Quote:
Originally Posted by coupons
If it's a 1 on 1, the GN Flag already has an advantage due to the Masurao's first skill, Veteran Infighter. Any decent turn-slasher would know that this skill turns an 8-hit-omg-critical-life combo into a 9-hit-wtf-dead-already?-combo. The GN Flag's 1st hit in it's weapon 1 is also VERY fast, making it so much easier to turn-slash the Masurao to death.
Unlike other melee attacks with ammo, the GN Flag's boostdown combo starts up extremely fast, almost to the point of matching a turn slash. It's weapon 3 also synergizes very well with it's Latent Potential skill, grinding things to death almost like Hellion's weapon 3. And, well, what suit wouldn't love to have Booster Extension?
Of course, let's not be biased here. The Masurao's also not that bad. I don't see the disadvantage of it's spin attack being weak. I mean, who does that for damage anyway? The suit's with similar attacks (God's un-make-you-sushi mode, AS O, Seravee) all have something in common: their weapon 1 melee reach SUCKS. The point of adding an AoE spin attack is to use it to catch suits, not slaughter them. Once you connect with it, simply change to your weapon 1 and melee your immobile target.
IMO
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Honestly?
Have you played Masurao? You are basically saying that GN Flag completely outclasses it. In a 1v1, sure vet infighter is a disadvantage, however, anyone who has played a Masurao would know that a GN Flag would be so dead in a 1v1...
The reason? Masurao hits harder. It can destroy a GN flag in a single combo. GN Flag's damage is acutally quite low unless you get all hits of weapon 3 in. However, versus a masurao, do you think thats very likely? I would see a player in GN Flag doing the following: Weapon 3 to catch, melee 5 ish times including MCA, boost down once, melee again. Note that this cannot kill most other A ranked rocks and Masurao is not an exception. Dont assume that 8/9 hit melee will always kill an opponent. My OCEX HP/ATK susanowo can
barely kill an aced nataku that has enough sp for its second skill to activate if i only use weapon 1.
Another advantage that Masurao has over GN Flag is the superior stats overall. Its more agile, faster, has higher attack and hp. Defense and Special are the same. Given that speed and agi dont make much of a difference, atk and hp still do. Masurao's trans-am is also simply amazing in terms of its bonuses.
GN Flag's advantages over Masurao are the boost duration and the weapon 3's dash speed only. Masurao makes up for the difference in base damage with the higher attack. The boost down is traded for bullet zero.
Weapon 2 is godly for catching, especially against other all melee suits, and it reloads at god speed. I can see a good player faking with this weapon and then easily turnslashing the person trying to melee them. Weapon 3 inflicts similar damage to GN Flag's weapon 3, lasts a longer time, and inflicts bullet zero.
Now, let's assume the following situation. Both GN Flag and Masurao dash at each other, and both of them hit. The GN flag's only option is to turnslash bc of the exausted weapon 2, while masurao can use its weapon 2 or turnslash. Most Masurao will here choose to weapon 2 because its slightly faster than an above average player's turnslash and is more reliable as you can't make a mistake.
Lets assume situation 2.
GN Flag uses dash. Masurao counters with spin. Its up to player turnslash skills to see who wins at this point. Note that masurao can do this to any of GN Flag's weapons, and this situation is applicable to all the cases.
Situation 3 is when GN Flag or Masurao pure melee's each other with their weapon 1's. At that point, once again, we turn to player skill.
Assuming team game, Masurao's vet infighter will get more done, as it can hunt more papers, etc. It will survive more sp's because of higher hp, can hit harder, bullet zero + run, etc. GN Flag is the type that is more dedicated to its prey, especially if that prey is a hard hitting paper. Note that this is both an advantage and a disadvantage based on the judgement ability of the player.
Now lets refer to that last paragraph of yours.
Seravee's spin is different. Its weapon 1 range isn't as bad as you think, and as bng said, the spin is for insane damage. God's range isn't that bad either. Its spin also hits alot harder than you think, and should be used in a combo if you dont think you will need it to recatch, as its damage is great. Both of these suits do not rely on the spin to catch, they are not like Masurao.
AS The O on the otherhand is as you said in terms of spin damage, but once again, the range isn't that bad.... The biggest drawback on AS The O is that delay after the weapon 3, and its damage.