
Can you understand it by watching the main episodes of the first season and Seed?
I can’t do it.
This is an image of the protagonist using the ability to collide colonies where people live and cause them to explode as their special move.
>>2
The people inside are dead from poison, so there is no one there.
Well, you can understand the humor just from the beginning of the first generation, right?
Humanity, be afraid.
It’s not a special move that the protagonist would use.
I think the interesting aspect of this image is more like a comedic manga’s punchline scene rather than a reference from the main story.
Rather, it becomes more confusing if you see it, and looking at Kira’s screen makes it even more incomprehensible.
Once there was a war, and countless satellites fell from the GX, along with colonies, creating a ridiculous GCO.
I don’t think this is a matter of who dropped it or whose special move it is.
There were also issues with the aircraft’s balance.
I wonder if there were quite a few people who didn’t like being interrupted by incomprehensible map weapons when everyone was doing 2VS2.
>>9
It was so chaotic that personally, I loved it…
>>9
That itself was quite an interesting element, used for wake-up pressure or intentionally hitting my own map weapon to buy time during a down.
Looking at it now, the super low altitude Libra attack seems completely fine.
The Super Extreme Emperor Movie Ball is generally faithful to the original work.
This cosplay adult video takes it off right away!
Was the cost bar like this?
I can’t help but wonder why the idea of using the big technique that corresponds to the previous work’s awakening as GCO passed.
Well, the idea of wanting to make it a rough-and-tumble festival game was carried over to later series…
A guy who disappeared quickly in the sequel.
It has only become a place for the boss.
The technique where Ryu-san makes a suicide attack with the core fighter was a bit crazy.
>>15
Even now, Ryu makes a special attack with the Gundam lever input assist…
What is currently most needed for Ex-VS?
The game balance and the movement of the machines were too rough.
>>17
The balance was off, but I think the machine’s behavior felt more delicate in terms of operability during the NEXT and Capcom era.
Currently, compared to before, the overall movement feels stiff or linear.
Since Kira is also here, not only will there be a colony drop, but Genesis will be illuminated as well, making the visuals even more intense.
Exia was doing its best in such a small drawer.
>>19
It’s amazing that Exia maintained such a good balance despite being a game with already terrible aircraft balance, especially with the late addition through time release.
There were obviously no things like network updates just like now.
Besides this, it was also somewhat rough with things like dropping nuclear bombs.
The range of Lavian Rose was so weak that there were times when I was right in the middle of it and just walking around casually without getting hit.
Peace Million had an image of being wide and easy to use.
The moonlight butterfly is trash…
>>23
If you only look at that, it seems useless, but it’s significant that ∀ has an attack with the capability to completely divide the map.
For some reason, ZZ is unusually slow and mostly just throwing in martial arts.
Due to the absence of anything that corresponds to the awakening in the sequel NEXT, it mostly ends up being a clash of character power as a fighting game.
I think now that a reset and the G crossover as a tightening mechanism were necessary.
I’m completely putting aside the balance of the battles in GunGun itself.
>>25
The awakening and revival of EXVS was more about character power clashing than NEXT.
Of course, this is a story from the early stages of operation.
In order to balance a festival game, there is ultimately no method other than update adjustments.
>>29
I misspoke when I used the term “character power.”
In NEXT, there is no system that allows the side that made a misstep to recover.
Endless defense (joyride in a core fighter)
When it comes to Gundam, it’s all about throwing nuclear bombs at enemy mobile suits, right?
A face that is shocked to see the out-of-control senior Amuro.
I had a bad thought that it might cause a backlash if it were now.
Is it this or NEXT?
Please do not run away in official tournaments just because Freedom has a cancel boost! Fight without running away!
>>33
The one without a brand (in the thread image).
>>33
Was it the Character Hobby 2008 National Tournament?
The sigh of “Ohh…” from inside the venue was just from the decision of the freedom choice.
>>33
When there are means to cancel openings, it becomes a difficult balance to hit.
Both sides becoming passive and not attacking is something that has a precedent in Orata…
>>38
That’s not the kind of balance.
Only freedom was achieved.
So if you hit it, you just have to run away to win.
Muji’s side.
GCO was interesting, though…
NEXT can do everything like freedom.
>>40
That said, if you use it normally, there are moments when it doesn’t accept input when it first comes out.
There are openings to push in seed breaks with a ridiculously strong spec in waiting for the stage.
What were you thinking to make it possible to shoot in the air?
The game balance was terrible, but I love the idea that the protagonist can summon weapons of mass destruction in the All-Star Game; it’s just too crazy.
>>42
Humanity was frightened by Bandai Namco’s actions.
The Freedom Gundam from “Gundam Seed” is a different dimension mech that can, if wanted, not land even once in a single match.
I hated it because the G crossover processing dropped a lot, it was noisy, and the screen was hard to see.
The G crossover doesn’t hit, and it’s hard to reset…
GunGun has many units that behave poorly, like the Gouf Custom that can endlessly wire other than freedom, the V that continues to hover in the high skies with endless defense, and the Type 2 that can hover, making it difficult to escape using normal battle strategies.
I think it would be nice to have a strong festival game feeling.
The current Exvs lacks fun.
>>48
It’s a hassle to think about each work separately.
It was even worse that rather than being a standalone freedom, it meshed too well with the low-cost cube.
Thinking about it, the Muji Devil Gundam has merged with arcade cabinets in the real world, mixing the Gundam universe, so let’s all defeat the Devil Gundam!
It might be strange starting with that OP, perhaps the original series.
The colony is falling, and Genesis is launching; this game is over.
Using the G crossover makes everyone stop, causing the game speed to suddenly decrease.
A few years ago, there was a 2-on-2 game called Heavy Metal that used this system, but because there were many height differences and obstacles, you could take cover.
It’s the PSP’s fault for the drop in performance.
I wonder why I was so obsessed with all the games that came out for the PSP back then.
By the time of the next one, there was already a PS3, right?
There are various mecha that have implemented this type of map weapon as their awakening technique, so there’s no need to resurrect it now.
Z was also transforming into a costume, nostalgic.
Since I started playing this series from NEXT, I can’t imagine how past games fought without BD cancels.
>>57
Fighting is mainly with C choke.
>>57
Stepping back and observing while smoothly stepping forward to insert a BR.
Boosting and floating while shooting down BR from above, and nicely puffing out forward BD to embed the muzzle.
Even in times of scarcity, there were techniques and balances unique to that era.
I think NEXT had the strongest festival vibe.
I wonder if that Devil Gundam will come back as a boss in ExVS or Full Boost…
I remember being on the next route, but…
When one side calls, the other side also calls, causing the lines on the screen to overlap a lot and resulting in lag, which feels uncomfortable.
NEXT has smooth motion for the aircraft, doesn’t it?
Death Hell is easy to understand.
I’m really glad that the feature of the Guardian’s shield breaking was removed in NEXT.
If everyone in NEXT could use a shield, it would have been a bit more balanced.
If only one person was fighting under the rules of the next work, then they would surely be strong.
Zunda was a cooperative play that couldn’t be done alone.
Isn’t Zunda a technique done solo?
>>68
Wasn’t it said that things like “chakkam” and “zura-shi” with consecutive attacks in CSC were referred to as “zunda”?
>>72
It was called “Tane Zunda” because of the technique of the connected series.
I thought at the time that it wasn’t something the official should say, to have clearly released 7 units that were isolated from others and then want people to use various other units as well.
I liked how quickly Colony Drops appeared.
If there had been online shuffle during the era of 1 bug and 6 strong, it would have been intense.
I think if I did it now, the lag from switching from a sword to a rifle and the difference in performance when turning around would drive me crazy.
I wonder if they’ll somehow manage to add online play to the Capcom era vs games during the port…
Basically, the fundamental strategy is for two people to take down opponents with crossfire, and there are also characters who can do it alone with charge cancels.
With this game, I can now create main and sub quests and complete everything on my own.
Then there was an unbelievable one, and that became the default for the subsequent series.
>>78
There weren’t many characters that could cancel from the main BR to the sub in Gangan, and even if there were, I remember that they could just be launched down and take a recovery action.
I feel like even at the time of Muji Renzu, it wasn’t really a crossfire game.
>>85
The match was chaotic because the horizontal BR of Muji was too strong.
I think it was a game where, when it became DX, there were quite a few situations that turned into chasing each other, and we wanted to coordinate to hit BR.
>>94
Renza 2 was strong at walking, after all.
Providence, who could break it all by herself, was the overwhelmingly strongest character.
Personally, the VS series is no longer a festival game.
I think it should be regarded as the standard for Gundam games.
Considering that, it was the right decision to eliminate the nonsensical elements like in the thread image.
This was normally experiencing lag even at the arcade.
The Devil Gundam was heavy when the Gero-beam motion was involved too.
Freedom is often used for buggy purposes, and the fact that its original performance is already top-class is not generally understood, which is somewhat unfortunate in a way.
I don’t think it’s intentional, but Zeke Axe’s Mabu is totally from the vs series, right?
X was truly risking everything for the satellite.
>>87
In GunGun, the satellite has manual charge and doesn’t have a special move for just one unit, seriously…
>>90
Successfully handed over to Double X!
>>93
It’s not just about interception; there’s proper fighting too!
>>90
A shield that cannot shoot when it breaks…
I forgot when it started, but I don’t really like the shiny model designs now.
>>88
It’s actually the opposite.
I hate the outdated design of the Gundam.
>>88
Tekateka is from EXVS Original.
I remember well.
There is a vibe that feels like sports cars or model kits, but there might be people who like that sort of thing.
If using freedom is not allowed, then it wasn’t worth talking about. That was common sense at my regular arcade.
I don’t know about the city, but in rural game centers, freedom wasn’t used.
Because if someone uses it, everyone will start using either freedom or strong six.
Kinnikuman-like composition
I feel like the way the aircraft shines has subtly changed in every work.
Full Boost has a chic texture, but games like Exvs. 2 have a glossy finish, which changes things up again.
I remember thinking that Sazabi looked shiny like a Gunpla when it was first revealed in EXVS.
Paa Paa Paa
The ν Gundam is modeled in a way that’s quite easy to understand for Gunpla, isn’t it?
I don’t particularly like flashy glossiness, but…
The graphics from the GunGun era, which are rougher than Renza, are a bit…
>>105
I wonder if there were restrictions in place with an eye on mobile porting.
I think the stage and the lavishness of the production itself have improved, incorporating not just a recreation of the original work but also elements of the work itself.
The currently modified SEED model has a very strong plastic model feel, and I don’t really like it.
A game where the master and the master run through a narrow field.
I want more erotic costumes and poses to be distributed in the All Female Character Navi.
I wonder if now, stakes are falling like rain, the Veigan extermination bomb is exploding, and something red that appeared from nowhere is self-destructing…
>>111
The lever-down awakening technique is good, isn’t it…?
In terms of both the setting and game performance, the Genesis being shot together is worse than a colony drop with the combo in the thread image.
>>112
It’s a destroy.
>>114
It’s surprising to see that there are people who don’t know that Freedom is a rival to DESTINY.
I’m coming! …Huh? Wing Gundam…!?
No way, Lady… why are you doing something so reckless?
I disliked that Freedom was the stronger side of GCO with Destroy in the seed death slot.
My partner, Lavian Rose, was a weakling, so it was comforting.
Even though it has nothing to do with it, there are people like Luis who are made to deal with falling space elevators.
Speaking of which, back in those days only shield bearers could guard, right?
It’s nothing unusual to say, but…
The perpetrator of the Break Pillar incident, Luis Halevi.
Wasn’t the original version strong enough without freedom even with the steps?
I was able to win easily against someone who had been playing at the arcade.
>>121
Therefore, it was weakened in the next work.
>>121
It was a game where if you didn’t know how to deal with it, you would continue to be hunted by “stealth” players.
In particular, when both sides are step enthusiasts in a one-on-one match, it’s often the case that the scene remains stagnant in an endless step battle until one of them gives up.
>>121
The game’s step boost consumption is really low, so it’s a game where you spam steps and scout things out.
I hate Ganga because it doesn’t have Side 7.
It’s no good because there’s no sacred ground for the match.
It’s a bit late to mention, but I think the Axis drop by Sazabi is really reckless.
Like being blown up in a thrilling way.
Step, poke once with a light touch, transform, and return Z.
Back when there was something called a “stepping factor.”
Wasn’t the Steg and Kuugaku just temporarily revived?
That was fun!
Gangan is either a respect for the series or a revival of ground attributes and stance attributes.
When the G crossover hits, it flies off in a spin, right?
It was so hilarious that I was laughing.
>>135
Moreover, there are special camera effects during hits, which is quite luxurious.
The main stage of the match being the Sunk Kingdom has made the weak X even weaker due to the terrain.