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An Introduction - START HERE



Gundam Extreme VS Full Boost Beginners Guide
Translated by Brett (@kazmadan, http://twitch.tv/thebrett)
Based on the Beginners Guide on the jp exvsfb wiki

An Introduction


This page is directed towards players new to Extreme VS and the VS series in general.
This will cover basic explanations for those who haven’t touched Gundam NEXT, NEXT+, or any other VS series games.

Players who have experience with previous VS series games (NEXT n particular), feel free to skim / skip this section and move onto page 1.
If you are an experienced EXVS Vanilla player looking to transition into Full Boost, see the Full Boost Transition Guide

Fundamental Controls



ATTENTION: If you are playing on CONSOLE, and using an arcade stick, please use the following layout! If you are playing on pad, ignore this



  • Main Weapon: The projectile fire button
    • In general, this is a shot that can be fired regardless of the direction you face, and is quite easy to use.
  • Melee: Melee Button (Multiple presses in succession result in a second hit, third hit, etc)
    • Neutral melee: Press the Melee button without any directs held
      • Generally moves straight towards your target. It is usually multihit and tends to do decent damage if you perform all the hits.
    • Side melee: Hold left or right while pressing the Melee button
      • Generally curves in the direction you inputted as it pursues the enemy. While matching its direction with sidesteps, it becomes a good attack for striking enemies while avoiding opposing projectiles.
    • Forward melee: Hold up while pressing Melee. Doesn’t come out during a Boost Dash.
      • Generally has a good hitbox, is good for clashing, and has few extra follow up attacks. It’s very easy to accidentally get the Boost Dash melee instead while dashing forward, so be careful. 
    • Back melee: Hold back while pressing the Melee button.
      • This attack is very suit specific, but there are many suits where this is either a melee counter, or a launcher. 
    • Boost Dash Melee: Hold up and press the Melee button while in a boost dash.
      • This attack also varies greatly, but in general it has good length, and often takes the form of a pass through attack.

  • Jump: Jump button
    • Pressing this button will perform a jump. A long hold will cause you to ascend in the air.
    • Pressing this button twice in rapid succession will perform a Boost Dash
  • Sub Weapon: Press Main and Melee at the same time.
    • Compared to the Main Weapon, this is generally a more specialized weapon. Rather than a projectile attack, it can sometimes be a whip type attack, depending on the suit.
    • Many suits can cancel the Main Weapon into the Sub. 
  • Special Weapon: Press Main and Jump at the same time.
    • While this can be used as a special beam or assist type attack, it can also be used to change forms or as a special movement technique. 
  • Special Melee: Press Melee and Jump at the same time.
    • Is used not only as a special melee move or an assist, but also to change forms or add special properties, depending on the suit. 
  • COM / Transmission: In arcades, this is Start. On console, this can be set wherever.
    • Reports your suits health status to your partner, after the beginning "Let's Take It Easy and Have Some Fun" message is sent.

  • Sidestep: Press the lever twice in one direction.
    • A sliding movement that disables guidance on projectiles the moment it occurs.

  • Boost Dash: Press the Jump Button twice.
    • Can be used to cancel out of most actions preceding it, and is a long distance fast dash.


  • Transform: Hold the Jump button and sidestep (only available to some suits)
    • If you hold the direction down after you sidestep, you’ll maintain that form
    • If you perform this whole boost dashing, you’ll get a homing dash towards your opponent
    • It’s okay not to use this technique, as it causes problems if it comes out on accident.

  • Extreme Burst: Press Main, Melee, and Jump at the same time.
    • Press all three buttons at the same time and you’ll get a cutscene and “awaken”. Refer to a different section for properties while in this mode. 
  • Search switch: Press the Search button.
    • Changes your search target. There are times when the camera doesn’t move, and you can perform this while melee’ing, etc.


CPU matches and Player matches are different games



Games vs the CPU and 2v2 player games are obviously different. Suits which are strong in CPU matches and suits that are strong in player matches are completely different. There are many techniques that you can use in CPU matches to overwhelm your opponent (okizeme, etc), and there are strong techniques or strategies used in player matches which you’ll never see or get used to in CPU play.

Though one might consider CPU matches to be a game without any thinking involved, it has some merit as a tool for practice or building experience.

We're not saying CPU matches can simulate player matches, but playing against the CPU still involves the same basic concepts of neutral game and game “theory”.

Regardless, please understand the difference between playing against CPUs and real players.


Matches are 2on2. 1on1 or 1on2 situations are not the essence of the game.



“Well no shit,” you might be saying to yourself, but for this game 2on2 is the only option. Just remember that this game was made with 2on2 balance in mind.

When playing at an intermediate level or higher, it is impossible to win in a 1on2 situation. This situation no longer becomes a test of ability. To put it bluntly, it's a pointless endeavor.

In addition, it is not really endorsed to attempt to play this game as a two player 1on1 game. The 1on1 game becomes a game with an entirely different set of fundamentals and theory when compared to the actual game which is in essence, a 2on2. A 2on2 scenario carries with it concepts of cornering, cut prevention, sneak attacking, cross vectoring, and other important techniques. Removing the 2on2 aspect of the game completely changes what suits or tactics are effective.

Also, suits which are good at evading or 1000 cost suits would easily be able to intentionally aim for time ups. In other words, high level players would be able to aim for a time up if they were at a disadvantage.

The VS series is a four player 2on2 game. Please understand that everything is based around this fundamental premise. You may happen to see people who challenge a team of players on a fixed team by themselves,.but there is absolutely no merit in this. You don’t learn anything about movement or the neutral game or fundamentals. Just stop.


Cost Calculations


Unlike some previous VS series games, this game has a mechanic called Cost Over.

Having an understand of the cost system is directly connected to understanding the neutral game properly, so it’s important to be comfortable with the cost system. Since the 2000 cost range generally never plays an up-front role, 2000 suits are the most recommended type for brand new beginners, in terms of the cost system.

Using the COM button


[Note: In the arcade this is done with the [START] button, so being able to press it in the thick of battle on an arcade cabinet was a big deal, hence why this section is a bit more emphasized than it really need be]

Learning to COM is one of the first fundamentals of the game. There are a lot of people who think it just sends [Good luck, Have Fun], but it isn’t limited to just that. It also reports roughly how much health you have left.
In addition, you can now customize the messages it sends when you hold a direction while pressing COM.

One can say it’s essential to frequently report your suit conditions. However, in this version, no matter what suit you’re playing, there are many times when you can’t stand still or you won’t be able to cover your partner, you’re too busy yourself. It’s not necessary to drag yourself down by constantly spamming COM, particularly in those situations.  

You don’t want your partner to just ignore you while you get shot because you mindlessly mash the COM button either, so please think before you press it.

When you’ve decided to stay on the ground after a knockdown, or took out the enemy and want to reassess the situation, be proactive about COMing. Obviously you have a huge window while you are being shot down, so please also send at your heart’s content in those situations. If you get good at it, you’ll naturally know exactly when you’re in a situation where you have to send your teammate a transmission.
 

Final Words


From here on out, there are lots of things to keep in mind as a beginner, and the path to being able to play fair and square is long.

If you’ve come with a firm resolve, I’ll gladly welcome you with arms wide open.

Your path as a VS player begins here.

Before diving into the world of player vs player matches, just make sure you’re prepared.
This version of the game does not have difficult techniques like stepcancels from Zaft2, or any kind of demanding stick / button techniques. Conversely, movement, neutral game, and suit matchups are exceedingly important. It is not an exaggeration to say that if you actively use your head, you can enjoy the game at a 50% win ratio. [Note: In JP arcades, a 50% win ratio is very formidable]

For example, let’s say there’s a player who hypothetically doesn’t have good reaction time (using Infinite Justice).
This game isn't really the same as a fighting game, but considering each character matchup and developing a strategy revolving around it is effective to some extent. For this player, if he’s being attacked by a strong melee type suit such as Master or Qan[T] Gundam, in these situations we can use the following strategies:
  1. If the opponent is within your boomerang range, throw the boomerang.
  2. If it doesn’t connect, boost dash cancel backwards and create some distance while firing your Beam Rifle or Anchor
  3. If that doesn’t connect, boost dash again and fire your Beam Rifle, cancelling into your Lifter
  4. If that still doesn’t work, your opponent will be on his last leg, so Shield
  5. The boomerang will come back and self-cut him. Or, while expecting your opponent to come help, if you successfully shielded your boost will have recovered so boost one more time or fire at him.
None of what we just covered requires any kind of instantaneous reaction. Rather, it is a fixed set of steps constructed as a general countermeasure.

Of course it’s due to Justice’s great ability at intercepting that allows us to use this 5 fold plan; a higher level Master or Qan[T] player who is able to read farther ahead, this situation may not be applicable.

But on the other hand, if you’re facing a player who sticks to a certain pattern, it’s possible to surpass this kind of fixed playstyle. With the reasoning we’ve discussed prior, without having to do any kind of difficult instantaneous reacting, you can have a 50% win percentage. There are plenty of amazingly gifted players who go to large tournaments by taking what’s been said to an even higher level, but rather than going that far, you can enjoy the game plenty just by winning half the time. So for now, beginners should first play aiming to at least get into the 40-50% zone. In other words, if you playing, keeping in mind that “there’s nothing wrong with playing by trial and error,” you won’t get discouraged or frustrated when playing against other people.

Rather than just thinking “well, I just started playing, and I just ended up getting into it,” if you consciously thinking “what sort of mindset should I aim to win with?“ you will really enjoy this game in the long term. Please understand that this article was written with that sort of ideology in mind.

For now, for those ladies and gentlemen who are totally brand new, rather than leaping headfirst into player vs player matches, go for CPU matches and try to learn the basic fundamentals.