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RX-0 Banshee

[FB] RGZ-91 Re-GZ "Wait, Hathaway! Don't shoo-!"

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RGZ-91 Re-GZ (Refined Gundam Zeta)

Pilot: Chan Agi

Series: Mobile Suit Gundam: Char's Counter-Attack

 

HP: 320

 

*NOTE: Re-GZ starts in BWS (Back Weapon System) waverider mode and you can manually switch to the mobile suit by pressing [AC]

 

*NOTE:Waverider mode lasts for 90 seconds before BWS is purged.

 

BWS Waverider Movelist

(A) Beam Cannon

8 shots.  Causes stagger on hit. Decent tracking.

Grenade Launcher

2 shots before reload. Shoots four grenades per shot that have decent tracking.

[AB] Mega Beam Cannon

2 shots before reload.  Causes knockdown on hit.

[AC] BWS Mode Change
Launches BWS at opponent and causes knockdown while changing Re-GZ into mobile suit. Can only be used ONCE per life.

[bC] Barrel Roll
Does a barrel Roll


 

Mobile Suit Movelist

 

[A]Beam Rifle

4 shots before reload. Standard Beam Rifle shot.

 

Beam Saber

Standard melee weapon

 

[AB]Tube-launched Grenade 1

2 shots before reload.  Shoots two grenades from wrist-mounted tube launchers.  Has decent tracking.

 

[AC]Tube-launched Grendade 2

1 shot before reload. Shoots two grenades from hip-mounted tube launchers.  Has decent tracking but slower speed than wrist-mounted version.

 

[bC]Dummy Launcher 1 use before reload

Shoots a dummy balloon to lose enemy target lock.  Explodes and causes damage if enemy touches it.

 

[ABC]Extreme Burst Attack

Beam Rifle and Grenade/Missile barrage

 

Combos:

 

5BBB

 

4/6BBB

 

cc8BB

Will add pictures and move damage info VERY soon!

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If someone wouldn't mind, I'd really be interested to see comments on just how someone is supposed to contribute effectively to a battle at the start while in BWS mode. I've watched a number of videos, and I just don't see it. The difficulty of steering the thing, combined with the downward angles needed to hit anything with a beam...

 

Hambrabi as an MA mode still has excellent firing ability and consistency. It seems almost too good to me sometimes how well he can still hit with Sub and Main combined with how much time it can spend in MA mode. This has not been at all what I've seen in video footage of Re-GZ, unless it is able to start an approach from far back, on a straight axis, fire its shots then barrel roll out, and then have to reset to setup for this again and again.

 

If playing a 1k is supposed to be about getting the good results out of your gimmick, and the BWS thing is obviously intended to be Re-GZ's gimmick, how do you use this suit effectively, as it stands in the confines of 1k MS theory? If you can't contribute effectively using its gimmick, then why use the suit?

 

 

As an aside, here's its wiki page: http://www.dustloop.com/wiki/index.php?title=ReGZ_(EXVSFB)

I didn't buy it though so I haven't really done much on it ><

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If someone wouldn't mind, I'd really be interested to see comments on just how someone is supposed to contribute effectively to a battle at the start while in BWS mode. I've watched a number of videos, and I just don't see it. The difficulty of steering the thing, combined with the downward angles needed to hit anything with a beam...

 

Hambrabi as an MA mode still has excellent firing ability and consistency. It seems almost too good to me sometimes how well he can still hit with Sub and Main combined with how much time it can spend in MA mode. This has not been at all what I've seen in video footage of Re-GZ, unless it is able to start an approach from far back, on a straight axis, fire its shots then barrel roll out, and then have to reset to setup for this again and again.

 

If playing a 1k is supposed to be about getting the good results out of your gimmick, and the BWS thing is obviously intended to be Re-GZ's gimmick, how do you use this suit effectively, as it stands in the confines of 1k MS theory? If you can't contribute effectively using its gimmick, then why use the suit?

 

 

As an aside, here's its wiki page: http://www.dustloop.com/wiki/index.php?title=ReGZ_(EXVSFB)

I didn't buy it though so I haven't really done much on it ><

 

The thing is, the gimmick for Re-GZ is entirely optional and once you launch the BWS, you can't use it again; unlike other transformable mobile suits, the Re-GZ can only transform once per life.  In a way, it plays like a 1K version of Zeta Gundam that's in waverider mode and should be focused on pressuring ranged opponents or escaping rushdowns while letting its partner deal the majority of damage.

 

Having used Re-GZ a couple of times (and watching the AI use it in Free Battle) I rely heavily on its Mega Beam Cannon while in waverider, and if either someone is coming for me head-on or has their back to me, I'll launch the BWS at them.  Once Re-GZ is in mobile suit mode, it becomes much like the 1K EZ8/Ground Combat Gundam/Gundam Mk.II that relies on support fire and evasion tactics.

 

But that's just me...

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I've been playing Re-GZ...maybe a bit too much, and I honestly and surprisingly find the BWS mode very effective. What I didn't expect was having trouble getting consistent output with the MS mode (even though I can with Kamille's Mk.II), but that's another issue.

 

The Main in MA mode is simply put, ridiculous. It has similar tracking and curve to Ex-S' MA B, which is probably second only to Shinn off the top of my head. I'm not sure of the max damage it does, but depending on how it hits I've seen it do over 112 with knockdown, which combined with that tracking is insane. To keep up the barrage, mashing on missiles while firing Main gives a really solid assault, especially if you can predict the target's curve so they boost into a curving Main. Missiles make the package a done deal imo, and an attack isn't complete without them. Since they travel slower, they have more time to hit if Main went off in the wrong direction or something. On top of that, shooting missiles while barrel rolling is also pretty effective at firing back while dodging.

Since you can't step with it, and you're limited to 3 barrel rolls at a time, constantly changing elevation and turning to weave under, above, and around beams is the best way to stay in the air and thus not waste BWS time, but also stay close enough to the ground to support your partner. Knowing the tracking and vectors of certain beams seems crucial to knowing which way and height to fly in. If you do end up going the complete opposite direction from the target, double tapping up re-adjusts you on a path that is essentially directly towards the target. This is useful after dodging a barrage since opponents typically seem to give up after you fly away and it sets you up to shoot more Main and missile barrages at them, unsuspecting or not.

If you're on the same elevation as the target and are close enough, double tapping up will line you up to hit the full gerobi; if you're any higher then it's much harder hit raw, even after using the readjustment. If it's not Side 7, more often than not I start the match by using the gerobi to shoot down any nearby tall buildings. Sure it means less cover, but it opens up more opportunity to land the BWS barrage. Otherwise it can be a tool to cut or catch people off-guard when used like Penelope's CSa/CSb beam whips. It's riskier, and imo not too worth it, but it's an option.

Dealing with funnels can be an issue, as can gerobis without any available barrel rolls (moving gerobis like Wing Zero's essentially require you to run if you have no barrel rolls). Also if an opponent decides to sit on you then you'll be forced to either purge early or run away until they leave you alone, at which time you'll have to double back and support your double-locked partner to make up for lost time running. Barrel roll missiles can sometimes briefly deter a pursuer, but it's nothing reliable if they're determined. Surprise gerobis can also work, but is more dangerous than anything since there is some stiffness after using the readjustment.

That being said, purge into the dummy amekyan is pretty effective as a get-off-me tool if being chased by melee, and MS mode has a lot of solid tools to stand on its own (and even counter MA mode, lol). I think the key to BWS mode is to get the hang of flight. Not flying in long, curved paths high up or in straight lines towards your target but instead constantly adjusting both where the nose is facing and your elevation to find the perfect opportunities to shoot without having to next retreat and wait forever to setup the next shot.

EDIT: Speaking of barrel rolls, I typically stick to the 4/6 rolls if caught in a sticky position. The 2 and 8 versions seem more situational. 8 is useful if you are too low to the ground and with your back turned to the enemy, though the double-up readjustment typically works fine in that case. The 2 version seems only for a really specific case, though I haven't come across a consistent use for it besides escaping a zunda or something you were unaware of while flying upwards. 6BC can work in that same case if you stay looking at the target you were traveling towards, and the elevation advantage of 2BC isn't too great to warrant its use over 6BC every time imo.

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I find her fun. her BR is actually quite accurate in Flight mode.  

 

Her first life may not be uber effective I guess But in a 1k + 2.5 comp it will allow her the ability to ensure that the 2.5 k dies to get a full strength second life.

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After playing against it a few times, I think the no.1 thing you can do as a Re-Gz player is to screw up your opponent's camera and use it to your advantage.  I have seen so many people caught by her main because of the high firing angle or they are locked onto the other suit.

 

Dun underestimate how annoying it is when you switched your lock and find your screen is entirely covered up by your own mech... haha

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Dun underestimate how annoying it is when you switched your lock and find your screen is entirely covered up by your own mech... haha

 

You rotten scoundrel lololololol

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ReGZ oddities/bugs:

 

  • Your MA main doesn't always get full hits, in fact it seems it rarely does for me, this isn't really too weird since many moves have this property.
  • AC missiles will randomly hit people who are blocking.(block first 2, second 2 explode and hit through block)
  • MS mode super will randomly hit people who are blocking.
  • MA mode super will get full damage off only a couple hits.(as low as 2-3).
  • Letting your MA pack run out right on top of/ramming into someone will make them take the full 180 damage, its still a live projectile.
  • Shots will randomly track in green lock(general MA mode bug apparently(?)) http://www.twitch.tv/lukewarmholiday/c/5028092 (correction: tracks to the point in greenlock where your opponent was standing at time of firing.)

Other stuff:

  • You can skip the delay between firing rounds of missiles by using side-bc, IE, bbb 4/6bc bbb.  This is a VERY good way to close out games and make fool proof landing punishes.
  • You don't always have to fire both sub missiles in MS mode, if you're going to land orange anyway, br br sub(cancel before 2nd shot).  If you're being focused, firing both missiles after br is obviously the better choice to have more boost to mixup your landing.
  • Use meaty gerobis in situations where you need a down such as super armor moves, general preference is to avoid them though if you can.
  • If someones threatening to melee you, don't hesitate to purge and follow up with melee hits, landing a purge is almost enough damage to make your life worth it on its own.  If you're confident and there isn't much lag you can just spam 8bc to get away from melee.
  • If someone is underneath you might as well ignore him than trying to reposition yourself, if both enemies are underneath you and locked on well congratulations you're drawing attention, hope your partner isn't bad.
  • Your 6b swerves a decent amount but sucks, but you can still inch around shots fired at you when approaching from the right angles on an opponent almost out of boost, hurray.
  • Know your death orders for 1k's, 3k1k1k, 1k2.5k1k1k, 1k1k2k1k(this one nobody does right).  I only say this because nobody knows 1k death orders, I get so many "sorry!" comms when people die on time.  YOU need to know and be in control of when you/your partner dies because the majority of the time how far front you play determines who dies when.
  • Assault is probably the only option on this suit in my opinion, Psychoframe flying out after activating EX can be used to punish bad vernier shots at you and you can immediately mash ex into super without fear of being hit.
  • MA mode super will eat through any shield that doesn't have a brief invuln animation(shield bits, cloaks) with a very very small number of hits and usually hit the target.

 

The only real skill I feel like I'm sorely lacking in on this suits MA mode is tagging people trying to boost hop with gerobi as they ascend from below to above me.

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If you're struggling against this suit I give some major pointers.

 

-ignore as much as possible while pack is off, regz in normal mode is still pretty decent but force it to start trying to melee/close range to get your attention and dispatch it easily.  Despite being relatively decent in MS mode to other lower tier 1k's, it still requires high commital to get anything done.

-GANK ITS RESPAWN, if the regz's partner isn't able to save it or is downed, ReGZ has to be put into a situation where A. he tries to activate EX and mash a super or B. go for a pack purge.  The downside is if the ReGZ lands either its very bad(which is why the suit is very well established as top of the 1k's),  its just far better to try to bait these options out now instead of waiting for regz to just spot a landing punish and activate.

-stand under it when its in plane mode, there is a deadzone underneath the suit based on how high it is.

 

Also if you're a suit with a 2b or something like hyaku's MA mode melee, melee is a pretty good  way to knock it out of the sky, the ONLY option against repeated melees is pack purge and BC doesn't deal with all of them.

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