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Feb 7th, 2014
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  1. -you have to be careful at managing your A ammo.
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  3. -you get to use funnels very often because you recover them all in a full group in a mere 6 seconds.
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  5. -you can use funnels for fastfalls. do AB into A, especially after you've started boost hopping away from the enemy. you'll move away and you'll fall incredibly fast with a short landing. this gives her incredibly runaway.
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  7. -5ab funnels are used for punishing large amounts of boost useage. they're chase very far and so can be quite nice for forcing continuous movement but they dont force enemies to change directions like other funnels. these will help keep the enemy moving, a rather nice simple way to support your ally.
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  9. -the other funnels are all spatial: 6/4ab, 8ab, 2ab.
  10. 6/4AB create walls to the left/right. however, they do not immediately deny left/right movement. if the enemy is moving left continuously and you summon leftwall, the funnels wont hit them in time. however, if the enemy hesitates, or they land when you summon and then they move left after landing, they'll get hit. another strategy is: both of the enemies are moving to the left. one of the enemies is further to the right than the other. you target the enemy on the left and you do 4AB, the enemy on the left goes past it but the enemy on the right gets hit. Similar strategies are done with AC.
  11. 4/6AB are pretty unique, they can let you inflict damage off guesses that other mechs simply cant. If your ally is fighting an enemy and that enemy is going to sidestep and then boost dash, the sidestep may give you time for your 4AB/6AB to intercept their boost dash. Try to spot weird situations like where a funnelwall is a good guess. Of cousre, if the corner is near the enemy, that also presents nice situations to use these. They can also be great vs melee- summon one and then run in the direction of it so the melee mech would have to touch it if they wanted to keep meleeing at you as fast as possible. Also, if an enemy is moving to one direction but may change directions because of your ally's presence, then that would be a good moment to 4AB/6AB.
  12. 8AB helps prevent upwards movement in a similar way. Can be especially nice against those that do not rise as fast as other mechs. Furthermore, if you're much higher up than the enemy is, the fact that it angles downward can mean you can use it to hit them if they run straight away from you.
  13. 2AB does a weird scattery pattern in front of you. its rather slow. Mostly seems more useful when you're higher up, like when running away with 2AB A.
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  16. -a->bc is a really nice cancel, goes hella far and tracks well.
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  18. -turned around A can be nice, different from normal A. big, knocks down in one hit, pretty fast.
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  20. -her gerobi(AC) will help you learn how to use gerobis i suppose.(sometimes confirms, sometimes punishes BRs reach in time, sometimes space control, etc)
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  22. (csA isnt used very much btw)
  23. her AB-A runaway may spoil you some on moving safely btw. :P
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