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Mightfo

[FB] GunEZ General Discussion: Lose all your shields to a gerobi.

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

JP Wiki: http://www4.atwiki.jp/arcgundamexvsfuvo/pages/47.html

Move List

[A] - Beam Rifle

Standard beam rifle shot.

1 reload per 3 seconds. Max ammo of 6.

[AB] - Beam Bazooka

Fires a shot with especially good tracking.

Max ammo of 3, only starts reloading after all have been used. 6 second reload time.

[AC] - Shrike Team Assists

Various attacking assists. They reload 1 at a time every 6 seconds.

5AC summons a beam rifle assist, fires three times.

8AC summons a kamikaze assist.

2AC summons a missile assist, firing twice.

You cannot summon two of the same assist at the same time. You have to wait until the previous is done. However, you can summon one beam rifle assist, one kamikaze assist, and one missile assist all simultaneously.

[bC] - Shrike Team Defensive Assists

3 GunEZs surround and defend an ally. When the one in the middle is destroyed, one of the ones on the side take its place. 60 HP on each defender.

20 seconds to reload. Starts reloading once the previous group of assists have been destroyed. If you reload it with burst, you cant use it again until the previous group has been destroyed.

The assists face the enemy whom the carrier is targeting.

They lift up out of the way when the carrier fires. However, attacks like funnels and assists do not cause this, because you user is not the one directly attacking.

If you input a direction with this, it will go to your ally. If you leave the direction at neutral, you get the assist.

Unlike The O and Red Qubeley's shield assist, these shield assists lift up the moment you start using a melee move, as opposed to only when the melee attack actually swings.

[ABC during EX] Shrike Team Assault

Several GunEZs do a flurry of attacks. AC is unusable during this. Pretty good utility, they attack for a long sequence and from multiple angles. Looks cool as fuck.

Core Strategy/Advice

Gunez is essentially a pretty standard BR mech with a special BZ chain, tons of assists, and a nice shield assist that she can give to allies.

BASICS

Her A ammo is a bit low, so use AB and AC to compensate. knockdown from A into AB, and sometimes use AB for poking instead of A. the ABs all reload at once, so they are pretty convenient ammo wise for poking.

AB chains into itself twice and gunez re-aims for each shot. AB is faster and tracks better than A, so doing AB AB AB is pretty great for clutching out a landing punishes. No boost left to zunda? No problem!

her melee isnt very good, but 6b is alright, so use that in certain situations when doing 6b 66 6b would probably work. 2b and 8b have decent priority and naturally, 5b is the fastest melee you have.

USING ASSISTS PROPERLY

Most of the time, you want to give your BC shield assist to your ally. However, the assists can actually be destroyed in transit, so use your best judgment based on the situation. If your ally has no HP and is far away the shield assists may end up completely wasted. Furthermore, BC can help you safely summon AC assists.

You should aim to summon at least 2 BCs per life. They recover in 20 seconds, so this should be quite reasonable to do.

Keep in mind that the shields are not good against melee, large explosions(hildolfr), gerobis, or funnels, so in some matchups BC is not as helpful. Shield assists can help you/your ally land safely and get advantages and save life, but you can still get called out with a DX Gerobi or Zaku2 grenade.

Remember, the assists face who the protected mech is targeting, so the user needs to judge who is most likely to punish their landing.

AC is the central piece of your offense. While AB AB AB helps you clutch out landing punishes, AC is what helps you set up good situations.

-The BR assist is more solid for quick punishes than the other two.

-The missiles assist has incredible tracking. It also a long delay between the two barrage, which helps it control a vector solidly and force the enemy to sidestep/spend lots of boost.

-The sword assist has fantastic tracking, but isn't as fast as other melee assists(or shots, of course), and so I generally think this is best used when your other two assists are already firing but you want to throw out more. I may experiment with it more soon.

Use the beam rifle assist and missiles assist often. When playing neutral cautiously at redlock range,summon one of these to help you pressure the enemy. if they react to this by spending more boost, that can give you or your ally an advantage. if they react to this by running away, you can move forward with your ally, and perhaps pressure the other enemy. if they react to this by sidestepping, you can gain space on the enemy since sidestepping means they're not changing their positioning very much- unless they sidestep and then boost dash, which means they're spending quite a bit of boost gauge and can end up easier to punish.

ASSIST CIRCLING

A particular tactic I like to use with GunEZ is what I call "Assist Circling".

The idea is:

1)summon beam rifle or missile assist.

2)boost dash cancel to another side of the enemy, and summon the other assist.

3)boost dash cancel more and fire from another angle depending on how the enemy is reacting to these attacks.

Circling around them with these assists makes it harder for them to move because they're being fired at from multiple angles, so it is difficult for them to choose the correct vector to move in. it also makes it harder for them to retaliate because it becomes harder for them to simultaneously face you and be moving in a direction that avoids fire, which can help you get a quick landing and thus a major advantage over them. (Or, of course, they simply get hit because they stopped mid air to shoot at you and then your assist beams or missiles hit them lol)

Burst

remember that as 1k you will probably have 1 half burst after each death, so probably 3 half bursts per game, so try to find a situation where getting more boost+ammo through burst would guarantee some damage. AB AB AB ABC AB AB AB?!

Whenever you burst, you get a V1 Hexa assist that follows you around and fires when you do A or AC. This seems to have a set time it lasts unrelated to whether or not you're still in burst, but i need to test this. For those unfamiliar with assists that follow like Sazabi, Hyaku Shiki, DX, and Duel's: When the assist fires, it stops moving. So if you move a bunch while it is firing, you can use it to fire from multiple angles at once. Or perhaps, you move to one direction which causes your enemy to move to a different direction to get away from you- but they still end up close to your V1 Hexa Assist, who can then help you punish their landing due to how close it is.

I currently favor assault burst with GunEZ, but I have not thought it out thoroughly. Discussion of this is welcome.

Cancel Routes

AB -> AB -> AB

A->AB

Combos

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

Video Section

~WIP~

Team Composition Advice

You generally want to partner with 2.5ks and 2ks as a 1k.

Some characteristics one may look for in ally mechs:

-Mechs who have attacks like assists or funnels, since they can do them while they have your BC shield without the shield raising up.

-Mechs who have power-ups like Gundam Mk-II or strike, since your BC can help their survivability, which means they may be able to spend more time in their power-up mode per life.

-Mechs which can gain serious advantage from moving closer, so that enemies do not want to spend time sidestepping your assists and so that your BC's ability to protect their landings has more offensive impact. "Melee mechs", Banshee(boomerang at flank is scary), and gerbera tetra may be good examples of this. Kshatriya's 4/6AB can help vs those who sidestep as well.

-Mechs who can also fire from multiple vectors with their assists or funnels, such as hyaku shiki, raphael, and qubeley may help you create situations where the enemy has an incredibly tough time moving.

Other information

BC:

Like with other shield assists, since they lift when you fire, sometimes the protected mech will take a hit when they are firing, but then the enemy's attempt at a combo fails because the assists returned downwards to protect the mech.

If fire, causing the shields to lift, you can make the shields go back down earlier by boost dash canceling.

You can also do this by cancelling your shots into something vernierless that doesnt trigger assists to rise. For example, qubeley A-AB.

BC assists will actually go away on their own after like 30 seconds.. but what the hell is going on for them to not be destroyed in that time period?!

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

Matchup notes:

F91: Can summon csB, which will attract assist shots to it.

Zeta: csA does same as ^

Nu: csB does same as ^

Zaku2: Santa(2b) does same as ^

Versus those with beam cloaks such as X1, you need to be more careful about your ranged combos early on because you have almost no attacks that aren't beams. You may need to lean on melee/missile assists or your ally a bit more than usual until their cloak is destroyed.

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