence fires a fast, thick shot with good tracking. Knocks down in one hit unless only one half of the shot hits.

Does not consume ammo.

2 second charge time.

[AB] - DRAGOON

Sends out funnels. Direction input causes funnel to try to get that position relative to the enemy at close range. Can send out up to 8 at once.(Hold down AB to send out several)

One reload per 2.5 seconds. Max ammo of 16.

[AC] - DRAGOON (Standby)

5AC has the funnels surround Providence. They fire when Providence fires A. Improved from FB.

Consumes the same ammo as AB.

[Direction+AC] - DRAGOON All Range Attack

Sends out all funnels at once to attack in a manner similar to AB.

Consumes the same ammo as AB.

[bC] - DRAGOON Beam Net

Sets up a net of lasers around the enemy. If the enemy touches the net, they become stunned. Lasts for several seconds.

4 seconds of cooldown before it starts reloading, then fully reloads in 10 seconds.

[ABC during EX] - Melee super

Good reach, super armor, nice damage, pretty good super.

Core Strategy/Advice

~WIP~

poke with br a little bit more conservatively than most mechs.

csA is pretty great. use similar to hyaku/strike freedom/duel/etc csA. punish telegraphed landings from afar.

when you BC, hold csA and look for if they run into bc and confirm into csA. get to redlock but stay safe ofc.. BC's stun does not do a lot of damage by itself so definitely try to combo into into csA.

even if they dont get hit, the bc field works sort of like an "artificial corner"

generally avoid doing BC if it will arrive when the enemy is quite high in the air. its better to time it to arrive around when they've landed and are about to start moving again. it doesnt work very well usually if its higher up.

take advantage of the fact that BC is useful even when you're very far away(and thus very safe)

funnel useage:

generally i would try to send out 2 funnels at once. this will help make up for slight inaccuracies and he has plenty of funnel ammo in this version, so.

think of the funnels as BR shots that will go fire about 2 seconds later. so use your own BR to prevent early landings or whatever. do not just fire funnels and forget- you want to pressure them with the funnels as a center piece for restricting their boost movement.(and to some extent, your own defense, since you can summon funnels and then run away and you are effectively attacking while backturned without stopping)

providence funnels, like most funnels, will punish the enemy if they simply move in one direction without changing. so when the enemy is doing basic mid-far range footsies where they move back and forth perpendicular to you and poke, funnels can be strong for messing them up. his AB funnels arent particularly good at dealing with boost hops, though- but that is where csA and general positioning come in. if your funnels make the enemy change directions a lot or boost hop a lot, they're either 1)spending lots of boost or 2) boost hopping takes you pretty far. when they boost hop, which way are they going? are they running away? pressure their ally. are they boost hopping near you? their landings are more punishable. are they running towards your ally? are they cornering themself? etc etc. again, think of the funnels as a centerpiece that cause action but need your A/csA/ally to wrap things up. the funnels set up the situation and deny options.

the funnels will travel a bit more than providence's redlock range. so if you do 8ab a bit outside of redlock, the funnel will go and reach that position.(this data is based off vanilla exvs, need to retest) but further away, it will not. it is fine that they dont reach this position- what matters is that they are reasonably close enough that they can get a decent vector, so perhaps a boost dash distance out of redlock or so is what you should think of as the furthest "ok" end of your funnels' range, unless the enemy is moving closer to you. do not summon funnels the entire way across the map, that is basically useless.

also, doing like funnel-boost dash or whatever-funnel can be nice because the stagger is harder for enemies to avoid.(the normal delay between funnel shots is usually too short to help much, a longer stagger is more ideal.)

for providence, the input for funnels does not matter very much in terms of vectors. they automatically get good vectors if you're not super far away. however, there is a difference in travel time. 2ab will fire sooner, then 4ab/6ab a bit later, then 8ab later because they try to travel further. also, if you are facing away from the enemy, your funnels will run out in front of you first before turning around towards the enemy, so your funnels will take longer to fire if you are backturned than the other way around.

try to confirm funnels into A or csA.

if you stagger several ABs really well, they can punish boost hops.

you generally do not want to use direction+ac. however, they are:

1)better at punishing boost hops as long as you have 5-8 funnels for the #AC to use

2)they seem to travel further iirc(again, tested in exvs)

3)at mid range, they may be ok for encircling the enemy, but i need to test this more again. they're probably not as good at this as strike freedom's.

4)they can help deny enemies who are likely to vernier themselves to attack.

5ac is pretty great. can be nice for oki/close range. you can be straight above someone(where it goes greenlock) and you fire downward and the 5acs can be very likely to hit. they also make punishing landings easier because of how they stagger after your A. you can use them to sort of intimidate the enemy even if you dont fire before the ACs go away. their stagger and muzzle correction are pretty great.

his melee is alright. the hitboxes are pretty huge. cc8b is fucking giant. helps for pressuring mechs like tank.

Cancel Routes

~WIP~

Combos

Note: -> means normal cancel, >> means boost dash cancel, > means rainbowstep cancel

cc8b > 5bbb(you have to cancel quite fast off cc8b) > A 228 damage

Video Section

~WIP~

Team Composition Advice

~WIP~

Providence BC into gelgoog csB?!

You should primarily team with 3ks, but teaming with 1ks can be ok.

Other information

Concerns regarding fighting specific suits, picking assault or blast burst, and miscellaneous details go here.

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Some common Providence melee combos i tend to see are:

 

cc8b>8b->BR

The BR is usually there, but if their partner is really trying hard to cut you I think you can forgo the BR and dodge

 

(when in burst):

cc8b>8b>8b>8b

or

8b>8b>8b>8b (both of these do ridiculous damage)

 

cc8b/8b>8b>8b>super also works

 

Not only are those consecutive kicks hilarious, they're also incredibly strong. Note that the rainbow steps after the 8b must be forward for the rest of the kick to connect.

 

If you get desperate as well, bb>bbb works okay for me in close quarters situations (providence melee is surprisingly fast)

But yeah generally in melee situations try and resort to using 5ac and boost/stepping away while shooting 9 beam rifles into their face

 

A thing with 5ac as well is if you down your opponent, you can pop 5ac, run up to them and wait for them to wake up. When they do wake up, fire the 5ac (you want to fire a bit before they come out of yellow lock). You also can't stand still, you need to try and move in circles around them while they get up (meaning it also takes a bit of luck for this to work.) If it works successfully, you'll catch them waking up with your 5ac and knock them back down. It's fairly consistent I'd say, but it is a bit of luck. 

 

And a lot like other moves in the game, 2bc won't change the camera when you send out the three dragoons (very useful, camera changes suck)

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