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LatiosG

[FB] Gouf Custom Thread - "Watashi Wa Norris Packard"

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MS-07B-3 Gouf Custom

Pilot : Norris Packard

Cost : 1000

Durability : 350

From : Mobile Suit Gundam 8th MS team

l_52aac3d4c4604.jpg

Movelist

[A] 75mm Gatling Gun

Machine Gun rounds with good tracking and strength. Max 50 ammo that does not reload. After you run out, it reverts to 3-barrel 35mm Gatling Gun

[A]3-barrel 35mm Gatling Gun

Usable after you run out of the 75mm ammo. Slow and pretty weak. Max 10 ammo and reloads slowly

[AB] Heat Rod

Fires a grappling hook forward that will stun the enemy. Press B once it hits for a followup attack. Great for combos. Max 2 ammo that refills once Gouf touches the ground

[AC] Heat Rod (Downwards)

Fires a grappling hook downward that can stun the enemy if it hits. If it hits the ground, you can pull yourself into that direction. You can control the direction of where you initially fire it. Shares ammo with AB

[bC] Heat Rod (Movement)

Fires a grappling hook upward that will pull Gouf into the direction and lets him swing across great distances. Hold C to stay in place in the air with the help of a corefighter and input AC to throw the corefighter while in the air. Can do two hooks in succession. Extremely useful movement move that you will be using the entire match. Shares ammo with AB

[2B] Bridge Throw

Gouf grabs a piece of a bridge and throws it. Has guard properties that blocks ranged attacks and some melee attacks. Good for defense, pressure and oki

Movement

  • You will be using BC to move around the battlefield about 50% of the time. Use it at the start of a match and when you are trying to gain distance on an enemy MS (or escape one). Since you consume little to no boost while doing it, you can get a good upper-hand on an enemy if you close in on them. For very long distances use both rods to move. For normal encounters stick to one rod you can escape when needed or extend combos. A good technique is to do a short boost and use BC right after.
  • After swinging off of a BC, opt to do a fuwastep/fuwafuwa to dodge attacks as you move forward.




Play style

As a 1k, you will generally shift to being a support unit but don't be afraid to take the front lines as that is where you shine. Always try to attack units when they are separated so they don't interrupt your combos.


Since you don't have a Zunda combo, use a few shots from your machine gun at a time to pressure opponents. Always make sure to conserve your ammo until you get enough burst to refill it, getting stuck with the weak machine gun is liability.
Bridge Throw has alot of uses offensively and defensively. Its range is not amazing so limit it to close range encounters or as an oki tool for when your opponent is waking up from a knockdown. Don't rely on it all of the time to block ranged attacks since its startup is somewhat slow.

Cancel Routes

a-->ab

a-->ac

a-->bc

Melee Strings

5bbbb

5b8bbb

4/6bb

8bb

cc8bb

2b(brick)

Combos

Video

Use the replay feature to look for matches or the Nico gundam archives(need a niconico account to see)

http://horibuna.web.fc2.com/EXVSFB/EXVSFB_0d63asskfvds.html <-- archive of hundreds

http://www.nicovideo.jp/watch/sm22961491 <-- Good example of movement and use of machinegun

Full Boost Changes courtesy of Brett and his translations

Cannot regain boost with AC

2B reload time 7sec→5sec, now is set remotely

Wire’s reload when you touch the ground after being shot in the air.

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To help save some time:

Cancel Routes

a-->ab

a-->ac

a-->bc

Not too many cancel routes, I wouldn't really count any wire shenanigans as a cancel of any sort.

Melee Strings

5bbbb

5b8bbb

4/6bb

8bb

cc8bb

2b(brick)

*Gouf Custom can use ab, ac, or 2b(stab) after any melee on hit. Does not mean that they are all guaranteed to properly connect though…

Please let me know if there is anything I missed.

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Here's a shortlist of combos I translated for a friend:

 

355/???     B8B→2B(5hit)>B8B→2B(5hit)>Sub→B→2B(5hit)>EX

304/285     BDb→Sub>EX

 

299       B8B→2B(5hit)>B8B→2B(5hit)>Sub→B→2B     You need to keep holding UP for a second after the B8B to rise with

                                                                                  the enemy. If you input 2B too quickly the enemy will keep rising and

                                                                                  you will miss. You should try to hit with the 2B at the apex of the

                                                                                  enemy’s rise before they start to fall.

282       B8B→2B(5hit)>BBB→2B     Unless it specifically says (#hit) you should B-mash 2B

281       BBBB→Sub→B→2B

278       BDbB→Sub→B→2B(5hit)>Sub→B→2B     Requires you have 2 heat rod ammo available

271       BBB→2B                                                 Zero cut resistance but good damage in short time.

260       4BB→Sub→B→2B

 

That’s…essentially it. His huge combo list is just iteration after iteration of different mixtures of B→Sub, B→2B combos. 2B does good damage but leaves you really exposed if your partner doesn't have the other guy out of play.

 

As an aside, if you don't follow-up Sub with an attack, and hold boost instead, you can launch a crazy far distance over the enemy from the momentum.

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