I’m trying to make this on PS4. I have all the parts because you thankfully outlined them to us but I can’t get the extremely clean paint job the original has. If you’re ok with this, I’d like to ask for the paint rgb. Afterwords I can send the code either here or send it to you somewhere. If you’re aren’t ok with it, I’ll just make the paint as close as I can to the original and use it myself and not upload it Sorry if this seems weird, i like this build and I obsess over making things perfect, as well as the build being fun and having a clean as hell paint job, thanks
A little tip for the laser dagger’s charged attack: position yourself to the left of your target. Since the charged attack swings from left to right, it will catch your targets more consistently.
I find it more useful as a melee counter attack. Since it attacks in front but moves you out of the way, ive found it extremely useful in hitting those going in for a charged melee themselves, and especially boss melee attacks. More often than not I'm hitting them and avoiding their attacks. One exception is When fighting Ayre. Her melee is on the other side.
Keep in mind that charged dagger attack (unlike the pulse blade) does not benefit from the melee thrust stat of the booster, it will be a lot slower that the uncharged attack.
you could cancel a dash and use the momentum for the charged one, but it still have lowish range, is better to cross the enemy or to punish an approach as a read
@@Chrightt i find doing a short assault boost at your opponent at close range then charging up the attack to end the boost works best for me, gets me some pretty surprising charge attack hits
Your builds are on another level, I can’t get enough. And your breakdowns on parts have really deepened my understanding/appreciation of this game sooooo much. Thank you for all the work you put into this 🤟🏼🤟🏼🤟🏼
Definitely some of the most exhilarating fights I've seen to date. This style really imitates how I played in acfa and it's really cool to see it coming back for ac6
I love reverse joint melee ACs. I found our early that reverse joint legs have amazing synergy when running them with melee oriented ACs. I always ran them with a shotgun and the BUTT-er Knife lol before I got my hands on the laser dagger which all synergize amazingly with one another. My favorite build by far is one I created, inspired by aliens named after Demons. My AC DATA NAME: ALIEN LIFEFORM, AC NAME: GUN-BLADE DEMON very closely resembles yours amazingly enough. Since you’re so knowledgeable, I can tell I made the right decisions homie. Great work. I’m having issues uploading AC data but my build is mind alpha head, Hal core, basho arms, mind beta legs, Kikaku booster, ocellus fcs,San-tai generator,pulse blade, laser dagger, plasma missile launcher or drones, and Zimmerman shot gun or VE-66LRB laser rifle. I have a separate Alien: The RIFLE-BLADE DEMON that uses the laser rifle and VE-20B generator.
So glad I subscribed to your channel, this is easily the most informative and well presented AC content out there. Thanks for sharing your expertise with the rest of us. I for one have noticed a big difference in my build quality since watching your breakdowns, even if all that happened was changing a booster or generator here and there. Cheers from Canada 🤘🏻
The only way for that to happen is if the arquebus corp. manage to reverse engineer pca tech for it to properly integrate with their technology in the in game universe, seeing as pca tech is most likely develop in house or with multiple closed door deals with companies they may or may not own.
The old AC games all had sequels that carried your build data over to the sequel, so theoretically, AC6 will have a sequel, then we will get AC7 after
Love the build explanation, a lot of fun to watch in action. Great match choices. :D I appreciate you showing some Ls, also. A lot of PvP videos don't really do that, and seeing the learning process on this is really interesting. The Sidewinder is really cool!
🍉🐍‼ Stellar as always. Appreciate the inclusion of footage where you were still getting used to it and pointing out what aspects of the build and playstyle you needed to hammer down
i did this same concept of AC for mine, however i used a much more robust frame in the form of the VE-40A and to compensate the energy window i use a shield, this has the advantage that i can push against some of the enemy counter with a well-timed parry (and helps vs phantom zooka shots). I do use laser drones instead of the Huxley because I want to have a tool vs much heavy ACs in the open, so i can make use of kicks and shotgun shots on a closer window to the stagger (they also help in the punish if i manage to pair their deployment when the enemy is close to stagger, but that is a perfect scenario). I will try this one regardless, I prefer the bulk of my own creation but it certainly struggle when chasing enemies, this faster frame could be an alternative to have as backup while keeping part of my old style, thanks mate.
Fun fact for those who are new to the game I recommend this build to beat fires of raven ending and Alea icta est ending for those who are struggling the final boss
As always, I'm here for it. I love every part from the snake metaphor at the beginning to seeing someone rocking the laser dagger. I always thought it was underrated!
KNIFE BUILD LET'S GOOOOOOOOOO Abusing the dagger's cooldown to have near-100% uptime on the lunge cancel is something I've been doing for a long time!! The Zimmerman + Dagger feels _so_ good too, their cooldowns perfectly match each other, so you can loop them both for fantastic pressure. If only the Zimmer nerf didn't make them so unreliable beyond like 65m... You might wanna try using a buckler on that left shoulder, to help close the gaps against high-impact opponents. Before the Regulation patch, I was pretty regularly stunting on SNA needles with the lightweight buckler, and the middleweight buckler has really nice impact mitigation even after the parry wears off.
Chrightt you are by far the best Ac builder on the platform right now. Every build has some little trick I never thought about and turns it into a strength! Also I might suggest subbing out one of the shoulder weapons for a hand launcher vs tankier CQC builds that can just out trade you in damage. As the melon sized rocket is nearly impossible to dodge with any amount of latency on slow and large builds.
I initially disregarded the Dagger's potential because I didn't understand the point of it when I first got it. Now, it's a crucial part of 2 of my 3 laser builds as well as finally giving the lighter and deadlier version of my "Wasp" build a near perfect melee combo. The setup is as follows Haldeman and Duckett for right side. Laser lance and dagger for left side Nacht VP-40s Firmeza Nacht Alula Talbot Mingtang Assault armor The haldeman and duckett let me put pressure on ACS, then I combo Lance into dagger. The lance breaks their ACS, then the dagger breaks their AP. This setup has higher EN supply efficiency than EN Capacity, so boost is almost always available. I would use the Nacht core for more boost efficiency, but it's generator adjustment is too low and I go over EN load. Set this build up, walk into Ibis's turf, and punish the opening attack with a lance into dagger combo. These two melee weapons perfectly cover eachother's weaknesses.
Hey chrightt ! If you want to stop breaking yout hardlock accidentally, you should try lifting up your mouse. I personally lift it up as soon as I hardlock to let it be supported by my wrist, it works well
I have to lift my mouse off the pad, flip it, and keep it by my shoulder in order to maintain hardlock. I use a 12 side button mouse. This works for me. Maybe not for anyone else. If you're interested I can make a video on my setup. I can prolly break it down in like 5 minutes... ish.
This is conceptually very similar to the build I used to play through the entire campaign. I used two ducketts with the laser dagger on my back with very light bipedal legs. I tried to live in short range and force staggers as quickly as possible then follow up with laser dagger combo and kicks for damage.
*Summary* - Introduction to a melee-based armor core build that uses a combination of three pieces (0:00 - 0:26) - Description of the Kikaku booster and how it works with a melee weapon (0:26 - 0:45) - Explanation of different ways to close the gap to a melee distance (1:00 - 2:47) - Advantages and disadvantages of using the Kikaku booster (2:50 - 3:14) - Introduction to the Laser Dagger as the build's main weapon (3:20 - 4:05) - Explanation of how to use the Laser Dagger effectively (4:08 - 4:41) - Discussion of the use of reverse joint legs in the build (5:27 - 6:45) - Description of other pieces used in the build including bosio arms, abbots FCS, Huxley and six missile launcher, Sun High generator, VP 40s chest piece, and VP 44d head piece (6:54 - 8:16) - Recap of the build and introduction to PVP footage (8:18 - 8:24) - Post-game commentary on matches played (8:24 - 10:04) - Commentary on how to improve plays and understanding the build's potential (10:04 - 11:27) - Live commentary on PVP matches post-training arc and demonstration of the build's capabilities (11:27 - 28:44)
Super cool because this is a type of build that I main. Zim + dagger + hux. I use the spring chicken for one of my variations. I man the Nachtreiher legs though.
So you definitely can use RJ with kikaku on melee, you just need to do a melee cancel during time it takes to get back to the ground (or just keep canceling if target isn't on ground)
Finally some love for melee build. Your frame and inner parts are same as mine except I use mind alpha body since it looks better. For weapon you should try pulse blade + coral blade combo. They are both good for stagger build up and punishing unlike dagger which mostly for punishing. Ngl I find dagger is weak in pvp, they are cheap but its power lose to many close range setup.
how about a close quarters rapid fire build that takes advantage of the fact that when arms are overburdened, because it kinda is irrelevent when the build is ment to be dirrectly in the enemys face since arms being over burdened mainly affects medium and longer range tracking??
Tip for laser dagger charge attack that I have found; if you cancel its startup with QB at the last second, like RIGHT after you start rushing forwards, you'll inherit a ton of momentum as long as you don't go backwards. You can go sideways, diagonal, or forwards and still benefit. You can also go softlock to gain like 40m vertically or be more precise with the direction of your laser dagger's charge's momentum. Sadly I don't think this works with the lance, I noticed the laser dagger thing during the fight with Snail and immediately tried it on the lance for like 3 hours to no avail.
I think it’s really common sense that kicking is way too powerful in this game. It should not do more damage than most actual weapons. It must be so tough to balance pvp. They’ve done a pretty good job attempting to so far, but there are some “core” problems there that don’t really seem like they have a good solution. Like how to solve the issue of all missile builds, or balancing out the advantages of heavy vs light.
Introducing flare/decoy tool for "DLC" or free updates HP & ACS being reworked on new game Give us HP 12-18k + AC health 4k - 6k * 3 from our healing item, so OS tuning changed its name from healing tools improvement to core integrity improvement ACS now only stops you from moving, but some melee weapon retain their direct hit Increase all weapon damage 250% from current number This way, not all AC can die in 1 interaction, maybe 2 or 3 combo, or if you got binked by pilebunker
They're really only great when the enemy is staggered. Otherwise they make you risk super close range with an animation, and mediocre damage. With a stagger however, they deal like more than 3x damage.
First off, love this build, my main build was very similar but the swap to the mind beta reverse joints makes it so much better. Secondly, there is something worth looking into, usually tetrapod legs move fairly slow due to their weight unless you have something like the bruzel, but recently some people found that if you use the 12345 boosters while in hover mode, you can reach incredibly high speeds (around 600) for being over 100k weight. I think it could be worth checking out.
Uh... they're dreaming with the tetrapods. Nothing reaches 600 speed at 100k weight. Heck, even in assault boost Buerzel's won't reach 500 at 100k weight...
@@Chrightt My apologies. On the discord server I was on, people were making a big fuss and it seems there was some misinformation sprinkled in, that was my bad.
@@theinfinitydie1582 to make it clear for others: hover mode have a fixed speed for base movement and QB, ignoring that of the booster, but still make use of other stats of the booster that are used, namely the QB duration, cost and recharge, in that sense the 12345 booster is perfect to make the most of the tetra hover mode, reaching speeds of 238 normaly and around 520 per QB with 111k weight, and thanks to the long dash duration it allow to cover a lot of ground.
Was messing around with a duel melee build and noticed something; Weirdly, it isn't true of all weapons that the reverse joint gets the biped style quick boost by canceling a dash The weapons where it does are the: uncharged stun baton uncharged laser dagger uncharged laser blade uncharged laser lance uncharged chainsaw uncharged WLT oscillator Probably the biggest surprise was the pulse blade being different in this regard from the laser blade, as they have a lot in common. I did notice through this testing that the uncharged laser lance attack does respect melee attack boost. weird exception, you get a biped style quickboost if you do so right after (as in, after the attack is performed): Charged laser dagger Charged Laser blade (double spin) And then there's another exception to both, the charged laser slicer attack can be interrupted with a quickboost and that one will be biped style
you can, but the pile bunker has a cooldown-if you let the attack complete, either hitting or missing, you are no longer able to do melee boosts until the weapon is ready again, leaving you vulnerable. Dagger cd is so short that you get your boosts back right away.
I used a similar build for a lot of PvE missions. It's very possible to kill an enemy during the first stagger against lighter builds. I actually prefer the haldeman shotgun over the zimmerman since it has a lower reload time. That lets you combo as shotgun (stun) -> dagger combo -> kick -> shotgun
This is one of those mech schematics you can't put a real human in cuz they're gonna get KO'd by the Gs this mech is generating. Unless you're Heero Yui or Mikazuki 😅 Cool looking build tho, definitely worth a shot.
It's the Ahab reactor that reduces the effect of Gs on the pilot. Mikazuki nearly gets killed by Gs in his own series when they first encounter the Turbans because the amount of Gs the reactor can counter are almost exceeded. Not sure about Heero. I think Newtypes have superhuman G resistance to an extent?
@@nachalnik5738everybody forgot we're 4th generation augment 😂 We're basically strapped into the very AC we're driving & categorized as "meat cargo" in it That's why we can survive being shoot across continent using intercontinental container launcher
Higher QB duration = more airtime for grounded Biped horizontal boosts BUT Higher QB duration = less airtime for grounded RJ horizontal boosts. This effect is not significant enough to make RJs as fast as Bipeds.
Not many people making videos for builds utilizing any of the reverse joint legs, this is a refreshing and welcome change. They look so cool, but I understand, why do they have to have such limiting drawbacks? lol. I'd like to see more videos making the RJs work, yes including the Kasuar legs. Which seem to be everyone's least favorite legs in the game because obviously they have the lowest overweight threshold. Here's an idea, make a build using the Kasuar legs that try to make the best of its particular limitations. I think it's kind of silly to include parts in the game that are just completely non-viable, (like the JOSO generator) or damn close to being non-viable (like the Kasuar legs).
I made a similar build after seeing this. I also left a comment and a like. But YT seems to be removing my likes, comments, and views again. No worries though ig. I have resubscribed once again and look forward to more AC videos
@@Chrightt i tried it in test with allula booster, the dagger light attack dash is like 130m ish but pile light attack is like 145 ish, in real right however, the pile dash have some weird tracking and hitbox so it very rarely hits
Imo the fact that the kikaku has really low AB speed is super useful. I use it even with machine guns cause it allows me to get more shots in when assault boosting plus the ab en consumption is super low. The faster ones arent as good for shooting while using cause u just fly past ur opponent to fast
Do you mean the "chased" always has advantage if "approaching with melee boosting is not always good..."? Just wanted to confirm, if A is "chaser" and B is "chased"; B has advantage when both have concurrent velocity.
No, the one that is chasing will always have an advantage. A will always have the advantage of chasing B because the only way B can maintain same distance is moving backwards. However, there is an edge of the map, so B must move sideways meaning that A can move diagonally which closes the distance. The one chasing will always close the distance when playing properly with the same speed.
Hey, I need a hand: I've been trying to find the right booster for a tetrapod build for pve. Mainly the weight is around 101k-104k and I use the curtis, 2 grenade launcher (sometimes switching one to a bazooka) and the stun needle. The generator is the VE-20D, legs are verril and the core is the mind aplha. Any advice?
For tetrapods if you're hovering a lot the hover movement speed is not dictated by base thrust. It is only dictated by weight. The hover energy cost is constant, so upward EN consumption doesn't help. I suggest a more balanced booster like P04 so that you can benefit from better QBs.
If you want to run 2x melee weapons you can run it with a bit longer CD like oscillator for example (pulse blade doesn't do the biped jump cancel) and ditch one of the shoulder options.
The problem is if you slightly move your mouse even a bit it goes back to softlock mode. You need to keep your mouse completely still which was difficult for me after having played the entire game softlocked until this point.
Ive been using kb&m since day one and I like to think Ive gotten good at hardlock. I use a claw grip and hover my palm above the mouse. My thumb and pinky grip it in place and the middle/index tap down for weapons control. Ive also seen folks mapping secondary firing keys to the numpad which sounds.. interesting.
I just made a dual blade, melee cancel build last night. Lots of fun despite what imo is a steep learning curve. I want to try this one now. One question. Why not the Ocellus FCS?
for me and how bad i am, i had good luck landing more hits with the laser blade, rather than the dagger. longer range, smacks for more in that single hit, and no combo to bait me into over extending, lmao. it'd be nice to have that faster cooldown, just to enable higher aggression, but this works for me
I love concept builds, and when they work even a little that is even better. That said, I still think RJ's with dash melee doesn't work nearly as good as bipeds. Even with the cancel they seem to 'float' on the boost. I have better success with something like the plasma thrower on the RJs. I also find that the Alula booster is better for builds that want to stick close to the opponent. You sacrifice the dash a bit bit more than make up for it with quickboost speed and cool down. Of course this comes from someone who mainly plays biped builds, especially for melee or cqc setups, so it may ne different with RJs.
How do you get the grounded QB consistently out of a melee cancel? I can do it every time on a stationary target in the training room, but as soon as I turn on AI and the enemy starts moving, nearly all my melee dash cancels make me jump. Is there a trick?
@@Chrightt Maybe, but I find that the timing is much more loose against a stationary Trainer AC. It seems like I can QB out at any time after the dagger comes out and get a grounded dash, but once I turn AI on the timing gets a lot more strict.
Build looks extremely cool. Do you know what staggered you at 20:54? You took just under 800 damage but went from half ACS to staggered. Was that a phantom kick?
I’d be asking to play with you (I’m on PS5) because I made an emblem specific for someone of your liking; mind delta. And also I’m all about the rigorous test phase
Ran into a guy who was hovering around the upper limit of the map with a tetrapod and spamming missles. I don't know how the hell to fight him with this build. I can't get anywhere near him without eating rockets and getting staggered
You mention getting used to hard lock for the kicks. I get that there’s some loss in accuracy with hardlock, but for this build in particular when would it make the most sense to not hardlock?
1. When you need to reduce ACS by running away, though you might as well just fight & die because kikaku is just bad against any booster 2. When you use other non affected melee weapon, since some of them do have "approach" move 3. When you want to land where your enemy would be, again, not likely because enemy will backpedal 80% of the time 4. You have god wrist & can catch up with soft lock Just use controller, its basically souls game with this setup
Recommend the sweet sixteen may not be as powerful as the Zimmerman, but this thing shreds tried on both Ayre and allmind with chainsaw combo this thing is no joke
@@ChrighttEven with the charge attack? That one seems to thrust much more consistently (but its still buggy and the enemy can escape half the damage sometimes).
it works with the light attack, not the charged one every non-projectile melee weapon will benefit from boosters on its uncharged lunge, while the charged attacks typically use some fixed booster
I've been using the pulse blade to break shields and for reach sometimes I'll melee dash in cancel then weapon swap if I see them read me it also dose alot of stagger
Share Code (PC - unfortunately doesn't work cross platform): HC62K5P01GFL
Thank you so much XD.
The build is super fun to play. Your video's are always super informative and to the point. Thank you!
Try flipping your mouse over and play palm up to keep yourself from moving the mouse. Or just lift it if that's too much. :)
This feature needs to be fixed.
I’m trying to make this on PS4. I have all the parts because you thankfully outlined them to us but I can’t get the extremely clean paint job the original has. If you’re ok with this, I’d like to ask for the paint rgb. Afterwords I can send the code either here or send it to you somewhere.
If you’re aren’t ok with it, I’ll just make the paint as close as I can to the original and use it myself and not upload it
Sorry if this seems weird, i like this build and I obsess over making things perfect, as well as the build being fun and having a clean as hell paint job, thanks
A little tip for the laser dagger’s charged attack: position yourself to the left of your target. Since the charged attack swings from left to right, it will catch your targets more consistently.
I find it more useful as a melee counter attack. Since it attacks in front but moves you out of the way, ive found it extremely useful in hitting those going in for a charged melee themselves, and especially boss melee attacks. More often than not I'm hitting them and avoiding their attacks. One exception is When fighting Ayre. Her melee is on the other side.
Golden advice. Thank you
I really like how you show the footage where you lose and explain what happened. It gives the viewer a learning experience.
Keep in mind that charged dagger attack (unlike the pulse blade) does not benefit from the melee thrust stat of the booster, it will be a lot slower that the uncharged attack.
you could cancel a dash and use the momentum for the charged one, but it still have lowish range, is better to cross the enemy or to punish an approach as a read
Yeah, this is why you see me use a bunch of uncharged attacks. The charged attack of the laser dagger is really just meh.
@@ChrighttI only ever used it against stationary enemies that were going to die to it
other than that it’s almost worthless imo
@@Chrightt i find doing a short assault boost at your opponent at close range then charging up the attack to end the boost works best for me, gets me some pretty surprising charge attack hits
The same can be said for the pile bunker
Imagine your chilling in the desert and all of a sudden a snake starts moving at you at 18Mph.
Yet another gem from the legend. Never lacking in build quality
I love your little scared cat looking at the snake, great avatar and great video as always
Your builds are on another level, I can’t get enough. And your breakdowns on parts have really deepened my understanding/appreciation of this game sooooo much. Thank you for all the work you put into this 🤟🏼🤟🏼🤟🏼
Definitely some of the most exhilarating fights I've seen to date. This style really imitates how I played in acfa and it's really cool to see it coming back for ac6
Ok, I think this is like, the coolest build I have ever seen.
Like, on the rule of cool level, this is just, the apex.
I love reverse joint melee ACs. I found our early that reverse joint legs have amazing synergy when running them with melee oriented ACs. I always ran them with a shotgun and the BUTT-er Knife lol before I got my hands on the laser dagger which all synergize amazingly with one another. My favorite build by far is one I created, inspired by aliens named after Demons.
My AC DATA NAME: ALIEN LIFEFORM, AC NAME: GUN-BLADE DEMON very closely resembles yours amazingly enough. Since you’re so knowledgeable, I can tell I made the right decisions homie. Great work. I’m having issues uploading AC data but my build is mind alpha head, Hal core, basho arms, mind beta legs, Kikaku booster, ocellus fcs,San-tai generator,pulse blade, laser dagger, plasma missile launcher or drones, and Zimmerman shot gun or VE-66LRB laser rifle. I have a separate Alien: The RIFLE-BLADE DEMON that uses the laser rifle and VE-20B generator.
6:54 - I just have to comment on how CLEAN this move was. Holy crap.
hehe thanks :D
So glad I subscribed to your channel, this is easily the most informative and well presented AC content out there.
Thanks for sharing your expertise with the rest of us.
I for one have noticed a big difference in my build quality since watching your breakdowns, even if all that happened was changing a booster or generator here and there.
Cheers from Canada 🤘🏻
Glad it was helpful! :)
Yo finally a melee-focused build. Very cool stuff!
Seeing you go through the learning process was really helpful for helping me pick up on my own weaknesses
Maybe my prayers will be answered and we get that laser pike from the PCA ekdromoi
AC6 DLC please!
hope that lord FS hear you, would love to have some of the PCA gear for AC crafting
The only way for that to happen is if the arquebus corp. manage to reverse engineer pca tech for it to properly integrate with their technology in the in game universe, seeing as pca tech is most likely develop in house or with multiple closed door deals with companies they may or may not own.
The old AC games all had sequels that carried your build data over to the sequel, so theoretically, AC6 will have a sequel, then we will get AC7 after
love seeing your followership going up day by day ! Easily the most informative AC6 channel out there
Love the build explanation, a lot of fun to watch in action. Great match choices. :D I appreciate you showing some Ls, also. A lot of PvP videos don't really do that, and seeing the learning process on this is really interesting. The Sidewinder is really cool!
I loved watching this. more themed builds such as this would be great
Build is sick as hell
🍉🐍‼ Stellar as always. Appreciate the inclusion of footage where you were still getting used to it and pointing out what aspects of the build and playstyle you needed to hammer down
i did this same concept of AC for mine, however i used a much more robust frame in the form of the VE-40A and to compensate the energy window i use a shield, this has the advantage that i can push against some of the enemy counter with a well-timed parry (and helps vs phantom zooka shots). I do use laser drones instead of the Huxley because I want to have a tool vs much heavy ACs in the open, so i can make use of kicks and shotgun shots on a closer window to the stagger (they also help in the punish if i manage to pair their deployment when the enemy is close to stagger, but that is a perfect scenario).
I will try this one regardless, I prefer the bulk of my own creation but it certainly struggle when chasing enemies, this faster frame could be an alternative to have as backup while keeping part of my old style, thanks mate.
I'm inclined to agree. All the mobility with kikaku comes from melee attacks and cancels. A heavier mech might be stronger.
This is a very underrated booster imo. It’s amazing with chainsaw.
Great vid
Fun fact for those who are new to the game I recommend this build to beat fires of raven ending and Alea icta est ending for those who are struggling the final boss
As always, I'm here for it. I love every part from the snake metaphor at the beginning to seeing someone rocking the laser dagger. I always thought it was underrated!
another 80%+ Winratr build, ty brader, ive been thrashin on kids with ur aurora build
"... and this build's fang of choice.."
Very poetic, sir. Impressive
This build is the most fun I've had in PvP
KNIFE BUILD LET'S GOOOOOOOOOO
Abusing the dagger's cooldown to have near-100% uptime on the lunge cancel is something I've been doing for a long time!! The Zimmerman + Dagger feels _so_ good too, their cooldowns perfectly match each other, so you can loop them both for fantastic pressure. If only the Zimmer nerf didn't make them so unreliable beyond like 65m...
You might wanna try using a buckler on that left shoulder, to help close the gaps against high-impact opponents. Before the Regulation patch, I was pretty regularly stunting on SNA needles with the lightweight buckler, and the middleweight buckler has really nice impact mitigation even after the parry wears off.
Fantastic build Chrigtt, gave me plenty of ideas with to a melee build with the concepts you presented, great work!
Chrightt you are by far the best Ac builder on the platform right now. Every build has some little trick I never thought about and turns it into a strength!
Also I might suggest subbing out one of the shoulder weapons for a hand launcher vs tankier CQC builds that can just out trade you in damage. As the melon sized rocket is nearly impossible to dodge with any amount of latency on slow and large builds.
I initially disregarded the Dagger's potential because I didn't understand the point of it when I first got it. Now, it's a crucial part of 2 of my 3 laser builds as well as finally giving the lighter and deadlier version of my "Wasp" build a near perfect melee combo.
The setup is as follows
Haldeman and Duckett for right side.
Laser lance and dagger for left side
Nacht
VP-40s
Firmeza
Nacht
Alula
Talbot
Mingtang
Assault armor
The haldeman and duckett let me put pressure on ACS, then I combo Lance into dagger. The lance breaks their ACS, then the dagger breaks their AP.
This setup has higher EN supply efficiency than EN Capacity, so boost is almost always available. I would use the Nacht core for more boost efficiency, but it's generator adjustment is too low and I go over EN load.
Set this build up, walk into Ibis's turf, and punish the opening attack with a lance into dagger combo. These two melee weapons perfectly cover eachother's weaknesses.
I've been using the dagger melee cancel to close distance since before Zimmerman got nerfed. Really cool you combined it with reverse joints 👍🏾
“Mercy’s all that you need,
Mercy’s empty in me”
Can’t you feel, the poison rising?
@@Antichupius Out of the morning, and into the night
awesome video man, thanks for the info and the game commentary!
yes more build videos pls
Keep the AC videos rolling!
Brilliant as usual 💙
All according to Kikaku.
Wow, some insane burst damage on this one! Great build! Dash-canceling is super flashy to watch
Hey chrightt ! If you want to stop breaking yout hardlock accidentally, you should try lifting up your mouse. I personally lift it up as soon as I hardlock to let it be supported by my wrist, it works well
The Kikaku is my PvE booster of choice. Good to see it get some PvP love, even if it's not where I spend my time.
I have to lift my mouse off the pad, flip it, and keep it by my shoulder in order to maintain hardlock. I use a 12 side button mouse. This works for me. Maybe not for anyone else. If you're interested I can make a video on my setup. I can prolly break it down in like 5 minutes... ish.
Or I can pop in your discord and show you sometime!
Omg I found this out when I fought allmind and it’s changed my play style since.
I've heard about the lift-mouse method, but I'm using a vertical mouse. 🤣 It is super awkward to lift it or have it placed sideways.
This is conceptually very similar to the build I used to play through the entire campaign. I used two ducketts with the laser dagger on my back with very light bipedal legs. I tried to live in short range and force staggers as quickly as possible then follow up with laser dagger combo and kicks for damage.
*Summary*
- Introduction to a melee-based armor core build that uses a combination of three pieces (0:00 - 0:26)
- Description of the Kikaku booster and how it works with a melee weapon (0:26 - 0:45)
- Explanation of different ways to close the gap to a melee distance (1:00 - 2:47)
- Advantages and disadvantages of using the Kikaku booster (2:50 - 3:14)
- Introduction to the Laser Dagger as the build's main weapon (3:20 - 4:05)
- Explanation of how to use the Laser Dagger effectively (4:08 - 4:41)
- Discussion of the use of reverse joint legs in the build (5:27 - 6:45)
- Description of other pieces used in the build including bosio arms, abbots FCS, Huxley and six missile launcher, Sun High generator, VP 40s chest piece, and VP 44d head piece (6:54 - 8:16)
- Recap of the build and introduction to PVP footage (8:18 - 8:24)
- Post-game commentary on matches played (8:24 - 10:04)
- Commentary on how to improve plays and understanding the build's potential (10:04 - 11:27)
- Live commentary on PVP matches post-training arc and demonstration of the build's capabilities (11:27 - 28:44)
Thanks
Kikaku also helps getting ashmead quick attacks(there is still a dash). Not sure if it's pvp friendly but it's very fun doing it in pve
Been trying to make an RJ melee build, and this seems awesome! I'm not on PC so I'm gonna try tomake my own version
Super cool because this is a type of build that I main. Zim + dagger + hux. I use the spring chicken for one of my variations. I man the Nachtreiher legs though.
Mans round 1: imma take it casual
Mans rounds 2: imma try even harder
I respect it
So you definitely can use RJ with kikaku on melee, you just need to do a melee cancel during time it takes to get back to the ground (or just keep canceling if target isn't on ground)
Finally some love for melee build. Your frame and inner parts are same as mine except I use mind alpha body since it looks better. For weapon you should try pulse blade + coral blade combo. They are both good for stagger build up and punishing unlike dagger which mostly for punishing. Ngl I find dagger is weak in pvp, they are cheap but its power lose to many close range setup.
I've been slapping the Huxley orbital on alot especially on builds with one gun and melee or short range
Now that's the type of build I want to see not brained zimm-needles
how about a close quarters rapid fire build that takes advantage of the fact that when arms are overburdened, because it kinda is irrelevent when the build is ment to be dirrectly in the enemys face since arms being over burdened mainly affects medium and longer range tracking??
Tip for laser dagger charge attack that I have found;
if you cancel its startup with QB at the last second, like RIGHT after you start rushing forwards, you'll inherit a ton of momentum as long as you don't go backwards. You can go sideways, diagonal, or forwards and still benefit. You can also go softlock to gain like 40m vertically or be more precise with the direction of your laser dagger's charge's momentum. Sadly I don't think this works with the lance, I noticed the laser dagger thing during the fight with Snail and immediately tried it on the lance for like 3 hours to no avail.
I think it’s really common sense that kicking is way too powerful in this game. It should not do more damage than most actual weapons. It must be so tough to balance pvp. They’ve done a pretty good job attempting to so far, but there are some “core” problems there that don’t really seem like they have a good solution. Like how to solve the issue of all missile builds, or balancing out the advantages of heavy vs light.
Introducing flare/decoy tool for "DLC" or free updates
HP & ACS being reworked on new game
Give us HP 12-18k + AC health
4k - 6k * 3 from our healing item, so OS tuning changed its name from healing tools improvement to core integrity improvement
ACS now only stops you from moving, but some melee weapon retain their direct hit
Increase all weapon damage 250% from current number
This way, not all AC can die in 1 interaction, maybe 2 or 3 combo, or if you got binked by pilebunker
They're really only great when the enemy is staggered. Otherwise they make you risk super close range with an animation, and mediocre damage. With a stagger however, they deal like more than 3x damage.
@@ligaar0849
That shouldn’t be the case because if you think about it, that rewards people for not choosing a melee weapon.
First off, love this build, my main build was very similar but the swap to the mind beta reverse joints makes it so much better.
Secondly, there is something worth looking into, usually tetrapod legs move fairly slow due to their weight unless you have something like the bruzel, but recently some people found that if you use the 12345 boosters while in hover mode, you can reach incredibly high speeds (around 600) for being over 100k weight. I think it could be worth checking out.
Uh... they're dreaming with the tetrapods. Nothing reaches 600 speed at 100k weight. Heck, even in assault boost Buerzel's won't reach 500 at 100k weight...
@@Chrightt My apologies. On the discord server I was on, people were making a big fuss and it seems there was some misinformation sprinkled in, that was my bad.
@@theinfinitydie1582 to make it clear for others: hover mode have a fixed speed for base movement and QB, ignoring that of the booster, but still make use of other stats of the booster that are used, namely the QB duration, cost and recharge, in that sense the 12345 booster is perfect to make the most of the tetra hover mode, reaching speeds of 238 normaly and around 520 per QB with 111k weight, and thanks to the long dash duration it allow to cover a lot of ground.
20:50: "Armored Core 6 is a perfectly balanced game with no latency exploits"
Was messing around with a duel melee build and noticed something; Weirdly, it isn't true of all weapons that the reverse joint gets the biped style quick boost by canceling a dash
The weapons where it does are the:
uncharged stun baton
uncharged laser dagger
uncharged laser blade
uncharged laser lance
uncharged chainsaw
uncharged WLT oscillator
Probably the biggest surprise was the pulse blade being different in this regard from the laser blade, as they have a lot in common. I did notice through this testing that the uncharged laser lance attack does respect melee attack boost.
weird exception, you get a biped style quickboost if you do so right after (as in, after the attack is performed):
Charged laser dagger
Charged Laser blade (double spin)
And then there's another exception to both, the charged laser slicer attack can be interrupted with a quickboost and that one will be biped style
Yep, while most weapons can get the Biped cancel, neither version of the pulse blade gets it. Another reason why I stuck to a single Laser Dagger.
Wouldnt the pile bunker uncharged attack work with the melee boost?
you can, but the pile bunker has a cooldown-if you let the attack complete, either hitting or missing, you are no longer able to do melee boosts until the weapon is ready again, leaving you vulnerable. Dagger cd is so short that you get your boosts back right away.
I wish assault kicks didn't require hardlock.
I used a similar build for a lot of PvE missions. It's very possible to kill an enemy during the first stagger against lighter builds. I actually prefer the haldeman shotgun over the zimmerman since it has a lower reload time. That lets you combo as shotgun (stun) -> dagger combo -> kick -> shotgun
This is one of those mech schematics you can't put a real human in cuz they're gonna get KO'd by the Gs this mech is generating. Unless you're Heero Yui or Mikazuki 😅
Cool looking build tho, definitely worth a shot.
Most of AC's professional pilots have augmentations for this sort of matter
It's the Ahab reactor that reduces the effect of Gs on the pilot. Mikazuki nearly gets killed by Gs in his own series when they first encounter the Turbans because the amount of Gs the reactor can counter are almost exceeded.
Not sure about Heero. I think Newtypes have superhuman G resistance to an extent?
@@nachalnik5738everybody forgot we're 4th generation augment 😂
We're basically strapped into the very AC we're driving & categorized as "meat cargo" in it
That's why we can survive being shoot across continent using intercontinental container launcher
A sidewinder fang
Does QB duration time reduce the air time for RJ legs? Is it significant compared to something like Gridwalker, out of curiosity?
Higher QB duration = more airtime for grounded Biped horizontal boosts BUT
Higher QB duration = less airtime for grounded RJ horizontal boosts.
This effect is not significant enough to make RJs as fast as Bipeds.
Not many people making videos for builds utilizing any of the reverse joint legs, this is a refreshing and welcome change. They look so cool, but I understand, why do they have to have such limiting drawbacks? lol. I'd like to see more videos making the RJs work, yes including the Kasuar legs. Which seem to be everyone's least favorite legs in the game because obviously they have the lowest overweight threshold. Here's an idea, make a build using the Kasuar legs that try to make the best of its particular limitations. I think it's kind of silly to include parts in the game that are just completely non-viable, (like the JOSO generator) or damn close to being non-viable (like the Kasuar legs).
You n Mood made me a melee build
I made a similar build after seeing this. I also left a comment and a like. But YT seems to be removing my likes, comments, and views again. No worries though ig. I have resubscribed once again and look forward to more AC videos
Darn, why YT do that D: Cheers though!
pilebunker light attack actual has a melee dash which is longer than laser daggers. it just has really bad/weird tracking and hitbox
Oh yeah, totally forgot about its light attack. But it definitely isn't longer though.
The dash isn't longer, but it does have more range. Like dagger to laser blade kind of difference.
@@Chrightt i tried it in test with allula booster, the dagger light attack dash is like 130m ish but pile light attack is like 145 ish, in real right however, the pile dash have some weird tracking and hitbox so it very rarely hits
@@ligaar0849 ahh i see....that makes sense
Ah yes. All according to kikaku
My favorite build I've made was very similar to this, except I ran kasaur legs, a viento right arm, light Plasma missiles RB, and the pulse cannon LB
Imo the fact that the kikaku has really low AB speed is super useful. I use it even with machine guns cause it allows me to get more shots in when assault boosting plus the ab en consumption is super low. The faster ones arent as good for shooting while using cause u just fly past ur opponent to fast
Same! I use it to AB with dual burst mgs before swooping in for the melee
Do you mean the "chased" always has advantage if "approaching with melee boosting is not always good..."? Just wanted to confirm, if A is "chaser" and B is "chased"; B has advantage when both have concurrent velocity.
No, the one that is chasing will always have an advantage. A will always have the advantage of chasing B because the only way B can maintain same distance is moving backwards. However, there is an edge of the map, so B must move sideways meaning that A can move diagonally which closes the distance. The one chasing will always close the distance when playing properly with the same speed.
@@Chrightt Gotcha. In the vid it sounded like both A/B has the same velocity, not just same acceleration.
Would you ever consider a build similar to this but with dual handguns?
Hey, I need a hand: I've been trying to find the right booster for a tetrapod build for pve. Mainly the weight is around 101k-104k and I use the curtis, 2 grenade launcher (sometimes switching one to a bazooka) and the stun needle. The generator is the VE-20D, legs are verril and the core is the mind aplha. Any advice?
For tetrapods if you're hovering a lot the hover movement speed is not dictated by base thrust. It is only dictated by weight. The hover energy cost is constant, so upward EN consumption doesn't help. I suggest a more balanced booster like P04 so that you can benefit from better QBs.
Black_Mamba has entered the chat...
If I wanted to modify this build to do 2x Zimmerman shotguns, then could use the rest of this build?
how would you make this work with two melee weapons if you had to?
If you want to run 2x melee weapons you can run it with a bit longer CD like oscillator for example (pulse blade doesn't do the biped jump cancel) and ditch one of the shoulder options.
@@Chrighttthanks :)
Isn’t the range of the the dagger’s charged melee fixed?
is hardlockong on pc/kb&m broken?
The problem is if you slightly move your mouse even a bit it goes back to softlock mode. You need to keep your mouse completely still which was difficult for me after having played the entire game softlocked until this point.
@@Chrightt yeah.. i feel u
Ive been using kb&m since day one and I like to think Ive gotten good at hardlock. I use a claw grip and hover my palm above the mouse. My thumb and pinky grip it in place and the middle/index tap down for weapons control. Ive also seen folks mapping secondary firing keys to the numpad which sounds.. interesting.
@@Chrightt i just flip my mouse upside down 😅
I just made a dual blade, melee cancel build last night. Lots of fun despite what imo is a steep learning curve. I want to try this one now. One question. Why not the Ocellus FCS?
At mid-range I still use the Zimmermans to ping to make sure impact doesn't fall off. 70 close range is plenty, and Abbot is slightly cheaper anyway.
All according to Keikaku!
i honestly forgot that the dagger has a charged attack, despite it being on my fast boost build
for me and how bad i am, i had good luck landing more hits with the laser blade, rather than the dagger. longer range, smacks for more in that single hit, and no combo to bait me into over extending, lmao. it'd be nice to have that faster cooldown, just to enable higher aggression, but this works for me
Would it be possible to use This type of style with the ducketts?
I love concept builds, and when they work even a little that is even better. That said, I still think RJ's with dash melee doesn't work nearly as good as bipeds. Even with the cancel they seem to 'float' on the boost. I have better success with something like the plasma thrower on the RJs. I also find that the Alula booster is better for builds that want to stick close to the opponent. You sacrifice the dash a bit bit more than make up for it with quickboost speed and cool down. Of course this comes from someone who mainly plays biped builds, especially for melee or cqc setups, so it may ne different with RJs.
How do you get the grounded QB consistently out of a melee cancel? I can do it every time on a stationary target in the training room, but as soon as I turn on AI and the enemy starts moving, nearly all my melee dash cancels make me jump. Is there a trick?
It should work the same regardless of whether the target is moving or not. You might be canceling at a different timing?
@@Chrightt Maybe, but I find that the timing is much more loose against a stationary Trainer AC. It seems like I can QB out at any time after the dagger comes out and get a grounded dash, but once I turn AI on the timing gets a lot more strict.
Build looks extremely cool.
Do you know what staggered you at 20:54? You took just under 800 damage but went from half ACS to staggered. Was that a phantom kick?
Biped Kick doesn't do that much damage. I'm guessing its the Bazooka that didn't really show up because the laser just got shot.
I have used QB melee canceling before, but I didn't make a build that uses them as a tactic as I do not use the Arena for such a purpose.
All according to Kaikaku
Meta Bee baby!
I’d be asking to play with you (I’m on PS5) because I made an emblem specific for someone of your liking; mind delta. And also I’m all about the rigorous test phase
Ran into a guy who was hovering around the upper limit of the map with a tetrapod and spamming missles.
I don't know how the hell to fight him with this build. I can't get anywhere near him without eating rockets and getting staggered
You mention getting used to hard lock for the kicks. I get that there’s some loss in accuracy with hardlock, but for this build in particular when would it make the most sense to not hardlock?
1. When you need to reduce ACS by running away, though you might as well just fight & die because kikaku is just bad against any booster
2. When you use other non affected melee weapon, since some of them do have "approach" move
3. When you want to land where your enemy would be, again, not likely because enemy will backpedal 80% of the time
4. You have god wrist & can catch up with soft lock
Just use controller, its basically souls game with this setup
every time I see a Zimmerman now I get sad since they were nerfed. I remember how ridiculous dualing those was haha
Recommend the sweet sixteen may not be as powerful as the Zimmerman, but this thing shreds tried on both Ayre and allmind with chainsaw combo this thing is no joke
does Kikakku work with chainsaw?
No
@@ChrighttEven with the charge attack? That one seems to thrust much more consistently (but its still buggy and the enemy can escape half the damage sometimes).
it works with the light attack, not the charged one
every non-projectile melee weapon will benefit from boosters on its uncharged lunge, while the charged attacks typically use some fixed booster
@@LEOTomegane Maybe I just need to fall in love with another weapon
Is the zimmerman still the best option for this build?
Yes, this is after the Zimmerman nerf.
what is a true combo? ive seen the term mentioned alot and i have no idea
It means that you cannot dodge out of it because one action guarantees the next.
I've been using the pulse blade to break shields and for reach sometimes I'll melee dash in cancel then weapon swap if I see them read me it also dose alot of stagger
The three hits aren’t always a true combo. I have had people get out of it before they are all used.