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WHAT IS GUNDAM EXTREME VS FULL BOOST?
Gundam Extreme VS Full Boost is the 11th iteration of the Gundam VS series and the sequel to the very popular Gundam Extreme VS that came to the PS3 in late 2011. After 2 years of consistently taking the #1 spot in the Japanese arcades over pretty much your favorite fighting games that came out within the same time period, Full Boost finally makes its console debut on the PS3. With nearly 100 units to choose from (with many more from future DLC) and a huge plethora of gameplay changes from vanilla EXVS, on top of a more robust online system for both VS and co-op, this is the biggest and best Gundam VS game yet!
Check out the official PV and see what it's all about!WHY SHOULD I PLAY THIS?
Do you kinda like Virtual On or maybe even Gotcha Force? Do you enjoy footsies and playing the neutral game in fighting games? Aside from mecha smacking the hell out of each other, it’s an amazing competitive game that is easy to jump into yet is rather deep once you start delving into the mechanics of the game system. Although this is somewhat considered a fighting game, its nature is built around the 2 v 2 gameplay where team synergy is much more important than the individual. On top of that, you don't need to be a combo or execution master to be decent at this game. It can still be enjoyed by those who are looking for a single-player experience through the arcade modes and mission modes, but the meat of the game revolves around the core 2v2 experience.Is Namco Bandai going to localize this game?
On a more serious note, this game has been added to the official list of games to be played at So Cal Regionals, so if a good showing is made there and thus pushes other fighting game events to add it, perhaps a convincing argument can be made for the series to come to the West. More info about the So Cal Regionals showing below.Do I need to know Japanese to know how to play?
Nope. The game is very playable without the knowledge of any Japanese. The main screen is generally in English anyway and people will begin to translate mission mode requirements as the game comes out. Aside from that, it's not that hard to navigate through the menus.Now that we've got that out of the way...Okay, okay... so where can I buy this game?
- Play-Asia - Premium G Sound, Normal, Normal (Asia)
- Ami-Ami - Premium G Sound, Normal
- NCSX - Premium G Sound, Normal
- JP PSN (Premium G Sound Edition preorder only atm until 1/26, preload on 1/28) - http://tinyurl.com/pocsjkc
- JP PSN points - Solaris, Play-Asia, Japan-Codes
Gundam Fight ALL SET! READY, GOOOOO!!!
FEATURES
- Over 90 playable mobile suits INCLUDING 26 NEW SUITS
- Rebalanced gameplay and mobile suits from Gundam Extreme VS
- Arcade modes and Mission Modes NOW WITH ONLINE CO-OP
- LARGER ONLINE LOBBIES and upgraded matchmaking options
- Customize your experience with NEW NAVIGATORS and HUDS
- Customized soundtracks NOW WORK ONLINE
- New vertical split screen for local 2p play
- New move list added to pause menu
- Increase your roster with upcoming DLC MOBILE SUITS
- Receive EX-S GUNDAM as a first pressing bonus
- With the Premium G Sound Edition, RECEIVE 35 EXTRA BGM TRACKS including Gundam vocal tracks such as “Daybreak’s Bell,” “Rhythm Emotion,” and “Stand Up To The Victory”
Check out the full track listing of the Premium G Sound Edition here: http://en.gundam.info/topics/white/27425
REVIEW SCORES
Famitsu - 9/9/9/9
10/10 Haros
GAMEPLAY CHANGES FROM EXVS TO FULL BOOST
For a more in-depth look at the game revisions, please check out the following: Brett's Full Boost Transition Guide
- Ranged attack tracking has been toned down
- Overall momentum preservation is much higher
- Two versions of Extreme Bursts can be chosen, Assault or Burst (explanation below)
- Stages are larger than before
- All suits now have an EX Burst Attack
- Blocking friendly fire no longer gives you meter (i.e. Master/Crossbone partner
whip block)- Revisions to Extreme Gauge system
GAME SHORTHANDS
This OT will be referencing these shorthands throughout so if you're not familiar with them, please take the time to learn it. It will make your Full Boost referencing much easier in the future.
a - Shoot
b - Melee
c - Boost
ab - Sub (subweapon)
ac - Special Shooting
bc - Special Melee
abc - EX Burst Activate/EX Burst Attack (after activation)
CSa - Charge Shot A
CSb - Charge Shot B
BR - Beam Rifle (usually the main attack A)
BZ - Bazooka (referencing units that have bazooka attacks)
Main - Whatever is the main attack of the suit (A), i.e. BR, Gatling, Dragon Fangs, etc.
>> - Step
cc - Boost Dash
Directions use numpad annotation
4/6 - left/right
8/2 - up/down
5 - neutral
CONTROLS
Shoot:Fire off your unit’s main weapon. Is usually a ranged attack such as a Beam Rifle (BR) or Machine Gun (MG) type weapon. For melee units, they will tend to have a limited ranged attack, i.e. Dragon Fangs
Melee:Use your unit’s close range attack. Tap multiple times for a fighting combo. Hold the lever in a direction and press melee for different types of combos.
- 5b - Neutral Melee
- 4/6b - Side Melee
- 2b - Back Melee
- 8b - Forward Melee
- cc8b - Boost Dash Melee
Boost:Press to perform a short hop. Hold to fly straight up. Double tap to perform a boost dash.
Search:Change your target lock on. Can be used with some moves to do a multi lock-on attack (i.e. Strike Freedom’s CSa).
Guard:Tap 2, 8 quickly to block any attacks to the front of your unit. Holding up will continue to block until your boost runs out. Cannot block pressure type moves such as The O’s Quebeley’s, or Zaku III’s newtype pressure.
Transform:Some mobile suits like Zeta or Wing Zero TV can transform by holding boost then quickly double tapping a direction and holding said direction. Once transformed, your unit will glide in the air conservatively consuming boost while giving access to a different set of attacks. You will return to normal form when either the stick is released to neutral or you run out of boost.
EXTREME ACTION - BOOST DASH & STEPPING
As the meat and potatoes of Full Boost gameplay mechanics, these two actions are key to being successful as they open up many offensive and defensive options. Remember, these two cannot be done without proper boost gauge.
Boost Dash:Double tap C to perform a BD to propel you forward and uses boost to initiate. Hold the lever in a direction and BD while holding down C to dash in said direction. This will generally be your primary mode of travel during a match. Beware as this does not cut weapon guidance. Units have different levels of boost consumption and speed.
This can be used to not only get to spot quickly, but to perform Shooting Combos (aka Zunda). Attacks usually have a recovery period after they are used, but doing a BD can immediately set your unit back to neutral and allow you to input another attack. This is called a Boost Dash Cancel.
For example, the zunda for the RX-78 would be the following:
BR, cc BR, cc BR
Once the RX-78 fires its main weapon, you input cc (boost dash) immediately afterwards. This will cancel the recovery animation of the shot allowing you to fire once again. The process is repeated, increasing the damage given while not allowing the enemy to recover from previous shots. Although this is a very universal mechanic, beware of suits that might have different timings such as Unicorn's beam rifle. This also doesn't apply much to suits that have gatlings as their main such as Gouf.
Here is Unicorn performing a BR Zunda. After the BR is released, the player will boost dash immediately, cancelling the animation and allowing him to shoot again then boost dash to cancel that shot and fire once more.
Step:Double tap the lever either up/down/left/right. This will make your unit quick step in the chosen direction. This also cuts weapon guidance directed at you the moment you input it, so this maneuver is used as a dodge as well. Cannot be used if the boost gauge is empty.
Stepping is also used to cancel melee attacks. This is called the Step Cancel/Rainbow Cancel. While still keeping the properties of the step, you can enter another attack or movement immediately after inputting the step cancel. This is generally used to string melee attacks together for a melee combo.
For example, a typical melee combo would be the following:
6bbb >> 6bbb >> BR
Here a unit step canceled their side melee into another side melee, then finishing off with their Beam Rifle.
This example shows Wing Zero TV initiating its melee attack then step canceling into another melee attack. This is then step canceled into its EX Burst Attack. The rainbow trail signifies a step cancel has been performed.
For both shooting combos and melee combos, be sure to watch your boost gauge because you cannot perform any of these if you overheat. Maximize your damage potential with these techniques!
Remember, you can also use the boost dash cancel and step cancel as a defensive maneuver if you feel like your actions have made you vulnerable.
The TLDR Version of Fundamental Techniques of Full Boost
Shooting Combo (Projectile Zunda) - http://www.youtube.com/watch?v=xlJidOS8RIE#t=84
Melee Combo - http://www.youtube.com/watch?v=UXlY4nfIpOA#t=65 (N notates neutral melee, also there's a step cancel between each melee string)
Boost Dash Jump - http://www.youtube.com/watch?v=xlJidOS8RIE#t=84
Step Cancel - http://www.youtube.com/watch?v=xlJidOS8RIE#t=178
Fuwafuwa - http://www.youtube.com/watch?v=xlJidOS8RIE#t=324
Because of the gameplay changes to Full Boost, these moves will carry much more momentum than in EXVS.
Kirinfang and Brett also go into detail into what these techniques mean for you, including the very useful Amekyan, Fuwafuwa, muzzle correction, etc. - http://www.youtube.com/watch?feature=player_detailpage&v=XWu2rrbsefY#t=1642
GAMEPLAY SCREEN
Radar:Shows the distance between yourself/partner/enemy. Partners are in turquoise and enemies are in red. Always keep your eye on this.
Warning:Yellow if you’re currently locked on. Red if an attack is coming in towards you. Flashing red if very close. Appears on the screen relative to the direction you’re facing, i.e. top of the screen if in front of you, bottom if behind you.
Ammo:Shows the amount of times you can use a specific unit attack. Charge gauges below some ammo means it can use a Charge Shot attack which is done by holding down either A (CSa) or B (CSb) until the gauge reaches MAX, then releasing. Ammo replenishment can either be through reload wait time, reloading via button press once it’s all depleted, or no reload at all. All ammo gets replenished with an EX Burst activation.
Target:Green when your target is not in range, Red when target is in range. Attacks in red-lock range will track the enemy whereas attacking when you have a green-lock on the enemy will not. Ensure that you are maximizing your attacks by performing them in red-lock range. Red-lock range differs from unit to unit.
Timer:The match timer will drop from 330 seconds (default) to 0. If no one wins before the time runs out, everyone loses.
Command:1p only, you set your CPU to do various actions which are the following:
- Normal - will take normal actions against the enemy team
- Focus - will focus on the same unit you're locked onto
- Divide - will focus on the unit your are not locked onto
- Assault - will focus on primarily melee attacks
- Avoid - will focus on avoiding taking damage
Message:Messages between you and your partner will appear here when pressing the COMMAND button with another human player. The default message will update your health to your partner. Continuously update your status this way. Customized messages can be sent when holding a direction and pressing COMMAND. Your messages are in blue while your partner’s are in green.
Depending on their health, the text will change color accordingly. So if they keep spamming messages and the text is red, they're probably looking for some help from you.
- Blue - High Health
- Yellow - Medium Health
- Red - Low Health
Armor:Your unit’s corresponding health. When it reaches 0, you will obviously die, your unit cost will be subtracted from the team cost gauge, and you will respawn if you have any remaining cost gauge left. If the left over cost gauge is either greater than or equal to your unit cost, you will return with full health. If the remainder is less than your unit cost, you will go into COST OVER (explained below) and your health will be penalized. If you die and your cost gauge reaches 0, you lose the match.
EXTREME SYSTEM
Extreme Burst Activation
Introduced in EXVS, you can perform an Extreme Burst Activation when your EX gauge is past the 50% mark. What's different in Full Boost is the ability to choose between two types of Burst, Assault and Blast. When activated, your unit will receive certain buffs based on which Burst Type you chose. Aside from ammo and boost meter replenishment, you will also gain access to your EX Burst Attack, a powerful attack that generally does massive damage (think of it as an Ultra like in SFIV). Using your EX Burst Awakening at the right time can help push the match in your team's favor.
The EX Gauge is filled with both successful attacks and receiving damage. It will also increase if you die.
EX Burst Types
Assault Burst: Good for rushing down opponents
- Half bursts refill 70% boost, Full gives you Full Boost
- Big damage bonus modifier, small defensive modifier
- Movement speed greatly improved, boost consumption slightly improved
- Red lock range slightly improved
- Weapon reload rate moderately improved
- Melee pursuit speed / distance drastically improved
- Does not deplete your Boost or Extreme Gauge when doing Extreme Attacks
- Small boost penalty for Full Bursting (20%)
- Awakening time is shorter than Blast (Full lasts about 12 seconds)
Blast Burst: Good for creating openings
- Restores 40% boost at Half, 80% boost at Full Burst.
- Big defensive modifier, small offensive modifier bonus.
- Movement speed improved slightly, boost consumption improved drastically
- Red lock range improved greatly
- Reload speed drastically improved (About 2x normal)
- Firing attacks that cause vernier (including turn around shots) can be step cancelled (there are some exceptions)
- Removes the start on Boost Dash, letting you immediately sidestep from it
- Boost and Extreme Gauges go to 0 when performing Extreme Attacks
- Large boost penalty for Full Bursting (35%)
- Awakening time is longer than Assault (Full lasts around 16 seconds)
Extreme Burst Attack (EX Burst Attack)The EX Burst Attack is essentially the super attack of Full Boost. Once you've activated your Burst, you can initiate the EX Burst Attack by pressing ABC altogether once again. Depending on your unit, you may have a long range Burst Attack like Sinanju's rolling beam rifle or have a melee Burst Attack that must be hit confirmed to be initiated like God Gundam's Double God Finger.
When in Assault Burst, using your EX Burst Attack will not deplete your EX or Boost gauge and you can continue to use it as long as your EX gauge is not at 0. When in Blast Burst, your EX and Boost gauge will be depleted to 0.
For more of an in-depth look at EX Burst changes please follow the link: Brett's Full Boost Transition Guide