You gotta manually aim and use soft-lock only to make this style work against that. Having the right generator for your build is important. My favorite for double melee after lots of playing is actually the VP-20D, despite being I think the heaviest generator.
Discovered this myself as well, it also works with the sweet 16. A nice combo with that is with the sweet 16, the plasma lance and the pulse blade. Hit them first with the lance charged attack. If it doesn't stam break, finish the bar with the sweet 16 and then pulse blade. If it does stam break, quickly swap to your pulse blade, shoot them point blank with the sweet 16 and then follow up with the pulse blade double hits. Make sure to swap before you shoot otherwise you won't have enough time.
I managed to do the stagger into 2 dagger strikes > shotgun > RJ kick once, really feels quite good to pull it (bonus if you stagger the dagger hits so the laser drones have time to fully pepper the victim), your focus on the melee ways made me drive to refine my SnS build Mood, thanks for the effort mate.
Back during AC4/4A days, online PVP was generally lumped into regular gun-focused matches and "blade matches" where only melee builds are allowed. I think this is the most reasonable way forward for PVP. Melee builds are insanely fun, but they don't match up well in a landscape where the meta is dictated by missiles and grenade launchers.
Love seeing someone else enjoying the game the same way I do. I’ve used the zim combo a few times, but I still feel guilty for using one. Also I find when I do use one my opponent is more likely to pull something else out that’s more meta in close range like quad shotguns… I actually tried using one of my melee builds in clerics tournament today. Did pretty well but I was distance controlled so hard and kicked to death by a stupid tetra😭 I love that you don’t kick, I f*%king hate kicks.
Watching plays like this makes me think of my own movements. I’m someone that really likes aggressive play. *edit* this video really opened my mind that my movements still has room for improvements thanks a lot and here’s a sub.
Something similar can be done by using 2 Harris, the pulse blade and the sweet sixteen. One can start some stagger with the harris, then: stagger with pulseblade while charging one harris -> switch pulseblade to other harris and start charging -> fire first and then second harris. Another option is to start with Pulseblade and shotgun: charged Pulseblade -> switch to harris and start charge -> stagger with shotgun -> switch to harris and start charge -> fire first and then second shot. When staggering just from harris shots one can also do two regular strikes with the pulseblade and then dash in for a shot from the sweet sixteen. The punish isn't quite as hard as with melee weapons but you gain some ranged options and it even fits onto nachtreiher legs.
The faster windup tech also works as long as you press the button initially when close to an enemy. If you are on reverse joints and qb slightly over top of someone, press button then, and let the velocity carryover bring you past them the fast windup still happens and seems to confuse people very well (also velocity carryover from RJ quick boost is kinda nuts in terms of options it gives you, made the switch to kasuar from nachtreiher and love it so far.)
I discovered this after maining reverse joint legs because the forward quick boost launches you too far. So if I put an opponent into the stagger state, I will hit them with my main melee then Assault Boost while switching to the secondary melee. Leaves a small window to pull it off but when you get comfortable, it serious effective for double melee.
@@Gamegod02 I like that their kick is also a good opener, if you use AB to gap close they either dodge too early for the kick or too late for the melee. Not to mention the kick as a followup to normal punish. Doesn't hit usually but forces them to spam dodge at end and waste EN.
@@rein7046 The good rush down tactics, it's why while I do an Assault Boost I'll dodge to the left or right. This will make you shift if they dodge so you'd align yourself different so the kick can connect. I also like to Assault Boost into a kick after my melee finishes connecting as a finisher for extra damage.
@@Gamegod02 I think the only builds I had issues with are those tank builds with like 20k AP. 4 combos later they still are alive lol. Currently trying to use laser slicer charged as opener to deal with those since the charged attack dash gives the same psudo shield as chainsaw and plasma thrower.
@@rein7046 Causes flinch too! Closing the distance can be trick as only a few boosters have abive average melee thrust to close the gap. But yeah, using the charge attack for the Laser Slicer is great as an opener if you have their ACS high. ACs with high AC always turns into a fight of how long can I survive to put them down before I die lol.
As a melee enthusiast myself at this point, I have found that it's better to just assault boost away to the side to line them up for a melee strike when your opponents stick ontop of you, they lose all control. And as always, great video Mood.
Interesting info on the Zimms and the animation cuts. Might have to experiment more, but I still prefer the coral blade over the pulse blade. The coral blade has great tracking and does more damage/impact than single regular pulse slash. You can't really land both pulse slashes unless the enemy is stunned. The charged pulse attack is bonkers, but that windup preceding the actual charge feels awkward to me. Anothet thing that kind of bugs me with the pulse blade is that the regular slashes come out fast. I've tried normal attacks plus cancels to gap close before hitting with a charged attack, but sometimes if the enemy is too close the normal attack executes before I can cancel it. The coral blades lengthier acrobatic animation helps with fake outs and cancels. Probably just a skill issue. Might have to revisit the pulse blade. Also the coral blade is red, and matched my AC
You should put your zimmerman on a backmounted slot so you get access to the basic punch, which is actually good at dealing acs buildup, plus it can extend combos as well I think.
@@CodenameMood yeah I love the triple punch into pilebunker/chainsaw combo. Especially when they try to use the pulse shield core expansion and I retaliate with assault armor to keep the combo
@@CodenameMoodI was thinking some split/ plasma missiles or even a sweet sixteen maybe. But I appreciate the commitment to no right shoulder even if it pains me
Punch can extend combos but it only serves to further gimp your performance against anything that isn't also trying to play within kissing distance of your AC. You can melee cancel using the punch though so it still has its merits
I think unless the second melee weapon offered some utility that you would use it on its own outside of a combo, then there's no reason other than for style points that the 2nd melee weapon could be anything but the pilebunker. I do wish that the right hand weapon could be something that isn't a shotgun. All the other right hand weapons just don't do enough impact or they have recoil or has you stop you from moving to shoot.
If someone pulse armors in your face, you can assault armor and blow it off them, and acs break them at the same time. May be useful for you to not drop combos when they panic pulse
I think he uses pulse because when he get staggered it's pretty much gg and because pulse armour counters assault and pulse armour anyway when you use it after your opponent.
Does this work with any weapons other than the Zimmerman? Im curious to know if I could apply this with charged wurger blasts, its my favorite shotgun.
pulse blade and zimmerman on shoulders, nothing in arm slots pulse blade heavy attack stagger > zimmerman shot, switch pulse blade to fists ASAP > punch twice, switch zimmerman to fist ASAP > punch twice with the other hand, switching back to pulse blade > pulse blade light attack it worked in my testing at least
Is the Zimmy the only kinetic weapon that can extend the duration of ACS overload like this? Or does it just extend the duration longer than other kinetic weapons, giving you enough time for the combos? I think I might just test this out myself lol.
Is that your cat? I love the pic, my gamer tag is pygmy llama, but I don’t own a llama, I do however, have a Steve. I think technically Steve owns me as I am his humble servant. Anyway, love the cat pic, oh, by the way, I really do enjoy your videos as well.
This is the truth of playing a limited archetype in an unbalanced game: it's better to express yourself and push the boundaries, even if it means you're going to lose sometimes. The alternative is to chase the meta, never find a niche, and watch as inevitably even winning ceases to be enjoyable. I used to play a lot of MGO2, a "stealth" game where stealth and melee were actually terrible (the same could be said of both its predecessor and sequel). I had some really great moments, but they were spread out between unnecessary losses. It was sometimes downright frustrating to play. And yet, if you don't play how you want to play, what's the point?
> And yet, if you don't play how you want to play, what's the point? Hey, wise guy: what if the way someone wants to play is picking the most powerful option and optimizing it?
@@servantofcygnus Then you'll be trying to find your own way to innovate and create something that breaks it so you'd have the advantage. That is NOT the mindset of every player you see running some meta-bot. They look online, see what's powerful and copy it, end of story. The players who innovate, don't have the skill to back up their innovations and the players skilled enough to bring out the best in a build are too apathetic to take any advice from said innovative players seriously. We are kinda doomed here on the West. No one takes the game seriously and the players who actually have some skill are too apathetic to try anything new. I love AC but the community in the west are just too much of a slave to the meta. I can't blame anyone though, the west is like this in LITERALLY every game. They'd rather play the most boring meta-characters/guns/comps/ect than play something fun and skillful. I watch Overwatch, SF6, Guilty Gear and of course AC6 and it always holds true. On the flip side Asian Countries have always LOVED armored core. They just play to get better and of course I cannot understand the language, but you can see it in the diversity of their builds and how they play them (like seriously dropping weapons as the match starts for speed and EN efficiency in some AC MUs). Same in other games, western FGC tier lists find the easiest thing to play and mark it S tier where Asian tier lists typically value skill expression. Even if something is hard to play it is S tier if the options are there and even 1 person is utilizing it. Only players like Mood can save us, but he's too stubborn to make something good. He's a rare breed that is innovative and very skilled.
When I'm using melee I make sure to use them with lightweight builds to close the distance quickly. Melees aren't so good when your build is slow and bulky.
it's kinda weird that so many strong players i've met in pvp got beaten at least once by you. will you ever upload again? i'll watch even your regular pvp gameplay
I doubt I'd upload AC6 anymore, unless the game gets like a DLC or something huge. The patch wasn't big enough, and it became exhausting to play for a melee player like me. I have a video in the works however, but it's completely unrelated to AC6.
I'm glad there's another person emphasize that pilot skill doesn't really matter too much when your build is simply too hard to counter said missile boat or heavy lasers. AC6 pvp should never be taken seriously due to it's rock paper scissors nature. I don't really know about the previous ac gens but I heard they were better due to something like turn speed and you could dual wield melee as well
Have you considered puting something on your right shoulder, purging it immediately and then with weapon bay youll be able to put the zimm on ur back and punch
but butt... you can just use Basho arms + zimmerman + Pilebunker and then Chainsaw it goes like fist-> fist-> fist-> zimmer-> pile-> saw if they survive the pile hit the saw should just obliterate them
zimmerman doesnt extend ACS overload it extends the stun effect of the ACS overload basically re-stunning the target. (i was half wrong. this is what one gets for speaking before knowing what you're talking about)
The dual blade laser slicer extends it by quite a bit. Combine with dual huxleys and a assault armor at the end this combo does almost 8-9K damage off 1 stagger.
Great video! But curious why you let the melee animation finish rather than quick boost out as soon as the hit connects to get the shotgun shot off faster and leave more time for the final melee hit? (Edited wording) :-)
@@CodenameMood Thanks, but I meant quick boost AFTER the first melee hit connects and causes ACS overload. Doesn’t that let you take the Zimmerman shot sooner, and thus extend the time left for your follow up combo? Sorry if I’m dumb I’m still learning the mechanics.
@@mcdillard4985 It was just your wording that threw me off, my apologies. Quickboosting and shooting is weird because you can't shoot WHILE quickboosting, and you can rarely buffer the input. Hell, sometimes, if you do it TOO fast, it doesn't extend ACS Overload, all kinds of jank. I figured letting it drop naturally then shoot is almost perfect timing to pull it off consistently, it's why I suggested so in the video!
I just wish they improve melee mechanics a bit, like I usually miss melee slashes that are barely there and should've been a hit. It makes me sad and rely more on ranged/mixed playstyle instead as you can barely encounter a melee matchup *at least on my end*. And with the current grenade launcher meta, it feels like melee is kind of dead below the waters now (besides the pseudo ranged ones) for an average player. Like, good engages into an energy draining dive should be rewarded. Instead, you miss alot, even when it should've hit. Not really a rant, but melee should get some more love, as its playstyle has even more room for error than opportunities unlike ALL of the other weapons in the game with the spray and pray hardlock-win playstyle. One mistake and you can get heavily punished, unlike with a ranged build that can just stay within shooting distance.
It's usually any high-impact weapon. All shotguns do for example because they do a big burst of damage. You can REALLY check it out if you ACS Overload an enemy, then shoot them with a weapon and watch the stagger animation. You can test easily by putting the AC Trainer with AI on, and seeing if it can move after you test the weapon during ACS Overload. If it can move, it doesn't extend. If it can't, it works.
It's for other stats, as it REALLY doesn't matter what you have. Missiles use their own stats which are bound to weapons, and the lockon is bound to FCS.
Unfortunately, you'd need a lot more effort for this to work against heavier ACs or ACs with stronger stopping power (strong single shot/charged weapons like RS-NEB/NEB, laser shotgun, zimms, even the explosive thrower) to push back against melee rushes.
@@CodenameMood I fought plenty of LW melees with my medium biped and the the explosive thrower fills 90% of their stagger meter. AA in case they pop their shield, should stagger them in the process as well.
I've got a build for you to try out then. Pulse Blade - Harris - Pile Bunker. Pulse charge attack, quick boost swap to Harris, charged shot, QB Pile Bunker. The Pulse Blade Harris combo causes ACS Overload on anything in the game that isn't heavy tank legs.@@hammertiemz
Hey man, I played against you the other night. I was Albus Lepus with Rain Spider. I had a great time playing with you and it was super cool running into you in the wild.
Only works vs bipeds because the other legs will punish you for coming in closer. These zimmerman builds all suck when fighting a tank or tetrapod player(like myself) that don't under the meaning of chill out.
I have a build that can ACS Overload anything that isn't heavy tank legs in one combo into a pile bunker. Trust me, it works against anyone, piloting skill difference.
Thanks for explaining how you were doing this! It is EXTREMELY difficult to pull off but doable. I was trying to replicate what you did in the other videos and wound up coming to the conclusions explained in this one but lack the piloting skills and drive to practice hehe.
Only ravens go melee only. I’ve ran through the game mellenonly first play through. Guns just don’t do it for me. Only gun I use is orbit cause it’s cute
You can also kick spam with this if done right i belive you need the heavyest legs of reverse joint duel zimmer and at least one auto gat and completely shut down a a.c with stagger dmg
Double melee is fun, but the build completely destroys your ability to survive against medium-range or god-forbid aerial combat builds.
yeahhh..... even on my lightweight high upwards thrust build melee tracking just breaks down if the enemy increases or decreases altitude at all
i learned this the hard way when i faced a bullshit balloon fighter stayed in the air the whole match it was so damn annoying
@@meareAaronI just counter them with a taste of their own damn medicine, it’s what they deserve!
You gotta manually aim and use soft-lock only to make this style work against that. Having the right generator for your build is important. My favorite for double melee after lots of playing is actually the VP-20D, despite being I think the heaviest generator.
Discovered this myself as well, it also works with the sweet 16. A nice combo with that is with the sweet 16, the plasma lance and the pulse blade. Hit them first with the lance charged attack. If it doesn't stam break, finish the bar with the sweet 16 and then pulse blade. If it does stam break, quickly swap to your pulse blade, shoot them point blank with the sweet 16 and then follow up with the pulse blade double hits. Make sure to swap before you shoot otherwise you won't have enough time.
I didnt expect therapy coming from a smoking cat
I managed to do the stagger into 2 dagger strikes > shotgun > RJ kick once, really feels quite good to pull it (bonus if you stagger the dagger hits so the laser drones have time to fully pepper the victim), your focus on the melee ways made me drive to refine my SnS build Mood, thanks for the effort mate.
so that's why zimmerman and melee felt so good in pve. i didn't notice the zimm can extend acs overload like that.
I've been waiting for a video of the smoking cat.
Back during AC4/4A days, online PVP was generally lumped into regular gun-focused matches and "blade matches" where only melee builds are allowed. I think this is the most reasonable way forward for PVP. Melee builds are insanely fun, but they don't match up well in a landscape where the meta is dictated by missiles and grenade launchers.
Absolutely loved the philosophical bit 😂
Love seeing someone else enjoying the game the same way I do. I’ve used the zim combo a few times, but I still feel guilty for using one. Also I find when I do use one my opponent is more likely to pull something else out that’s more meta in close range like quad shotguns…
I actually tried using one of my melee builds in clerics tournament today. Did pretty well but I was distance controlled so hard and kicked to death by a stupid tetra😭
I love that you don’t kick, I f*%king hate kicks.
Watching plays like this makes me think of my own movements. I’m someone that really likes aggressive play.
*edit* this video really opened my mind that my movements still has room for improvements thanks a lot and here’s a sub.
Something similar can be done by using 2 Harris, the pulse blade and the sweet sixteen. One can start some stagger with the harris, then:
stagger with pulseblade while charging one harris -> switch pulseblade to other harris and start charging -> fire first and then second harris.
Another option is to start with Pulseblade and shotgun:
charged Pulseblade -> switch to harris and start charge -> stagger with shotgun -> switch to harris and start charge -> fire first and then second shot.
When staggering just from harris shots one can also do two regular strikes with the pulseblade and then dash in for a shot from the sweet sixteen. The punish isn't quite as hard as with melee weapons but you gain some ranged options and it even fits onto nachtreiher legs.
I like how you said it’s all about no winning and losing but learning. That’s what I do.
My personal drive to move forward is your videos. Keep it up Mood bud.
The faster windup tech also works as long as you press the button initially when close to an enemy. If you are on reverse joints and qb slightly over top of someone, press button then, and let the velocity carryover bring you past them the fast windup still happens and seems to confuse people very well (also velocity carryover from RJ quick boost is kinda nuts in terms of options it gives you, made the switch to kasuar from nachtreiher and love it so far.)
I discovered this after maining reverse joint legs because the forward quick boost launches you too far. So if I put an opponent into the stagger state, I will hit them with my main melee then Assault Boost while switching to the secondary melee. Leaves a small window to pull it off but when you get comfortable, it serious effective for double melee.
@@Gamegod02 I like that their kick is also a good opener, if you use AB to gap close they either dodge too early for the kick or too late for the melee. Not to mention the kick as a followup to normal punish. Doesn't hit usually but forces them to spam dodge at end and waste EN.
@@rein7046 The good rush down tactics, it's why while I do an Assault Boost I'll dodge to the left or right. This will make you shift if they dodge so you'd align yourself different so the kick can connect. I also like to Assault Boost into a kick after my melee finishes connecting as a finisher for extra damage.
@@Gamegod02 I think the only builds I had issues with are those tank builds with like 20k AP. 4 combos later they still are alive lol. Currently trying to use laser slicer charged as opener to deal with those since the charged attack dash gives the same psudo shield as chainsaw and plasma thrower.
@@rein7046 Causes flinch too! Closing the distance can be trick as only a few boosters have abive average melee thrust to close the gap. But yeah, using the charge attack for the Laser Slicer is great as an opener if you have their ACS high. ACs with high AC always turns into a fight of how long can I survive to put them down before I die lol.
As a melee enthusiast myself at this point, I have found that it's better to just assault boost away to the side to line them up for a melee strike when your opponents stick ontop of you, they lose all control.
And as always, great video Mood.
Try aiming diagonally with your assault boost to reach them by making a bit of distance first, think staircase logic.
@@CodenameMood that almost happens naturally with hardlock. And the way you described it is exactly what i meant.
Wording is pretty funny at times. Thank you for watching, though.@@villain9111
Mood you should start a melee build fight club like one night a week id show up every time
Interesting info on the Zimms and the animation cuts.
Might have to experiment more, but I still prefer the coral blade over the pulse blade. The coral blade has great tracking and does more damage/impact than single regular pulse slash. You can't really land both pulse slashes unless the enemy is stunned. The charged pulse attack is bonkers, but that windup preceding the actual charge feels awkward to me.
Anothet thing that kind of bugs me with the pulse blade is that the regular slashes come out fast. I've tried normal attacks plus cancels to gap close before hitting with a charged attack, but sometimes if the enemy is too close the normal attack executes before I can cancel it. The coral blades lengthier acrobatic animation helps with fake outs and cancels.
Probably just a skill issue. Might have to revisit the pulse blade.
Also the coral blade is red, and matched my AC
You should put your zimmerman on a backmounted slot so you get access to the basic punch, which is actually good at dealing acs buildup, plus it can extend combos as well I think.
You can even confirm pilebunker off it safer, but I opt not to use it myself, more of a stylistic choice of anything.
@@CodenameMood yeah I love the triple punch into pilebunker/chainsaw combo. Especially when they try to use the pulse shield core expansion and I retaliate with assault armor to keep the combo
@@CodenameMoodI was thinking some split/ plasma missiles or even a sweet sixteen maybe. But I appreciate the commitment to no right shoulder even if it pains me
Punch can extend combos but it only serves to further gimp your performance against anything that isn't also trying to play within kissing distance of your AC. You can melee cancel using the punch though so it still has its merits
Much appreciated-kupo!
I think unless the second melee weapon offered some utility that you would use it on its own outside of a combo, then there's no reason other than for style points that the 2nd melee weapon could be anything but the pilebunker.
I do wish that the right hand weapon could be something that isn't a shotgun. All the other right hand weapons just don't do enough impact or they have recoil or has you stop you from moving to shoot.
Another tech for my laser dagger lightweight AC build. Thank you melee AC cat.
Welp. Time to make a twinblade build. Thanks mood
Thank you for the video and thank you for your streams
Sexy man
Every mood vid is a good vid
Melee God has spoken!
Forbidden scrolls unlocked.
Melee God is also a philosopher! (I'm Greek.)
One must imagine, Mood happy.
papa mood with the melee technology once again
What other weapons can extend ACS overload? Can Harris or the other Linear Rifle do it with their charged attacks?
Always enjoy these vids
Thank you for watching!
Your melee skills are amazing! What do you think of the chainsaw and the plasma thrower? I'd love to see a video of you running that!
If someone pulse armors in your face, you can assault armor and blow it off them, and acs break them at the same time. May be useful for you to not drop combos when they panic pulse
I think he uses pulse because when he get staggered it's pretty much gg and because pulse armour counters assault and pulse armour anyway when you use it after your opponent.
Does this work with any weapons other than the Zimmerman? Im curious to know if I could apply this with charged wurger blasts, its my favorite shotgun.
pulse blade and zimmerman on shoulders, nothing in arm slots
pulse blade heavy attack stagger > zimmerman shot, switch pulse blade to fists ASAP > punch twice, switch zimmerman to fist ASAP > punch twice with the other hand, switching back to pulse blade > pulse blade light attack
it worked in my testing at least
Super cheese and not skill expressive. But yes, it does work..
@@CodenameMood oh yeah theres a reason ive only done it on ai so far - its REALLY dumb
Is the Zimmy the only kinetic weapon that can extend the duration of ACS overload like this? Or does it just extend the duration longer than other kinetic weapons, giving you enough time for the combos? I think I might just test this out myself lol.
Punches have the same effect
Sweet sixteen works too I think
all shotguns, and the curtis is good for its charged attack with short charge time and minimal overheat
Haldemans, Curtis and Harris also work. Experiment!
Is that your cat? I love the pic, my gamer tag is pygmy llama, but I don’t own a llama, I do however, have a Steve. I think technically Steve owns me as I am his humble servant. Anyway, love the cat pic, oh, by the way, I really do enjoy your videos as well.
It's a viral video of a cat actually hitting a vape. Look up "Juul Cat", a whole cult in the comments too.
This is the truth of playing a limited archetype in an unbalanced game: it's better to express yourself and push the boundaries, even if it means you're going to lose sometimes. The alternative is to chase the meta, never find a niche, and watch as inevitably even winning ceases to be enjoyable. I used to play a lot of MGO2, a "stealth" game where stealth and melee were actually terrible (the same could be said of both its predecessor and sequel). I had some really great moments, but they were spread out between unnecessary losses. It was sometimes downright frustrating to play. And yet, if you don't play how you want to play, what's the point?
balanced multiplayer games don't exist
> And yet, if you don't play how you want to play, what's the point?
Hey, wise guy: what if the way someone wants to play is picking the most powerful option and optimizing it?
@@servantofcygnus Then you'll be trying to find your own way to innovate and create something that breaks it so you'd have the advantage. That is NOT the mindset of every player you see running some meta-bot. They look online, see what's powerful and copy it, end of story. The players who innovate, don't have the skill to back up their innovations and the players skilled enough to bring out the best in a build are too apathetic to take any advice from said innovative players seriously.
We are kinda doomed here on the West. No one takes the game seriously and the players who actually have some skill are too apathetic to try anything new. I love AC but the community in the west are just too much of a slave to the meta. I can't blame anyone though, the west is like this in LITERALLY every game. They'd rather play the most boring meta-characters/guns/comps/ect than play something fun and skillful. I watch Overwatch, SF6, Guilty Gear and of course AC6 and it always holds true.
On the flip side Asian Countries have always LOVED armored core. They just play to get better and of course I cannot understand the language, but you can see it in the diversity of their builds and how they play them (like seriously dropping weapons as the match starts for speed and EN efficiency in some AC MUs). Same in other games, western FGC tier lists find the easiest thing to play and mark it S tier where Asian tier lists typically value skill expression. Even if something is hard to play it is S tier if the options are there and even 1 person is utilizing it.
Only players like Mood can save us, but he's too stubborn to make something good. He's a rare breed that is innovative and very skilled.
@@GriFFonRec4 Westerners are slaves to meta because somebody stole their souls, which affects them in everything that they do.
Legend has it Mood actually works at from soft and is secretly making Lw's Op with movement tech.
If I worked at FromSoft we'd be in melee meta right now.
@@CodenameMood Plus being able to dual wield melee weapons. 😅
Thanks for the video
When I'm using melee I make sure to use them with lightweight builds to close the distance quickly. Melees aren't so good when your build is slow and bulky.
Don't underestimate the utility of Assault Boosting.
@@agentoranj5858 Assault Boosting/kicking is even better when using lightweights.
You are one of those armored core 6 content creator that know to make a good ac 6 video
Been maining this since launch & didn't even know it.
it's kinda weird that so many strong players i've met in pvp got beaten at least once by you.
will you ever upload again? i'll watch even your regular pvp gameplay
I doubt I'd upload AC6 anymore, unless the game gets like a DLC or something huge. The patch wasn't big enough, and it became exhausting to play for a melee player like me.
I have a video in the works however, but it's completely unrelated to AC6.
I'm glad there's another person emphasize that pilot skill doesn't really matter too much when your build is simply too hard to counter said missile boat or heavy lasers. AC6 pvp should never be taken seriously due to it's rock paper scissors nature. I don't really know about the previous ac gens but I heard they were better due to something like turn speed and you could dual wield melee as well
Turn speed only really meant that heavier ac's turned slower so lighter ac's would just circle around them most of the time and there dead.
Have you considered puting something on your right shoulder, purging it immediately and then with weapon bay youll be able to put the zimm on ur back and punch
You can do that by putting zimm on the shoulder instead of the hand. But I don't really have a use for punch, so I don't do it.
@@CodenameMood yeah I guess that'd be more logical 🤣
i just met you in your bronze lining, you destroyed me good in my ransetsu build
Is that evangellion music when you got all sentimental 😂
but butt... you can just use Basho arms + zimmerman + Pilebunker and then Chainsaw
it goes like fist-> fist-> fist-> zimmer-> pile-> saw if they survive the pile hit the saw should just obliterate them
Betting it all on that cheese moment by running bashos which ruins your zimmerman tracking is quite the gamble.
@@CodenameMood thats how I roll -_- just to make a statement no matter how memetic it might be
There are specific weapons that extend ACS overload?
zimmerman doesnt extend ACS overload it extends the stun effect of the ACS overload basically re-stunning the target. (i was half wrong. this is what one gets for speaking before knowing what you're talking about)
Cutis/Harris charge shot and all shotguns do. Same with any big-hitting weapons. So long the enemy is ACS Overloaded, it re-staggers.
The dual blade laser slicer extends it by quite a bit. Combine with dual huxleys and a assault armor at the end this combo does almost 8-9K damage off 1 stagger.
Great video! But curious why you let the melee animation finish rather than quick boost out as soon as the hit connects to get the shotgun shot off faster and leave more time for the final melee hit? (Edited wording) :-)
Because you NEED the melee hit to get into your optimal combo and enable pile bunker.
@@CodenameMood Thanks, but I meant quick boost AFTER the first melee hit connects and causes ACS overload. Doesn’t that let you take the Zimmerman shot sooner, and thus extend the time left for your follow up combo? Sorry if I’m dumb I’m still learning the mechanics.
@@mcdillard4985 It was just your wording that threw me off, my apologies. Quickboosting and shooting is weird because you can't shoot WHILE quickboosting, and you can rarely buffer the input. Hell, sometimes, if you do it TOO fast, it doesn't extend ACS Overload, all kinds of jank. I figured letting it drop naturally then shoot is almost perfect timing to pull it off consistently, it's why I suggested so in the video!
i remember fighting this a couple days ago was fun
I just wish they improve melee mechanics a bit, like I usually miss melee slashes that are barely there and should've been a hit. It makes me sad and rely more on ranged/mixed playstyle instead as you can barely encounter a melee matchup *at least on my end*. And with the current grenade launcher meta, it feels like melee is kind of dead below the waters now (besides the pseudo ranged ones) for an average player. Like, good engages into an energy draining dive should be rewarded. Instead, you miss alot, even when it should've hit. Not really a rant, but melee should get some more love, as its playstyle has even more room for error than opportunities unlike ALL of the other weapons in the game with the spray and pray hardlock-win playstyle. One mistake and you can get heavily punished, unlike with a ranged build that can just stay within shooting distance.
where did you get that photo of the cat smonking the cigar?
Look up "Vaping cat" on RUclips. It's a video.
WHAT HAVE YOU DONE??!
How do I know if a weapon extends ACS strain?
It's usually any high-impact weapon. All shotguns do for example because they do a big burst of damage. You can REALLY check it out if you ACS Overload an enemy, then shoot them with a weapon and watch the stagger animation.
You can test easily by putting the AC Trainer with AI on, and seeing if it can move after you test the weapon during ACS Overload. If it can move, it doesn't extend. If it can't, it works.
why does the build he shows uses the basho arms with no melee weapons at 4:07? wouldn't that be bad as basho is only good for melee builds?
It's for other stats, as it REALLY doesn't matter what you have. Missiles use their own stats which are bound to weapons, and the lockon is bound to FCS.
still my favorite
Unfortunately, you'd need a lot more effort for this to work against heavier ACs or ACs with stronger stopping power (strong single shot/charged weapons like RS-NEB/NEB, laser shotgun, zimms, even the explosive thrower) to push back against melee rushes.
Do the combo twice then. Once to get the ACS Strain high, and second time to finish it off.
@@CodenameMood I fought plenty of LW melees with my medium biped and the the explosive thrower fills 90% of their stagger meter. AA in case they pop their shield, should stagger them in the process as well.
I've got a build for you to try out then. Pulse Blade - Harris - Pile Bunker. Pulse charge attack, quick boost swap to Harris, charged shot, QB Pile Bunker. The Pulse Blade Harris combo causes ACS Overload on anything in the game that isn't heavy tank legs.@@hammertiemz
Is the current Zimmerman still the same as this video?
What do you do against Kites and LAMS?
Stylish AC in the start
The Silver Lining, iconic by now.
Good video, please don't make more
U considered the sweet sixteen shotgun?
Yes.
Hey man, I played against you the other night. I was Albus Lepus with Rain Spider. I had a great time playing with you and it was super cool running into you in the wild.
What IS THIS SONG?????
Mood has turned me into a pulse blade addict and I wouldn't have it any other way
Only works vs bipeds because the other legs will punish you for coming in closer. These zimmerman builds all suck when fighting a tank or tetrapod player(like myself) that don't under the meaning of chill out.
I have a build that can ACS Overload anything that isn't heavy tank legs in one combo into a pile bunker. Trust me, it works against anyone, piloting skill difference.
#buffmelee #bufftomboys
Wait a sec... So you're telling me that zimmy is no longer the end all be all - *but a combo extender/hit confirm?*
It always was. It's nothing compared to it's prime, but it's still an alright weapon.
Unless you're running a duel zim duel auto gat back weapons, kick spammer, then yea, it can be as strong as it was before nerf
Thanks for explaining how you were doing this! It is EXTREMELY difficult to pull off but doable. I was trying to replicate what you did in the other videos and wound up coming to the conclusions explained in this one but lack the piloting skills and drive to practice hehe.
Make sure you swap to the second weapon BEFORE shooting too!
Only ravens go melee only. I’ve ran through the game mellenonly first play through. Guns just don’t do it for me. Only gun I use is orbit cause it’s cute
Ngl idk if I'm getting annoying if so I'm sorry but I think your influence is spreading and so be it
stupit build, my kazakh laser quad beat this everytime, #1 kazakh coral shield laser quad fast attack, defeat melee fool greek child
Nice !! Melee for life 🗡
Good tips, but I wish your internet connection was a bit better so I could enjoy watching your pvp clips.
You can also kick spam with this if done right i belive you need the heavyest legs of reverse joint duel zimmer and at least one auto gat and completely shut down a a.c with stagger dmg
I may have a build for you to try.
Whole point is that I only play one type of build.
@@CodenameMood fair.
Lmao lost it at damn zoomers. Good shit moody bby
I rarely get hit by melee builds. Melee online is really hard. At least for me, but I probably suck. 🤷🏾♂️
This new tech is sweet and sexy
Oh god no, please don’t nerf the melee weapons… 🤦
Oh no ... There we go, another Zimmer nerf incoming. They will balance this game to shreds if people keep complaining about things beeing broken
TECHHHHHHHHH
You russian?