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 [General] Weakness Analyses

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Nisa
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[General] Weakness Analyses - Page 11 Empty
PostSubject: Re: [General] Weakness Analyses   [General] Weakness Analyses - Page 11 EmptyWed Aug 10, 2011 8:36 am

@Nymph~ wrote:
@xzpwnz wrote:
General weakness of everything here
Toybox girl: stay close - easily countered by melee or air
Aquila girl: stay close - easily countered by airs or artillery
Eve: stay close - easily countered by land
Ivis: stay away & altitude - easily countered by airs or artillery
Malice: why is she here?
Ouka: stay away & altitude - easily countered by airs or artillery
Vanguard: stay away & altitude - easily countered by airs or artillery
Muchi: mobility & only use bots with 40 fly or lower (seraph wings, full boost, shaden bs badddd) - easily countered by melee or air
Hoppers: aiming, timing, and distancing yourself (unless using melee) - easily countered by beam based weapons (If the hophop is land, everything else spamming hop is doing it wrong)
Yeah, I'm being serious
Ivis easily countered by art and muchi easily countered by air

so many easily,
it's not that "easy" for me No
and vs those LND, u might need to add "a bunch of" before "artillery" there D:
well, I do aggre vs Hoppers, malice with a bit timing will greatly shortened their life, i just need to right click when they are in mid hop and my boost drain will hit them 90% time

Nope.

Altitude + shooting + stun

also,malice can't shorten a hopper's life...without backupp (1v1 malice with hopper =easy kill)

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Glass
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PostSubject: Re: [General] Weakness Analyses   [General] Weakness Analyses - Page 11 EmptyWed Aug 10, 2011 9:38 am

@Nisa wrote:


Nope.

Altitude + shooting + stun

also,malice can't shorten a hopper's life...without backupp (1v1 malice with hopper =easy kill)


Wear and tear.


Last edited by Glass on Wed Aug 10, 2011 9:39 am; edited 1 time in total (Reason for editing : html broke)
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Nymph~
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PostSubject: Re: [General] Weakness Analyses   [General] Weakness Analyses - Page 11 EmptyWed Aug 10, 2011 12:22 pm

@Nisa wrote:


also,malice can't shorten a hopper's life...without backupp (1v1 malice with hopper =easy kill)

bits ?
malice bits freaking powerfull, not any where near to OPness thought


Quote :
Crimson Viel negating TGH damage reduction.
40TGH+CV+Stun regain, HOW?
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Glass
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PostSubject: Re: [General] Weakness Analyses   [General] Weakness Analyses - Page 11 EmptyWed Aug 10, 2011 12:24 pm

@Nymph~ wrote:
@Nisa wrote:


also,malice can't shorten a hopper's life...without backupp (1v1 malice with hopper =easy kill)

bits ?
malice bits freaking powerfull, not any near to OPness thought


Quote :
Crimson Viel negating TGH damage reduction.
40TGH+CV+Stun regain, HOW?

That thing only efficiently happens with winberrl arms.

CV negates TGH damage reduction, period.
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xzpwnz
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PostSubject: Re: [General] Weakness Analyses   [General] Weakness Analyses - Page 11 EmptyWed Aug 10, 2011 1:16 pm

@Nymph~ wrote:
@xzpwnz wrote:
General weakness of everything here
Toybox girl: stay close - easily countered by melee or air
Aquila girl: stay close - easily countered by airs or artillery
Eve: stay close - easily countered by land
Ivis: stay away & altitude - easily countered by airs or artillery
Malice: why is she here?
Ouka: stay away & altitude - easily countered by airs or artillery
Vanguard: stay away & altitude - easily countered by airs or artillery
Muchi: mobility & only use bots with 40 fly or lower (seraph wings, full boost, shaden bs badddd) - easily countered by melee or air
Hoppers: aiming, timing, and distancing yourself (unless using melee) - easily countered by beam based weapons (If the hophop is land, everything else spamming hop is doing it wrong)
Yeah, I'm being serious
Ivis easily countered by art and muchi easily countered by air

so many easily,
it's not that "easy" for me No
and vs those LND, u might need to add "a bunch of" before "artillery" there D:
well, I do aggre vs Hoppers, malice with a bit timing will greatly shortened their life, i just need to right click when they are in mid hop and my boost drain will hit them 90% time
All you need is one
Mobility is important
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PostSubject: Re: [General] Weakness Analyses   [General] Weakness Analyses - Page 11 EmptyWed Aug 10, 2011 1:25 pm

@Glass wrote:

CV negates TGH damage reduction, period.

Since when.

When my Daed gets CV activated it still takes just as long (if not longer because he's now on a rampage) to die. Vanguards hitting 17 isn't TGH reduction???
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Nymph~
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PostSubject: Re: [General] Weakness Analyses   [General] Weakness Analyses - Page 11 EmptyWed Aug 10, 2011 1:53 pm

@Glass wrote:

That thing only efficiently happens with winberrl arms.

CV negates TGH damage reduction, period.
hmm, I see
althougth TGH reduction negated, it's (the reduction) still happen lol!
@xzpwnz wrote:
All you need is one
Mobility is important
NympH not rich enough to be trolled by cosmo port nor buy decent parts

No
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PostSubject: Re: [General] Weakness Analyses   [General] Weakness Analyses - Page 11 EmptyWed Aug 10, 2011 1:55 pm

@xzpwnz wrote:
@Nymph~ wrote:
@xzpwnz wrote:
General weakness of everything here
Toybox girl: stay close - easily countered by melee or air
Aquila girl: stay close - easily countered by airs or artillery
Eve: stay close - easily countered by land
Ivis: stay away & altitude - easily countered by airs or artillery
Malice: why is she here?
Ouka: stay away & altitude - easily countered by airs or artillery
Vanguard: stay away & altitude - easily countered by airs or artillery
Muchi: mobility & only use bots with 40 fly or lower (seraph wings, full boost, shaden bs badddd) - easily countered by melee or air
Hoppers: aiming, timing, and distancing yourself (unless using melee) - easily countered by beam based weapons (If the hophop is land, everything else spamming hop is doing it wrong)
Yeah, I'm being serious
Ivis easily countered by art and muchi easily countered by air

so many easily,
it's not that "easy" for me No
and vs those LND, u might need to add "a bunch of" before "artillery" there D:
well, I do aggre vs Hoppers, malice with a bit timing will greatly shortened their life, i just need to right click when they are in mid hop and my boost drain will hit them 90% time
All you need is one
Mobility is important

mobility and hitbox are to important games poorly made stop defending it xz U.U
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Glass
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PostSubject: Re: [General] Weakness Analyses   [General] Weakness Analyses - Page 11 EmptySat Aug 13, 2011 3:21 pm

New:

Kuten Longs

They're not OP, just extremely fucking annoying. Not enough winberrls and bugsycaits.
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PostSubject: Re: [General] Weakness Analyses   [General] Weakness Analyses - Page 11 EmptySat Aug 13, 2011 3:58 pm

@Glass wrote:
New:

Kuten Longs

They're not OP, just extremely fucking annoying. Not enough winberrls and bugsycaits.
stunlock them, kutens have low tgh. unless tuned but kutens have low capa so tuning tgh would in turn reduce their ability to tune str and wlk
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PostSubject: Re: [General] Weakness Analyses   [General] Weakness Analyses - Page 11 EmptySat Aug 13, 2011 4:46 pm

@Rinrin wrote:
@Glass wrote:
New:

Kuten Longs

They're not OP, just extremely fucking annoying. Not enough winberrls and bugsycaits.
stunlock them, kutens have low tgh. unless tuned but kutens have low capa so tuning tgh would in turn reduce their ability to tune str and wlk
same concept as vf except
kuten < vanguard fencer

kuten doesn't have the range to even hit you before you hit them

just spray zooka till they die like any other low tgh bot
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PostSubject: Re: [General] Weakness Analyses   [General] Weakness Analyses - Page 11 EmptySat Aug 13, 2011 6:24 pm

Does kuten's kick block bullets cause its kind of a wall in front of her. I know with my fencer I can slash bullets and multiple other weapons can do it, but just wondering if its the same with kutens kick. Also shes kind of a bitch to beat with melees, not impossible, but still a bitch cause she lags and is usually dual shielded. Almost everytime i get a clear hit on her with my fencer which should completely break the shields, but the lag-shield is annoying. There are times where i hit them 2 or 3 times in front only to have both their bucklers/viper shields remain intact...



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PostSubject: Re: [General] Weakness Analyses   [General] Weakness Analyses - Page 11 EmptySat Aug 13, 2011 6:37 pm

@BNOISE wrote:

kuten doesn't have the range to even hit you before you hit them
Guns and Fujinken would like to have a word with you.
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PostSubject: Re: [General] Weakness Analyses   [General] Weakness Analyses - Page 11 EmptySat Aug 13, 2011 6:57 pm

VS Zero Saber Girl :

There's nothing you can do.
Your fate is sealed, your demise is near.

Goodbye.
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Glass
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PostSubject: Re: [General] Weakness Analyses   [General] Weakness Analyses - Page 11 EmptyFri Aug 19, 2011 7:47 pm

Anything else I should cover?
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PostSubject: Re: [General] Weakness Analyses   [General] Weakness Analyses - Page 11 EmptyFri Aug 19, 2011 9:23 pm

@UncleBobbie wrote:
VS Zero Saber Girl :

There's nothing you can do.
Your fate is sealed, your demise is near.

Goodbye.
A serious answer here: If you see her Zero Stepping, don't try shooting her, just gtfo. She's invincible during and briefly after Zero Stepping, there's no point in risking your own life in a situation where she isn't yet harmable. Catch her as either the step ends or her followup melee ends.

If it's a gunner variety, any standard approaches to fighting lands apply.

If she's got a piercegun in one hand, a scythe in the other, and a crown above her head, good luck.
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PostSubject: Re: [General] Weakness Analyses   [General] Weakness Analyses - Page 11 EmptySun Aug 21, 2011 9:58 am

@Suguri wrote:
@UncleBobbie wrote:
VS Zero Saber Girl :

There's nothing you can do.
Your fate is sealed, your demise is near.

Goodbye.
A serious answer here: If you see her Zero Stepping, don't try shooting her, just gtfo. She's invincible during and briefly after Zero Stepping, there's no point in risking your own life in a situation where she isn't yet harmable. Catch her as either the step ends or her followup melee ends.

If it's a gunner variety, any standard approaches to fighting lands apply.

If she's got a piercegun in one hand, a scythe in the other, and a crown above her head, good luckFAIL TO AVOID AT YOUR OWN PERIL.

fix'd
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PostSubject: Re: [General] Weakness Analyses   [General] Weakness Analyses - Page 11 EmptyFri Sep 02, 2011 11:07 am

Small update.

Anything else I should add?
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xzpwnz
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PostSubject: Re: [General] Weakness Analyses   [General] Weakness Analyses - Page 11 EmptyFri Sep 02, 2011 4:13 pm

Vector eagle
Same weakness as aquila girl except without the 7 full boosts

Alba hd
Distance
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PostSubject: Re: [General] Weakness Analyses   [General] Weakness Analyses - Page 11 EmptyFri Sep 02, 2011 5:37 pm

@Suguri wrote:
@UncleBobbie wrote:
VS Zero Saber Girl :

There's nothing you can do.
Your fate is sealed, your demise is near.

Goodbye.
A serious answer here: If you see her Zero Stepping, don't try shooting her, just gtfo. She's invincible during and briefly after Zero Stepping, there's no point in risking your own life in a situation where she isn't yet harmable. Catch her as either the step ends or her followup melee ends.

If it's a gunner variety, any standard approaches to fighting lands apply.

If she's got a piercegun in one hand, a scythe in the other, and a crown above her head, good luck.

I wish I could play that well. If I happen to run across a scythe in one of my little gamble ventures, I'll make this a good project..

Though both on her is awfully costly..
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PostSubject: Re: [General] Weakness Analyses   [General] Weakness Analyses - Page 11 EmptyFri Sep 02, 2011 6:00 pm

Something I've noticed about Nicole Malice (also applies to Skull) is that the bits stay very close to her, and make up a large amount of her power. Any weapon with a decent explosive radius (as an air player, I use Mini Zooks, but I'm pretty sure this also applies to any other bazooka, as well as most missile launchers, grenades, and flamers, and probably even a SDC) will often deal damage to both Nicole and at least osme of her bits; a solid, spot-on hit on Nicole will generally hit all of the bits as well as the bot herself. I'm not sure what the exact HP of the bits is (pretty sure Nicole can take Tough Wonder), but they're not particularly tough; a few good hits with any explosive weapon should take care of them. Skull's bits are even weaker (I've heard the total HP is the same, but spread over 5 bits instead of 3), so this tactic is even more effective against that variant.

Tl;Dr: Guns with an explosive radius are extremely effective at clearing out Nicole's bits, which is a substantial loss for her.
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PostSubject: Re: [General] Weakness Analyses   [General] Weakness Analyses - Page 11 EmptyFri Sep 02, 2011 8:17 pm

@Klinkin wrote:
Something I've noticed about Nicole Malice (also applies to Skull) is that the bits stay very close to her, and make up a large amount of her power. Any weapon with a decent explosive radius (as an air player, I use Mini Zooks, but I'm pretty sure this also applies to any other bazooka, as well as most missile launchers, grenades, and flamers, and probably even a SDC) will often deal damage to both Nicole and at least osme of her bits; a solid, spot-on hit on Nicole will generally hit all of the bits as well as the bot herself. I'm not sure what the exact HP of the bits is (pretty sure Nicole can take Tough Wonder), but they're not particularly tough; a few good hits with any explosive weapon should take care of them. Skull's bits are even weaker (I've heard the total HP is the same, but spread over 5 bits instead of 3), so this tactic is even more effective against that variant.

Tl;Dr: Guns with an explosive radius are extremely effective at clearing out Nicole's bits, which is a substantial loss for her.

Just shoot at Nicole and ignore the bits. If Nicole dies, the bits selfdestruct. And if the bits absorb shots, they'll die too, which is just as well. Piercing weapons work well if Nicole is using the bits to absorb damage.
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PostSubject: Re: [General] Weakness Analyses   [General] Weakness Analyses - Page 11 EmptyFri Sep 02, 2011 8:21 pm

^This.

And I don't know what Nicole doesn't get Tough Wonderbit =S

Also, hafta underline "guns" for Nicole strategy; unless you're a vanguard (and hopefully not a boost runner because it becomes more trickier that way) or another spiker, meleeing her with her bits are is funky according to her hitbox.

I tend to be really annoyed taking down Nicoles melee-wise; it takes much longer than it should; and sometimes it puts you in too much trouble for it. Especially when they just pull it out in the middle of a combo.... They leave you between stay and fight for a lengthier time...or run and have her sap your boost run anyway...
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PostSubject: Re: [General] Weakness Analyses   [General] Weakness Analyses - Page 11 EmptyFri Sep 02, 2011 8:22 pm

Only weakness I've found verses ZSG with a sythe is the somewhat long delay after she swings. If you can manage to stay right out of range, you can easily melee her back once she misses.


As for Nicole:

Use anything that peirces on her. ABR? Thoarla AM3, Beam Rifle, Long Beam Rifle, Peircegun, ect
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PostSubject: Re: [General] Weakness Analyses   [General] Weakness Analyses - Page 11 EmptyFri Sep 02, 2011 8:51 pm

Splash weapons also work against nicole, meaning any bazooka, missiles of most varieties, and stardust cannon are all fine choices.
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