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Re: advanced techniques

Posted: 14 Aug 2009, 11:31
by friction
neo helbeast wrote:Also BARREL ROLL :!:
that's Dordray's Dashing Close Combat Center Weapon attack. (or Dash CC CW-- while dashing, pull back on stick(s) and pull both triggers.)

you can do this while rotating, so you turn sideways and thus widen your attack area. contact with any part of your body does damage, not just the drill part.

a fun combo is Crouch CW (freezing rings) --> immediately dash-cancel sideways --> if you see that the enemy is frozen, watari-turn forward --> Dash CC.

Re: advanced techniques

Posted: 15 Aug 2009, 00:12
by MentholMoose
Quad wrote:"Authoritative" statement:

Damage values between VRs vary on both stage, time and opposing VR.

Undersea Plant vs. all other stages. The general rule you can apply is that explosive vs. beam type weapons have flipped effectiveness. Oddly, this is amplified the other direction in the space mode found in Tangram's stage. But, since space combat modes were removed before VO was finally released, this is just academic.

Wrt. time, the game gives a damage bonus in opening of the game. This seems designed to encourage aggressive gameplay.

The opposing VR matchups have been documented almost too extensively. I won't add to it.

Finally, V.Armor calculations are varied depending on your "escape" timer. As your escape timer grows, a multiplier is applied decreasing your effective V.Armour quantity.
Thanks for the clarification and info. Now get back to the states and get an Xbox 360 + VOOT + Gold account and start playing!! :D

Re: advanced techniques

Posted: 22 Aug 2009, 00:16
by Davo87
Could someone clear this is up for me: Cypher can do 2 layers of daggers at full gauge, but here they can do 2 sets for each half gauge, hence he did 4 sets within one full gauge. (3:25)

http://www.youtube.com/watch?v=wz7E_Grq ... re=related

Re: advanced techniques

Posted: 22 Aug 2009, 06:51
by Schooly D
It's a trick in which you cancel a walking RW into two sliding LWs.

wRW -> sLW, sLW

The timing is extremely hard to get consistently. A neat thing is that the right-most "daggers" are actually like 5 daggers strung together.

Re: advanced techniques

Posted: 24 Aug 2009, 06:11
by Davo87
Thx for the reply SchoolyD. Those were good games back there in AniKing's party. btw, I kno Aniking uses a variety of mechs, whos his second mech? Dordray? I got floored by good Dordrays when I use Specy or Angelan. :(

Re: advanced techniques

Posted: 25 Aug 2009, 11:54
by anikingVOOT
My second could be Dordray.
I list up my VR Ranking. (This is only WHEN I'M USING)
Rai > Dor, Spe > Grys, Fei, Tem > Bal > AphB > AphS > 1080, AphC > Ang, Cyp, Stein

Dordray is good (strong) VR and also fun to use.
1080 and AphS are my favorite too, but not good enough to beat good players,
so I mainly use Dor for Fun and Spe to win.

Re: advanced techniques

Posted: 27 Aug 2009, 10:54
by Davo87
heh, dordray benefits in any kind of stage unless he needs 2 rush more. Def fun and versatile.

Btw with regard to undersea plants dmg modifier for the first hit it seems exaggerated for certain vrs. Bal bados LTCW does like 30-40% on specineff compared 2 its pathetic dmg normally.

Offtopic: even the 4 letter word of poo is censored?

Re: advanced techniques

Posted: 27 Aug 2009, 13:28
by Sixfortyfive
Dordray is definitely the coolest heavy VR. *dances*

Re: advanced techniques

Posted: 10 Dec 2009, 23:42
by DeltastrikeX
[erased]

Re: advanced techniques

Posted: 21 Jan 2010, 18:31
by Davo87
Specineff's True Turbo CW- It tracks like cRTCW and catches airborne opponents.


Based from translation from here: http://translate.livedoor.jp/amiweb/bro ... pair=2%2C1
LWゲージが27-34%の際に空中ダッシュからの着地しゃがみLW(空振りモーションのみ)中にRTCWを入力。
when LW gauge is 27-34%, landing しゃ from an air dash sees -- the inside of LW (only wide swing motion) -- RTCW -- an input.
通常よりも左上の位置から誘導開始の早いしゃがみターボ鎌が発生する。
a guidance start is earlier from an upper left position than usual -- it squats down and a turbo sickle is generated.
出る位置が高く誘導開始が早いので、相手は空中横ダッシュでも避けにくくなる。
Since the position out of which it comes is high and the guidance start is early, it becomes difficult for a partner to avoid an air horizontal da
I dont understand what it means by (only wide swing motion). Anyone could guess or understand with JP?

Re: advanced techniques

Posted: 07 Feb 2010, 16:39
by CRAZYDAZED
I have accidentally performed this technique and I have no idea how did I do that. I tried to reduplicate it but no such luck.

What happened was when I performed a RTCW the wave comes out instantly followed by Specineff's RTCW animation of swinging his scythe.

Here's a video of what happened:

http://www.youtube.com/watch?v=VEwjjGMWax0

(higher quality version here: http://www.wegame.com/watch/how-did-i-do-that/ )

Re: advanced techniques

Posted: 07 Feb 2010, 17:54
by MentholMoose
CRAZYDAZED wrote:I have accidentally performed this technique and I have no idea how did I do that. I tried to reduplicate it but no such luck.

What happened was when I performed a RTCW the wave comes out instantly followed by Specineff's RTCW animation of swinging his scythe.

Here's a video of what happened:

http://www.youtube.com/watch?v=VEwjjGMWax0

(higher quality version here: http://www.wegame.com/watch/how-did-i-do-that/ )
I explained it earlier in this thread, in this post:
http://www.oratan.com/forum/viewtopic.php?p=1741#p1741

See the Freeze cancelling section. What you did in the video clip would be a bugged freeze cancel.

Re: advanced techniques

Posted: 08 Feb 2010, 13:12
by CRAZYDAZED
Aha, thank you for the clarification. I thought Freeze Canceling is VR-specific and never made the connection between my accidental discovery with Specineff's RTCW and Freeze Canceling. It's hard for me to visualize what's happening from words.

Re: advanced techniques

Posted: 22 Apr 2010, 12:43
by neo helbeast
I would like to thank Aniking for teaching me a move that had me scratching my head trying to figure out how to do.

Re: advanced techniques

Posted: 06 Nov 2010, 14:29
by Zaarock
I'm an idiot and only just now bothered to figure out how you're supposed to use Cypher's cCW with a bit of training mode. Should've learned that a year ago :(

You need to wait for cypher to get back up from crouching status before moving or he'll be stuck sliding on the ground moving slowly, jumping has a longer delay so you should move and then jump. No wonder I didnt want to use it instead of LTCW when I move around hyperactively and spamming jump cancel. You can alternatively do cCW on landing frame or after a dash attack and not need to worry, I was thinking that was the main way people used it for some reason.

Re: advanced techniques

Posted: 17 Dec 2010, 00:03
by neoKEN
MentholMoose wrote: There are a lot of variations for these combos, but not all variations work with all VRs. With Grys-Vok, the variation I typically use is RW -> q-step right -> dashing RW CC. The q-step makes it harder to guard the dashing CC, plus I vary the timing for the dashing CC. This variation also works with Bal-Series, which I think is my favorite CC move in the game (the "fish" CC attack :lol: ), and can do some serious damage if both hits actually connect (about 90% against Cypher :D ).
The Bal-bados Tsubame Gaeshi combo instant kill Cypher :D. 98% on Angelan and Specineff. After time goes by, it will instant kill Angelan and Specineff.

Re: advanced techniques

Posted: 16 Jan 2011, 07:54
by Some_Nob
I'm a VOOM Vet (OMG - I notice you guys call it, and i like), but several of the advanced techniques are straight from OMG/VOOM.

I have not ordered my planned VOOT setup (not yet, badly timed flood here in Brisbane) - and I know am late to this party but maybe can add 2 cents from my VOOM xp.

Reading through this - The first thing I notice is the love of the fat bastard (well thats what we called him Dorkas) So Im guessing he had a real work over - he used to carray a hammer not a drill, no one (in BrisVOC really liked him - less than BBB - but then I had a soft spot for that VR). Moving on, As I said most of these special techniques are old news to me, so I start to wonder if there is things you guys are missing. Freeze cancels/Frame Cancels all mostly old school - Left trigger, quick crouch trigger... yep I used that a lot with my bowgun (LW - Fei Yen), Anyhow - heres what MIGHT be missed (Might be cause I have yet to try VOOT to test, but please someone confirm.

Firstly, no one mentioned what we called 'Mirage'. It is a close combat technique where you initiate melée coming into range and then side dash away immediately followed by a jump cancel - We are talking 0.1 excution time - if that. This would make you look like you are going into the swing but suddenly make you disappear (this would also cause the target to lose lock on and drop their block) only you are suddenly facing the side of your target - still in CC range ready to step in and swing again. This move needs to be executed with utmost speed and ideal for light VRs (was fei-yen) so worked for me. Successful repeat of this could make you literally dance around your opponent.
Though can someone tell me if this is what you call the QS - Quick Step - Added after thought.

V-Laser - yep from VOOM btw, (Steven thinking of you and your raiden days). - the selective firing is new however.

Temjin & Apharmad (Spelling may be off its been a while). Did also have what we called the Big Fours, - berief history so you know what you looking for.

Temjin- standard side dash RW - 4 shots with the beam rifle, normal size bullets,
Temjin- Foward dash, RW - 2 shots larger shots with more damage and faster size.
the Big Four - was a side dash and shooting (you guessed it) 4 larger high speed bullets.

The proccess (not 100% sure as was Fei-yen/BalBasBow pilot) was a case of useing CW (Beam sword) but in starting frames cancel it into a side dash - timing had to be exact. (Phong your advice would be good here)

Aphamad was similar case (Called the something else Shotgun something) but same thing and executed similar manner. - This one i need Steven to confirm (or any other VOOM pilots - but i know Steven knows.. he used excute it regularly.

Another Temjin thing I was shown/told - credit goes to SydVOCs Japanese pilot (name cant remember could be Lee- only meet once when we visited Sydney) but they were telling me that there is a frame (or 2) in the bomb animation, that you do NOT take damage. and if done correctly you could dash into the bomb and not take damage. No one mentioned this - so could be a bug removed.. and dont ask me what frame either :P

BBB had a 4 shot Air jump CW laser (normally 3) can't remember what the excution was, but I notice they have something similar in VOOT. But I can tell you Rowing did exsist - for BBB and Viper II (though now called Cypher I believe) and was a process of starting your flight direction and then moving sticks up and down in opposite direction (rotate one way and then the other) when you reach your peak speed early in the jump - it would create that stuttering effect.

Also (again I was a CC fan) you don't ever need to complete a full swing with your sword - There used to be a certain frame for a swing where hit detection occurs. and once after this you could cancel into a block/jump/dash - so that you never had to do a follow through. - I remember one guide for Fei-Yen that you could just 'tap' your opponent with your sword block, swing/tap, block, swing tap, and would look like your oppenent gets dropped with only a tap of your sword. I have done this many a time (at least I did years ago).

Remember Close combat used to do (and from reading does similar damage) 60-75% damage depending on VR. So a lot of plays incorperated trying to get close and deal some slice and dice (unless you were a heavy - but they had some nastly lasers point blank in face to counter).

Also with the sidestep Circle slice could aways be cancelled mid circle into a dash away to fire a weapon into a VRs back - always looked very cool.

Viper had the Dive move (with shield - not one without) that used all weapons energy also. but could be countered with a block - don't know if anyone mentioned that.

Also very important to know what weapons will counter other range weapons to use a shield but I guess that is more in the basics - though I cant remember reading it (old age eatting away my memory).

There is more things like that though the newest addition I notice is Turbo shots(L,R n BT) and also air dashes.

Oh Temjin Machine gun - RW, couch- release(central both sticks) then RW and repeat... would allow rapid fire of beam rifle - but there was mention of this also.

Most standing shot freezes could be could skipped following a crouch shot and uses in the quick fire weapons - as MM has mentioned.

Anyhow, hope some of this is still useful, I look forward to firing up VOOT on the Xbox in the coming month/s and playing against you all (not too long I hope... all this reading on these forums has started an bad itch to play again), however after grabbing the PC version of the game and slamming away on the keyboard for a few weeks - It is nothing compared to the copit of a VOOM arcade machine, and as such - I would say it really needs the twin sticks to play. Especially trying to excute some of these finer moves.

Good luck to you all. And please, could someone confirm some of these things

Re: advanced techniques

Posted: 18 Jan 2011, 17:48
by Tet
Well, that mirage thing is entirely not quickstepping, that's for sure. If I understand exactly what you're trying to say, the faster pace of VOOT would make it impossible with that quick of timing necessary. Of course, the basics may still apply, but I'm no CC expert here, so you'll have to rely on someone else, I'm sorry. I'm going to check out if that "Big Four" thing with Temjin still applies, there are a few frames where a bomb will not cause damage, although I personally probably wouldn't rely on it due to the speed of the game, Viper doesn't exist in VOOT unless it goes by a different name, I've never played VOOM so I have no clue what Viper was like. We have mentioned weapons canceling other weapons at some point on the forums, but I can't remember where. The circle slice you're talking about may be the essential equivalent of a quickstep attack, but then again, I'm not entirely sure what it is. If it turns out to be so, the same thing is commonly used on VOOT.

I think that's everything I can assist with. I'm pretty new to the whole thing in general, so someone correct me if I'm wrong somewhere. Now to see if that "Big Four" thing works with VOOT's system...

Re: advanced techniques

Posted: 18 Jan 2011, 19:10
by Some_Nob
Viper II I believe is now called Cypher. Light armor, good damage. fast Air type. CW - homing missle, RW (was vulcan - a machine gun) and LW - was 7 way missle. had the dive attack when all weapons were full that could be used (cypher changes to a jet and charges with a shield) - so that makes that match up.

Im hunting down a secondhad xbox 360 - still with live status. (i.e not banned). Hope to contribute more to these later when I get up and running.

Re: advanced techniques

Posted: 27 Apr 2011, 18:01
by Exorcet
Some_Nob wrote:cypher changes to a jet and charges with a shield
It's not a shield in VOOT. Unlike VOOM, you can get hurt. And I'd honestly prefer if Cypher could not SLC. It gets in the way of the forward air dash CW.