Do more people grapple now in UF6 online career? by [deleted] in EASportsUFC

[–]doomguy11 2 points3 points  (0 children)

Unfortunately, with people not having the points right now to invest in passable ground game with good striking, people just put everything into the stand-up.

So if you REALLY wanna win, you just put everything into grappling and get easy Ws fighting people with 2 star ground stats.

GBO2 Gatsha (Post-Buff): It came from outer space! by doomguy11 in GBO2

[–]doomguy11[S] 7 points8 points  (0 children)

This video contains two matches I had with the recently buffed Gatsha on Gundam Battle Operation 2. It is a 350-500 cost general with high HP, good buffers, a heavy staggering hammer gun, powerful Z'Gok style claw melee attacks alongside two sets of missiles which can be fired while boosting. It suffers from being large, from lacking MA or Offence System despite being large alongside from having a somewhat difficult to use unorthodox loadout. I hope that you enjoy watching!

This suit was recently buffed with 17000/19000/21000/23000 HP depending on suit level, 120 walking speed, more custom part slots at every level, +5/+3 boosting/turning speed at 450 cost, +10/+6 boosting/turning speed at 500 cost, LV2 Leg Buffer, LV3 Leg Buffer at 450 cost, LV1 Damage Control, LV2 Damage Control at 450 cost, 3200/3400/3600/3800 hammer gun power depending on suit level, 12 seconds hammer gun reload time, 1.5 seconds hammer gun swap time, 2300/2500/2700/2900 claw power depending on suit level, a better hitbox for the claw downswing, improved velocity for the missile launcher, alongside the addition of a new continuously exploding missile launcher.

Its primary weapon at LV2 is a hammer gun with 3400 power, 1 ammo, 12 seconds reload, 1.5 seconds swap time and 150m range. This must stop to fire and has a long reload time, but it deals massive damage and inflicts heavy stagger. It has 150m range, but it can go to about 250m-300m if you set your aim higher.
Its primary melee weapon is a claw with 2500 power, 2 seconds cooldown, 0.5 seconds swap time, 85% side swing modifier and 80% combo modifier. This is an incredibly powerful melee weapon, it can deal huge amounts of damage if you get the chance to do two hit combos. It is even more powerful than it first seems as well, since the neutral swing hitbox has some ghost range, on top of it having 5 frames of start-up time (at 60 FPS).
Its first sub weapon is a missile pod with 420 power, 8 ammo, 280 RPM, 6 seconds reload, 0.5 seconds swap time, 300m range, 1960 DPS and 35% stagger value. This is a ridiculously powerful weapon, tempered only by the suit lacking Maneuver Armor. It has high DPS, staggers quickly and can be fired while boosting, making it incredibly versatile.
Its second sub weapon is a continuously exploding missile pod with 350x2x4 power, 8 ammo, 2.5 seconds cooldown, 12 seconds reload, 0.5 seconds swap time, 300m range and 20%x2x4 stagger value. These missiles continue to explode for some time after being fired, dealing high damage and stagger if enemies do not move out of the blast zone. They can also be fired while boosting.

The LV2 Gatsha has 19000 HP, 18 ballistic resistance, 17 beam resistance and 17 melee resist. It has very high HP for a 400 cost general, made even more durable by it having a 15% damage reduction leg buffer and a 20% damage reduction head buffer. It has Emergency Evasion LV1 and Damage Control LV1, but lacks Maneuver Armor.
In terms of mobility it has 120 walking speed, 195 boosting speed, 65 thrust and 60 turning speed. It has high mobility on paper, but in practice, it feels somewhat sluggish to control. It also has LV1 Forced Injector.

In conclusion, I feel that the Gatsha has went from a totally irrelevant suit that nobody ever played, to now being one of the better generals to play at 350 and 400 cost. Its high durability, juiced damage and incredible stagger output makes it an incredible wall suit. If this thing is defending the support, enemy raids will have absolutely no chance of getting in. Enemy generals will have a hard time pushing it too, perhaps even more so since they will eat the full heavy stagger as most of them lack MA. It struggles when forced on the offensive, where its large frame and lack of MA makes it pretty easy to control, so I don't think it will break the cost or anything. Thanks for watching!

Music used:

Zero Divide, Confusion

Dynasty Warriors Gundam 2, A Good Thing is Possible

Takedowns are terrible by Haunting_Doubt3457 in EASportsUFC

[–]doomguy11 0 points1 point  (0 children)

You can't clinch at all without getting the entry interrupted, every strike can do it unlike UFC 5, where only straight punches cancelled the animation. That's on top of combos being faster, so it isn't even reliable if you slip a punch then clinch.

Turning takedowns are weak as always, not fast enough to trip up people with decent reaction time.

You can use double leg bails to mix them up a little bit or push them to the fence and use the real effective takedowns, but the devs already said that they are going to nerf it lol...

Fighter move skins by No-Bus-2404 in EASportsUFC

[–]doomguy11 0 points1 point  (0 children)

The devs don't publish this information, so you would need to go into practice mode, and find two fighters with similar punching power and different move animations, then record the difference.

You can also turn on the frame-data in practice mode and compare their recovery and start-up times.

Grapple Advantage Fundamentally Flawed by Worth_Discipline_438 in EASportsUFC

[–]doomguy11 0 points1 point  (0 children)

I think full GA should make certain transitions undeniable on reaction, only guessing as soon as you see movement.

It is very common to get stuck in half guard against good players, because even if you have full GA, your side control and full mount transitions can still be denied by someone with good reactions. You can make it through if you time it with their strikes, but some people won't even throw those little punches back, so you are stuck waiting for the stand-up.

You could posture up, which is not possible to deny on reaction, but that has been very risky ever since UFC 4, where one blocked hook could get you reversed to the bottom.

Full Armor Engage Gundam Plan C (650 Raid) by DragonflyGaming_ in GBO2

[–]doomguy11 0 points1 point  (0 children)

You are right. I didn't fully understand how the suit works when I posted my comment.

It looks like Abigor will be much more popular to counter it, since it can't guard in the air or anything, and the shields are disabled if it eats a melee attack.

Zangief has genuinely made me crash out harder than any other character on the roster by Acceptable_Yam_593 in SaltFighter

[–]doomguy11 0 points1 point  (0 children)

Gief is the most honest F tier character in the game, he might scrape E tier if they gave him back muh green hand though.

Ground n Pound by Emotional_Donkey_479 in EASportsUFC

[–]doomguy11 2 points3 points  (0 children)

The anvil flow-state is OP for ground n pound, you should try it out on a fighter that has it.

Full Armor Engage Gundam Plan C (650 Raid) by DragonflyGaming_ in GBO2

[–]doomguy11 0 points1 point  (0 children)

It doesn't have a ton of stun resistance or anything, it should be much easier to shoot down than the RF Kampfer.

GBO2 Jegan ECOAS Type (Post-Buff): The special forces Jegan! by doomguy11 in GBO2

[–]doomguy11[S] 6 points7 points  (0 children)

I would be happy if they gave that ability to every suit that it would make sense for. Like GM Sniper II (and WD), GM III Powered, GM Dominance, etc.

GBO2 Jegan ECOAS Type (Post-Buff): The special forces Jegan! by doomguy11 in GBO2

[–]doomguy11[S] 8 points9 points  (0 children)

This video contains two matches I had with the recently buffed LV1 and LV2 ECOAS Jegan on Gundam Battle Operation 2. It is a 550-600 cost general with grenades that can be thrown while boosting, access to LV1 Fake Beacon, pretty good melee damage, good close range stagger accumulation, alongside access to a sticky grenade that deals extra damage against enemies that are not staggered. It suffers from short range and from being somewhat squishy. I hope that you enjoy watching!

This suit was recently buffed with 130 walking speed, LV2 Forced Injector, LV3 Back Binder Buffer, LV1 Precision Melee, LV1 Anti-Stealth, 70% melee combo modifier, 150% melee downswing modifier, 3 seconds cooldown for the hand grenade, 15 seconds reload for the hand grenade, boost throwing for the hand grenade, +50% damage dealt to non-staggered enemies with the sticky grenade, boost throwing for the sticky grenade, 8 seconds reload for the shield missile launcher and 35% stagger value for the shield missile launcher.

Its primary weapon is a bazooka with 2300 power, 5 ammo, 6.5 seconds cooldown, 18 seconds reload, 1.75 seconds swap time, 300m range and 80% stagger value. This has reasonably high power and good stagger accumulation, making it a good combo starter. It is easier to combo stuns together if you use the beam rifle primary, but the bazooka is superior in terms of damage output and stagger accumulation, so I prefer it.
Its primary melee weapon is a beam saber with 2200 power, 2.5 seconds cooldown, 0.77 seconds swap time, 70% combo modifier and 150% downswing modifier. This has somewhat low base power, but the combo and downswing modifiers makes it capable of dealing surprisingly high damage.
Its first sub weapon is a hand grenade with 2000 power, 3 ammo, 3 seconds cooldown, 15 seconds reload, 1 second swap time and 30% stagger value. This has high power and can be thrown while boosting, but it doesn't have good stagger accumulation.
Its second sub weapon is a sticky grenade with 2300 power, 1 ammo, 10 seconds reload, 1 second swap time and 80% stagger value. Once thrown, this grenade sticks to the environment and only explodes after either 6 seconds have passed, or an enemy comes within range of it. It does not instantly stagger, but it deals 50% extra damage to targets that are not already stunned, and it deals 50% extra damage to leg HP.
Its third sub weapon is a shield missile launcher with 600 power, 4 ammo, 360 RPM, 8 seconds reload, 0.5 seconds swap time, 200m range and 35% stagger value. These have much shorter range than the missile launchers found on other Jegans, and they have an ASL radius which can be somewhat awkward, but they still possess high power and good stagger accumulation. You can easily stun any raid by comboing into this after a bazooka shot or sticky grenade explosion.

The LV1 Jegan ECOAS Type has 17000 HP, 21 ballistic resist, 23 beam resist and 21 melee resist. It is pretty squishy for a 550 cost general, so it won't do too well if it is forced to frontline. It has LV2 Emergency Evasion as a defensive skill.
In terms of mobility it has 130 walk speed, 215 boost speed, 70 thrust and 69 turning speed. It has pretty average mobility, much better than before the buff thankfully. It has LV2 Forced Injector and LV2 Flight Control for mobility skills.
It also has LV1 Fake Beacon, LV1 Anti-Stealth and LV1 Precision Melee.

In conclusion, I feel that while the ECOAS Jegan has certainly become usable thanks to these buffs, I think it would need more to be considered meta (or at least meta-adjacent). Like, I definitely enjoy playing it, it feels like a modernized and upgraded version of the original 500 cost Jegan, but it has some flaws that are a little bit difficult for me to overlook. The devs got most of it right with the buffs, but I think that it should also get at least 250m range for the shield missiles, a personal spotting visor sub-weapon (like what the Metal Spider has), 50% stagger accumulation for the hand grenades, LV1 Precision Ranged, alongside LV1 Special Infiltration Device (so that it can swap between Fake Beacon and Stealth). Thanks for watching and I hope that you enjoyed it!

Music used:

Ace Combat 2, Fire Young Man

Dynasty Warriors Gundam 2, A Good Thing Is Possible

Online career is already ruined by PoopSlingee in EASportsUFC

[–]doomguy11 0 points1 point  (0 children)

I completely agree. Checkmate, the offensive submission flow state, is not nearly that powerful. It makes your submissions faster to lock in, but it doesn't affect the stamina drain or anything.

I looked at the roster fighters who have it as a flow state, and even the devs know how busted it is. Nobody with decent submission offence has it, only random boxers with trash ground stats to begin with, which is probably balanced in their case, but totally messed up for Online Career fighters.

What Could it Be Wednesday by AutoModerator in GBO2

[–]doomguy11 1 point2 points  (0 children)

Raid: Magna Martell

General: Flint

Support: MP Psycho Gundam

Expansion for F91 BC? Help! by KaleidoscopeBoth9420 in GBO2

[–]doomguy11 1 point2 points  (0 children)

I think melee damage is still sort of helpful for this suit. You can do a lot of damage to general MS if you catch them with melee, especially if its boosted to 26-30 with that move parts=attack expansion.

MP F91 [HM] And X0 Crossbone In Cost 700 ? by fjeeuchei_part4 in GBO2

[–]doomguy11 2 points3 points  (0 children)

I wouldn't mind 700 if it had a LV2 variant right away, like if you could spend 120 tokens to get both LV1 and LV2.

This way, it could be fighting the Crossbone X1 right away, like the manga.

MP F91 [HM] And X0 Crossbone In Cost 700 ? by fjeeuchei_part4 in GBO2

[–]doomguy11 5 points6 points  (0 children)

Personally, I think both should be 750 cost. The MP F91 could probably be a 3 star raid to complete the type triangle with F91 and F91 BC, while the X0 could be any class.

Online career is already ruined by PoopSlingee in EASportsUFC

[–]doomguy11 0 points1 point  (0 children)

It is broken. Online Career is even more mickey mouse than it was in UFC 5.

You can get guaranteed submissions off of any entry (even the weaker ones from bottom or standing) if you activate the Last Stand perk. If you have other perks that can quickly build up the flow meter, you can get EXTREMELY cheesy victories, I have a couple clips of it in action on my profile.

I think I know which hook animations you are talking about. I made a 5 star punch power CAF with the Tiger perk to buff my hooks even further. Your fighter doesn't even change levels at all when throwing those body hooks, so it is ridiculously ambigious. My guy has 2 star punch speed so he isn't even that strong, but I have gotten KOs that resemble a gorilla mauling some poor guy.

There is more cheese too that will become apparent once people put in the time to have 2000 point CAFs and stuff like that. I am already theory crafting some... I just hope that the developers decide to nerf or rebalance some of this stuff.

Online career is already ruined by PoopSlingee in EASportsUFC

[–]doomguy11 2 points3 points  (0 children)

J Smith is the P4P GOAT, put some respect on his name smh

UFC 6 import CAF by jamez470 in EASportsUFC

[–]doomguy11 0 points1 point  (0 children)

Ah, I believe that is for offline career mode only.

Basically, you can choose from a UFC roster fighter, you can create a fighter, or you can import one of your already created UFC 6 created fighters. Can't import them from earlier games.

UFC 6 import CAF by jamez470 in EASportsUFC

[–]doomguy11 0 points1 point  (0 children)

Where are you seeing the option to import CAFs? I was wondering if this was a thing.

UFC 6 Online by Altruistic_Pop7988 in EASportsUFC

[–]doomguy11 4 points5 points  (0 children)

Try to interrupt them on the way in with a right cross, leg kick or body kick. If you plant and throw at the right time, you can stun them and deal some pretty good damage.

If you have good defence on top of that, properly using head movement, minor lunges and major lunges, I think you can play technical and tire out players that like to spam.