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: Japan (PS4): July 6, 2017<br/>
: Japan (PS4): July 6, 2017<br/>
: USA (PS4): Fall 2017<br/>
: USA (PS4): Fall 2017<br/>
'''Preceded By:''' [[Mobile Suit Gundam Extreme VS. Maxi Boost ON]]<br/>
'''Preceded By:''' [[Mobile Suit Gundam Extreme VS. Maxi Boost]]<br/>
'''Followed By:''' None<br/>
'''Followed By:''' None<br/>
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=== Gameplay ===
=== Gameplay ===
* ABC: Anti-Beam Cloak. The Crossbone units employ this type of barrier that allows them to completely absorb a certain number of beam attacks/damage. Often called "mantle" to avoid confusion with EX input [ABC].
* Amekyan: The act of canceling the recovery of a vernier (boost-consuming) move into a forced-on angle move, which puts you back int a natural fall state. Used to put your unit in freefall to escape dangerous situations of floating exposed in the air.
* Awakening: Carryover term from previous VS titles that describes the act of using your EX Burst.
* Barrier:
* BD: Boost Dash. Pressing C twice will perform a boost dash. In combos and shorthand notation this will often be written as >> (and sometimes CC).
* Boost Hop: Pressing C again at the end of a BD to perform a small hop that gives you an arching movement while maintaining your momentum from the BD, allowing you to cover more ground boost-efficiently and also adjust your movement.
* Boost Dive: Flicking the right stick (R3) allows units to quickly dive down to the ground while carrying some prior momentum. Can also be used as an opposite of the boost hop (Last statement nay need revision.)
* BR: Beam Rifle armament
* Braking:
* Brake cancel:
* BZ: Bazooka armament
* Cancel:
* CSa/CSb: [A] (ranged)/[B] (melee) Charge Shot (CS)
* CSC: CS cancel - canceling an attack by using CSa/CSb.
* Cut: Interrupting an enemies combo string against your partner/having your combo interrupted by your target's partner.
* Down/Down Value: Every attack has an assigned Down value. When a total amount of Down hits 5.0 or greater the enemy will be forced down into a yellow lock state (see system explanations for more details).
* Fuwafuwa (Fuwa for short): Similar concept to a boost hop, but input right before you would normally land so that your landing timing is less predictable and more difficult to punish.
* Fuwastep: Inputting C at the end of a side step to add a small hop, allowing you to cut enemy ranged tracking and change your movement.
* Gerobi: A type of long, wide, sustained/channeled beam weapon.
* MG: Machine Gun armament
* Oki: The act of covering an opponents Wakeup to give yourself an advantage.
* Punish: Essentially used to describe attacking an opponent the moment they land are are temporarily vulnerable due to landing stiffness.
* "Second Impact": Refers to the act of charging a CSa, but releasing [A] just before the charge completes, pressing [A] again to fire main, and holding it to quickly finish charging CSa to release it, thereby canceling the main recovery.
* Self-cut: Some attacks have a sufficient amount of delay and disconnect that they can cut and enemy that has ''you'' in their combo, so cutting yourself out of the combo rather than depending on your partner.
* Striker: Unlockable assists that can be used by the playable MS. Strikers in battle are only reloadable by EX Burst or death and have a certain amount of ammo depending on the damage and properties of the assist. For instance, the Gold SUMO Striker has only 2 ammo since it uses its I-field bunker, a wide range stun while the Gaza-D has 4 uses since it fires a thick beam used for quick downs.
* Step/Step-Cancel(SC): Inputting a direction twice will do a small quick boost in that direction, which can be used to cancel some ranged attacks. In combos and shorthand notation this will often be written as > (and sometimes 44/66/88/22 or 4SC/6SC/etc)
* Super Armor: An attribute held by some attacks (often during EX Burst) that allows them to proceed unfazed even if you are shot while performing the move. Suit is still affected by Down accumulation though.
* Rainbow Battle: A term used to describe when two opponents begin consecutively rainbow-stepping, trying to both make their opponent miss with his attack, and to gain a positional advantage of their opponent so ''they'' can attack
* Rainbow Step: another name for stepping, but more specifically refers to stepping melee attacks for making combos. Derived from the rainbow trail that follows a unit when performing. Same shorthand notation as SC.
* Wakeup: The moment a suit stands back up or recovers from being Downed.
* Zunda: The act of hitting an enemy with your BR shot 3 times, knocking them down.


=== JP Wiki ===
=== JP Wiki ===
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{{Navbar-GVS}}
{{Navbar-GVS}}
[[Category:Gundam VS]]

Revision as of 17:17, 27 June 2017

Gundam Versus
GVS Logo.png

Developer: Namco Bandai Games
Publisher:

Namco Bandai Games

Genre:
Release Dates:

Japan (PS4): July 6, 2017
USA (PS4): Fall 2017

Preceded By: Mobile Suit Gundam Extreme VS. Maxi Boost
Followed By: None

Gundam Versus is first game in the 5th generation of the Gundam VS series!

External References

Glossary

Below is a list of links to common terms used in Gundam Versus. A number of these terms will be explained in more detail in the system explanation/gameplay pages.

Gameplay

  • ABC: Anti-Beam Cloak. The Crossbone units employ this type of barrier that allows them to completely absorb a certain number of beam attacks/damage. Often called "mantle" to avoid confusion with EX input [ABC].
  • Amekyan: The act of canceling the recovery of a vernier (boost-consuming) move into a forced-on angle move, which puts you back int a natural fall state. Used to put your unit in freefall to escape dangerous situations of floating exposed in the air.
  • Awakening: Carryover term from previous VS titles that describes the act of using your EX Burst.
  • Barrier:
  • BD: Boost Dash. Pressing C twice will perform a boost dash. In combos and shorthand notation this will often be written as >> (and sometimes CC).
  • Boost Hop: Pressing C again at the end of a BD to perform a small hop that gives you an arching movement while maintaining your momentum from the BD, allowing you to cover more ground boost-efficiently and also adjust your movement.
  • Boost Dive: Flicking the right stick (R3) allows units to quickly dive down to the ground while carrying some prior momentum. Can also be used as an opposite of the boost hop (Last statement nay need revision.)
  • BR: Beam Rifle armament
  • Braking:
  • Brake cancel:
  • BZ: Bazooka armament
  • Cancel:
  • CSa/CSb: [A] (ranged)/[B] (melee) Charge Shot (CS)
  • CSC: CS cancel - canceling an attack by using CSa/CSb.
  • Cut: Interrupting an enemies combo string against your partner/having your combo interrupted by your target's partner.
  • Down/Down Value: Every attack has an assigned Down value. When a total amount of Down hits 5.0 or greater the enemy will be forced down into a yellow lock state (see system explanations for more details).
  • Fuwafuwa (Fuwa for short): Similar concept to a boost hop, but input right before you would normally land so that your landing timing is less predictable and more difficult to punish.
  • Fuwastep: Inputting C at the end of a side step to add a small hop, allowing you to cut enemy ranged tracking and change your movement.
  • Gerobi: A type of long, wide, sustained/channeled beam weapon.
  • MG: Machine Gun armament
  • Oki: The act of covering an opponents Wakeup to give yourself an advantage.
  • Punish: Essentially used to describe attacking an opponent the moment they land are are temporarily vulnerable due to landing stiffness.
  • "Second Impact": Refers to the act of charging a CSa, but releasing [A] just before the charge completes, pressing [A] again to fire main, and holding it to quickly finish charging CSa to release it, thereby canceling the main recovery.
  • Self-cut: Some attacks have a sufficient amount of delay and disconnect that they can cut and enemy that has you in their combo, so cutting yourself out of the combo rather than depending on your partner.
  • Striker: Unlockable assists that can be used by the playable MS. Strikers in battle are only reloadable by EX Burst or death and have a certain amount of ammo depending on the damage and properties of the assist. For instance, the Gold SUMO Striker has only 2 ammo since it uses its I-field bunker, a wide range stun while the Gaza-D has 4 uses since it fires a thick beam used for quick downs.
  • Step/Step-Cancel(SC): Inputting a direction twice will do a small quick boost in that direction, which can be used to cancel some ranged attacks. In combos and shorthand notation this will often be written as > (and sometimes 44/66/88/22 or 4SC/6SC/etc)
  • Super Armor: An attribute held by some attacks (often during EX Burst) that allows them to proceed unfazed even if you are shot while performing the move. Suit is still affected by Down accumulation though.
  • Rainbow Battle: A term used to describe when two opponents begin consecutively rainbow-stepping, trying to both make their opponent miss with his attack, and to gain a positional advantage of their opponent so they can attack
  • Rainbow Step: another name for stepping, but more specifically refers to stepping melee attacks for making combos. Derived from the rainbow trail that follows a unit when performing. Same shorthand notation as SC.
  • Wakeup: The moment a suit stands back up or recovers from being Downed.
  • Zunda: The act of hitting an enemy with your BR shot 3 times, knocking them down.

JP Wiki

Are you helping with translating? Then here is a list of common terms you may encounter on the JP wiki.


Gundam Versuse
200 Cost Suits
300 Cost Suits
400 Cost Suits
500 Cost Suits
System Explanations

HUDControlsStrikersAwakening Data


GVS NotationMovement/CancelingOffenseDefenseDamageAttack Attributes