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Mightfo

[FB] Red Qubeley General Discussion: Who's a good girl?

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This thread is for Qubeley mk-ii information/discussion/questions/etc!

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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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It can be though it entirely depends on the ability of the Red Qubeley to perform. Kamille isn't strictly at a loss when in mid or melee range, and in theory he makes up for her lack of burst damage/ammo with his hyper mega launcher and his assist but you're at something of a loss if they decide to rush you down with a fast enough melee team. So ultimately, like any team, this team is decided by how good the Red Qubeley is with managing her options really and communicating with her partner.

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Is pairing with the Zeta a good idea? Kammys a really good long ranger as well but surely two long range suits isn't a good pair?

Sorry for the late response. Yes, this is a good idea. This is one of the teams the japanese EXVSFB wiki recommends, actually. I made a few notes about this in the main post. Also, i dunno if id really call zeta a long range suit, its redlock range is below average, isnt it?

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