Something interesting you can do with this setup is put the Zimmerman on your R-Back slot with an empty R-Arm, allowing you to swap to melee punch during Zim reload time. R-Arm punch after charged L-Arm attack will be an option to stagger your opponent if they dodge Zim.
That's an interesting idea, but I feel like the punch leaves you far too open, too many frames where you have no control. I generally tend to be patient with my shots and my enemies IF they are good, find a good time to shoot the Zimmerman via paying attention to their dash timing.
@@CodenameMood I main melee from day 1 till now and forever prob and I win most of the time and I recommend mid weight more this build beat some metas
Pro tip for the Pile Bunker - if you assault boost and charge the attack while boosting, the momentum of the boost carries your forward, allowing you to hit people even if they usually wouldn't be close enough for the PB.
This is true for the pulse blade too, as you do retain momentum! My only gripe is that AB can feel clunky sometimes, so I generally avoid it. But good tip!
Ive been using the PB single zimmerman combo in my ng+ playthrough only swapping the 2nd melee weapon for either thr slicer, dagger, or the yo-yo. Havent tried this in pvp yet but good to know the same tactics i use might work for me there lol this is a dope build, thanks for breaking it down
@CodenameMood hell yeah, the HMR's first strike comes out ridiculously fast and even the zippiest npc's and bosses have a hard time evading it when timed right so I'll def be looking forward to what you can do with that one
Mood thanks for the tips, double melee is the way. I have also tried using the Wuerger/66E laser shotgun for the right arm. It might be better than the zimmerman as a melee-range secondary. You can charge up the shotgun while melee attacking then fire as soon as the melee combo completes. Unlike the zimmerman, you can fire the wuerger at point-blank range and it deals lots of stagger. It's like having a right arm melee weapon. Highly recommend, hopefully it helps!
There's little tidbits like this in the game everywhere. Did you know the Coral Generator makes your pulse armor tankier by 50%, and your assault armor do 50% more damage?
I fought you last night with a black/red missile / electric pistol build and got obliterated. And with that, you just earned a subscriber! Till we fight again! (Slayer V2)
Interesting, this is exactly the same as what I've been doing since the first week with the melee techniques. Not exactly the same AC build, but fairly similar with the Pulseblade, Piledunker and the a shotgun. Great fun :) I've been dabling with other melee weapons as well. But often I end up going back to "the basic" as I call it myself. Playing around with the dagger and the "melee/close range" Explosive Thrower, and lot's of missiles for impact build up at the moment, not exactly melee exclusive, but quite fun for kiting around the zimmerman "meta" and other melee users. The explosive thrower is great for getting that last bit of stagger on evasive ground opponens, as it covers just about 180 degrees in front.
Bro we made very similar builds out of sheer ""luck"" (actually it's just good game design but still) Same generator, legs, core, arm weapons, pulse armor I did go for the BASHO arms tho, and laser dagger instead of the pile bunker (just cause i like the animations, the bunker is more OP) I started using the ALULA boosters too but now I rock the IB-CO3B: NGI 001, which makes quick boosts go crazy far Anyways, great video! I hope more people start going for melee builds in the game like us, cause it's obviously the more fun way of playing
This video and build inspired me to make a similar one but Im still testing out what pair of melee works for me mostly have success on pulse blade + laser slicer combo along with the burst AR rangetsu instead of a shotgun for consistent poke/chip damage and avoid alot of the Zimmerman builds. Using the kikaku boosters instead here and still need to perfect on canceling pulse blade lounge cancel as I still whiff/fail sometimes doing that.
Its ironic Im running something almost similar, WITH a quad. You are definitely more nimble, I have about 6k more AP. Its impressive to see someone trying to break up the Shotgun circle jerk meta, keep it up!
Hey man fellow For Honor Fan(left after Raider top stunmegadon) ,love yer build I am still in chapter 3 and have taken the sword/pile bunker combo,My other parts are a bit heavy giving 9k health with 342 speed and I am using the Plasma cannon and Launcher on the other side.Gona use your tips to better myself,Hope you become Faraam of this game.
big respect for choosing parts you wanted that looked cool lol, i noticed many of the "meta" builds are just not what i like appearance wise but your build is right up my alley. havent unlocked that head piece though. also you dont use the melee boosters? is that an en or weight limit issue?
@@Legendary0Hero the melee boosters are called kikaku, you get them very early on. im also really new to ac as a whole so even i dont know if they're the most optimized for a melee build btw, thats why i asked mood. dont know if he's going to answer though, noticed he didnt reply to another guy who asked the same thing before i did
Kikaku's ONLY have melee boost. Their QB and other stats are horrible in comparison. I use the Alula, which are more balanced and have good melee thrust. They give insanely good QB recovery, so much speed.
I use the saitan generator, basho arms for the melee specialization it really improves the melee damage. And kikaku booster which has really high melee thrust. I literally just melee cancel instead of QB to get to the enemy its very fast. My weapons are the same as yours e cept i sometimes swap the pile with lazer blade.
Pulse Armor has a ton of different uses. I’ve seen ppl using it aggressively even when I was close to stun so they could basically charge me for free. But you can cancel a lot of weapons. Not just the pulse blade. Most energy based that have a charged melee attack can be dash cancelled out of. I think the lance cancel is better because the normal attack will track an gap close their dodge if they can dodge again quickly enough anyway
Pile Bunker cancel is peak. It removes the very ugly animation lock after landing it, saves you from the trouble of being smacked point-blank by explosives or whatever.
@@CodenameMood no, I mean cancelling out of the start up the same with pulse blade is possible with a lot of weapons. You can cancel out of the start up of a lot of. Charged weapon shots and stuff like the Dizzy grenade launcher as well. You lose the charge tho. But no cooldown punish
mood skilled player but that is not normally, This very very insane....They need to check him pc and game.....Maybe he not cheating but maybe he using the game deficit ...and this cant seem on game screen..He needs to check-up....Day0s FPL Cheater with Streaming.....I think day0s still cheating...mood using game deficit on PRO scene ,ON BIG Events.Maybe everyone dont knows him trick.He incredible....I want to ask his where is the comming of your skill's ?
Superb build brother! Love watching unconventional builds. I have a question though. Is there a better reason why you leave your right shoulder slot open aside from cutting weight? Is there any other options?
Thank you! It's mainly because the Pile Bunker is so heavy that you are at the very limit of being overburdened. I haven't looked into the other options much because most shoulder weapons are not all that great unless they are crazy heavy or have insane EN cost, which this build has not much of as it is lightweight.
@@chicomaru From my experience, most lightweight weapons kind of suck. And as I said in the video, Zimmerman dwarfs all when it comes to close range impact. The whole build is just a quick moment, a flowing combo that leads into absurd damage, kind of a hit and run but with a gigantic metal pile.
@@chicomaru Thank you for watching! I'm kind of a melee addict, huffing the high skill ceiling fumes, we'll see if I even make more builds, hahah. Good luck on Rubicon 3!
I tried this build in PvP not expecting to win because of the high skill floor to do so. Regardless to say, I can't stop giggling when the Pile Bunker successfully rips another hole off of my unwitting opponents. 5/5 will practice melee from now on.
You know, you can go heavier. I think it’d help. If you went heavier and ditched the pulse blade, probably replacing both shoulders with Huxleys and putting an MG in your right hand, I think that would help.
Hey man may i ask if the Zimmerman extend the acs overload duration? For example when the enemies is stunned and there is some distance, is it better to shoot the zimmerman to extend the stun as you get closer for the pile? Thanks!
A couple things, as ive been using a cery similar build with a few differences. Have you considered the BASHO or VP-46D arms? I wonder if the slightly tankier FIRMEZA arms are so tanky as to negate the advantage of 7-50% damage increase for the pile bunker. The BASHO i could understand if it was goving you FCS tracking issues but the 46D arms are still good there, and the BASHO will give you even more tankiness if thats more your thing. These of course necessitate thee use of a generator, of which id suggest either coral generator may actually be superior due to the pulse armor bonus and situationally better air competence. i use the NGI 000 heavy coral generator. Last, head slot... why the ALBA? I suspect weight may be the culprit here and i would suggest the move to the lighter coral generators will free up the head slot to squeeze out a few more AP and defense points in the MELANDER C3 or EPHEMERA (I use EPHEMERA because I think it looks cool but concede the C3 is probably the right choice for function due to both weight savings and better scan duration/distance). Some of these choices may be due to matters of taste but i think the arm selection could really help squeeze value out of the pile bunker. The last consideration would be the pulse shield launcher EULE/60D. It mainly helps me enormously when in close quarters to build ACS strain and sometimes it helps in a pinch against zimmys, but its definitely a matter of taste in terms of whether its worth whatever tradeoff you may have to make to support it. Great vid!
I won't read all of this (it's too much of my time) but the gist of it is I suppose if I considered other parts or reasons. Don't overthink it mister, it's a visual choice if anything. And the Firmeza arms have generally good ranged handling, so it helps with the Zimmerman shots really up close, but again, I'm not here to min-max to victory. Just to look stylish and impressive while winning!
@@CodenameMood True, but after you've committed to the pile bunker it's not too much more of a stretch lol. The range on it is ridiculous, especially with kikaku boosters. The lance is incredible at closing distance, so if you can somehow fit lance and pile bunker on a build, triggering a stagger with the lance might put you in perfect pile bunker range. I'm not good enough to make that combo work in PVP, but I'd love to see what you could do with something like that!
@@CodenameMood try needle shoulder launchers and viento needle gun than when your opponent is near stunned rev up the chainsaw than shoot them some more than let it rip
As another melee enjoyer, immediate subscribe 💪🏽. Is there a specific reason why you don't use the kikaku boosters by the way? Most melee players I know swear by it, especially if they like melee dash cancelling on different weapons
Kikaku boosters have terrible QB in comparison to Alula. Their melee thrust is the best, but all the other stats are diminishing personally. I find Alulas to be more balanced.
I'll expand upon that in the upcoming video. But simply put, the coral blade's hitbox is far less forgiving, as it almost entirely vertical. This makes it easier to dodge.
Legitimate question- Lance has significantly more impact damage and travels further, is there a reason to take Bunker over Lance, besides the awesome feeling of actually hitting someone with Bunker?
Nothing that I do ingame seems to allow me to dodge out of after-swing delay of the pulse blade. Hard-lock, soft-lock, camera-flicks, swapping weapon, spamming dodge button, spamming directional buttons... all of them leave me in that after-swing delay for a solid second and a half, which gives even AI ACs time to get some distance and for the instantaneous stagger buildup to fall off of the melee hit. Are you doing anything more than just hitting the dodge button after you swing finishes? Just one point of clarification at the end: this is dodging out of the completed swing, not the melee charge/quick boost cancel.
You can never dodge out of it too early. Once the swing happens, you can only minimize the end animation so much. I sometimes even just mash a little to make sure I pull it off, but if done quickly, you should be able to land the hit and dash semi-soon after, land a zimmerman shot during the peak of the Impact, and then Pile Bunker.
also I think the hardest part about using this build is the fact that sometimes the pile bunker just does not fucking go off if you use it immediately after swapping - and other times, it'll go off but not play the animation, so the attack just doesn't land at all and you're just standing still (and fall down if you're in the air)
The Coral Oscillator's charge is the big huge sweeping beam where you stand still, far FAR different. Also, it's tap attack is exclusively horizontal, so it's very easy to dodge and hard to time.
Hahah, it's mostly that people take their story mode build to PVP and get rolled. Unfortunately the meta revolves around very few things, and most other things are just dwarfed by the big well known weapons.
It depends on the weapon. For the Pulse Blade, I ALWAYS charge attack, gives me the option go dash out of it at any point, and the hit itself staggers the enemy, leaving them unable to act.
Something interesting you can do with this setup is put the Zimmerman on your R-Back slot with an empty R-Arm, allowing you to swap to melee punch during Zim reload time. R-Arm punch after charged L-Arm attack will be an option to stagger your opponent if they dodge Zim.
That's an interesting idea, but I feel like the punch leaves you far too open, too many frames where you have no control. I generally tend to be patient with my shots and my enemies IF they are good, find a good time to shoot the Zimmerman via paying attention to their dash timing.
@@CodenameMoodmy melee lightweight uses this concept and I literally never use the punch lol I just keep it for the holster aesthetic
FINALLY. I’ve always wanted to main melee since before the game released, and alas I’ve found someone who specializes in it to take notes from
Welcome in! Remember, we may not be the strongest type, but we are certainly the most fierce.
@@CodenameMood I main melee from day 1 till now and forever prob and I win most of the time and I recommend mid weight more this build beat some metas
Pro tip for the Pile Bunker - if you assault boost and charge the attack while boosting, the momentum of the boost carries your forward, allowing you to hit people even if they usually wouldn't be close enough for the PB.
This is true for the pulse blade too, as you do retain momentum! My only gripe is that AB can feel clunky sometimes, so I generally avoid it. But good tip!
@@CodenameMood yeah it deadlocks you to a direction for a brief period it's mad weird
Ive been using the PB single zimmerman combo in my ng+ playthrough only swapping the 2nd melee weapon for either thr slicer, dagger, or the yo-yo. Havent tried this in pvp yet but good to know the same tactics i use might work for me there lol this is a dope build, thanks for breaking it down
Of course! Thank you for watching! I still have to lab with the other melees, maybe a video on that soon?
@CodenameMood hell yeah, the HMR's first strike comes out ridiculously fast and even the zippiest npc's and bosses have a hard time evading it when timed right so I'll def be looking forward to what you can do with that one
Seeing this build in action does put a smile on my face 😅
Thank you for watching!
Mood thanks for the tips, double melee is the way. I have also tried using the Wuerger/66E laser shotgun for the right arm. It might be better than the zimmerman as a melee-range secondary. You can charge up the shotgun while melee attacking then fire as soon as the melee combo completes. Unlike the zimmerman, you can fire the wuerger at point-blank range and it deals lots of stagger. It's like having a right arm melee weapon. Highly recommend, hopefully it helps!
The gun's impact is far too low to get the combo I'd like with this build, but thank you for your suggestion!
I had no idea the Nachtreiher legs increased the boost speed at all, really great to know now though
There's little tidbits like this in the game everywhere. Did you know the Coral Generator makes your pulse armor tankier by 50%, and your assault armor do 50% more damage?
That's amazing!
Guy by the name of Meep's Armored Core Garage also has a wonder video on movment that is a great supplement to this video when it comes to movement
I'll make a better video about movement and tech soon enough, but thank you for the suggestion!
This was a very helpful friendly guide for a melee build so thanks for explaining and showing everything!
I fought you last night with a black/red missile / electric pistol build and got obliterated. And with that, you just earned a subscriber! Till we fight again! (Slayer V2)
Good fight man! I can only imagine what a melee cancelling speed demon was like to fight, hahah.
Interesting, this is exactly the same as what I've been doing since the first week with the melee techniques. Not exactly the same AC build, but fairly similar with the Pulseblade, Piledunker and the a shotgun. Great fun :)
I've been dabling with other melee weapons as well. But often I end up going back to "the basic" as I call it myself.
Playing around with the dagger and the "melee/close range" Explosive Thrower, and lot's of missiles for impact build up at the moment, not exactly melee exclusive, but quite fun for kiting around the zimmerman "meta" and other melee users. The explosive thrower is great for getting that last bit of stagger on evasive ground opponens, as it covers just about 180 degrees in front.
Sounds interesting! I'll be labbing and going through all the melees at some point myself, stay tuned!
Bro we made very similar builds out of sheer ""luck"" (actually it's just good game design but still)
Same generator, legs, core, arm weapons, pulse armor
I did go for the BASHO arms tho, and laser dagger instead of the pile bunker (just cause i like the animations, the bunker is more OP)
I started using the ALULA boosters too but now I rock the IB-CO3B: NGI 001, which makes quick boosts go crazy far
Anyways, great video! I hope more people start going for melee builds in the game like us, cause it's obviously the more fun way of playing
That's cool that we had matching builds by chance! Nice to have you around, fellow melee lover.
This video and build inspired me to make a similar one but Im still testing out what pair of melee works for me mostly have success on pulse blade + laser slicer combo along with the burst AR rangetsu instead of a shotgun for consistent poke/chip damage and avoid alot of the Zimmerman builds. Using the kikaku boosters instead here and still need to perfect on canceling pulse blade lounge cancel as I still whiff/fail sometimes doing that.
@@jomaripalado1825 niceeeee!! I have recently changed my mind and gone to kikaku boosters too
Its ironic Im running something almost similar, WITH a quad. You are definitely more nimble, I have about 6k more AP. Its impressive to see someone trying to break up the Shotgun circle jerk meta, keep it up!
You have the heavier attitude stability advantage too, I just love my crackhead speed, hahah.
@@CodenameMood nothing wrong with that!
I'm gonna need a laser lance build from you for sure!!
Stay tuned!
Hey man fellow For Honor Fan(left after Raider top stunmegadon) ,love yer build I am still in chapter 3 and have taken the sword/pile bunker combo,My other parts are a bit heavy giving 9k health with 342 speed and I am using the Plasma cannon and Launcher on the other side.Gona use your tips to better myself,Hope you become Faraam of this game.
Hahah, thank you man! I have a comfy 900 hours in For Honor myself, so I suppose we share that melee craze.
Another For Honor player here 🙋🏽♂️
Yeah melee is a must in AC6
I'm shocked to hear that you haven't seen anyone else use melee cancelling. Oro was doing it in the PVP reveal stream lol
So basically, you’re fighting like Ayre and no one knows what to do. Genius. 🙌🏾
Defeating all the new people who transitioned from PVE to PVP!
Ta sevh mou, fellow bobot enjoyer. 🤝
Mister NinjaCakeAssassin?! Th kaneis edw re, mikros kosmos, hahah
big respect for choosing parts you wanted that looked cool lol, i noticed many of the "meta" builds are just not what i like appearance wise but your build is right up my alley. havent unlocked that head piece though. also you dont use the melee boosters? is that an en or weight limit issue?
Curious, which booster is that? Still lagging behind and havent delved into PVP optimization myself, so idk which boosters ideal for that.
@@Legendary0Hero the melee boosters are called kikaku, you get them very early on. im also really new to ac as a whole so even i dont know if they're the most optimized for a melee build btw, thats why i asked mood. dont know if he's going to answer though, noticed he didnt reply to another guy who asked the same thing before i did
@@LeviThomson-w3x gotchya. I appreciate it either way, ill look into em
Kikaku's ONLY have melee boost. Their QB and other stats are horrible in comparison. I use the Alula, which are more balanced and have good melee thrust. They give insanely good QB recovery, so much speed.
Your tactics are motivating
If you don't want to kneel to the meta, you need to be a better pilot to make up the difference.
I use the saitan generator, basho arms for the melee specialization it really improves the melee damage. And kikaku booster which has really high melee thrust. I literally just melee cancel instead of QB to get to the enemy its very fast. My weapons are the same as yours e cept i sometimes swap the pile with lazer blade.
I like to rely on my movement to get away from damage or get to enemies, much more freedom than relying on melee thrust lock-on.
Pulse Armor has a ton of different uses. I’ve seen ppl using it aggressively even when I was close to stun so they could basically charge me for free. But you can cancel a lot of weapons. Not just the pulse blade. Most energy based that have a charged melee attack can be dash cancelled out of. I think the lance cancel is better because the normal attack will track an gap close their dodge if they can dodge again quickly enough anyway
Pile Bunker cancel is peak. It removes the very ugly animation lock after landing it, saves you from the trouble of being smacked point-blank by explosives or whatever.
@@CodenameMood no, I mean cancelling out of the start up the same with pulse blade is possible with a lot of weapons. You can cancel out of the start up of a lot of. Charged weapon shots and stuff like the Dizzy grenade launcher as well. You lose the charge tho. But no cooldown punish
mood skilled player but that is not normally, This very very insane....They need to check him pc and game.....Maybe he not cheating but maybe he using the game deficit ...and this cant seem on game screen..He needs to check-up....Day0s FPL Cheater with Streaming.....I think day0s still cheating...mood using game deficit on PRO scene ,ON BIG Events.Maybe everyone dont knows him trick.He incredible....I want to ask his where is the comming of your skill's ?
Superb build brother! Love watching unconventional builds. I have a question though. Is there a better reason why you leave your right shoulder slot open aside from cutting weight? Is there any other options?
Thank you! It's mainly because the Pile Bunker is so heavy that you are at the very limit of being overburdened. I haven't looked into the other options much because most shoulder weapons are not all that great unless they are crazy heavy or have insane EN cost, which this build has not much of as it is lightweight.
@@CodenameMood what about weapon swaps? Although, it’s a shame the game won’t let us equip melee weapons on the right arm. That would be cool.
@@chicomaru From my experience, most lightweight weapons kind of suck. And as I said in the video, Zimmerman dwarfs all when it comes to close range impact. The whole build is just a quick moment, a flowing combo that leads into absurd damage, kind of a hit and run but with a gigantic metal pile.
@@CodenameMood thank you for the insight! I will give this build a try! Hoping to see more builds!
@@chicomaru Thank you for watching! I'm kind of a melee addict, huffing the high skill ceiling fumes, we'll see if I even make more builds, hahah. Good luck on Rubicon 3!
Saw u in the tournament... Nice job
Bro just saw you on the Myndrr video, glad to see a MELEE enjoyer, I'm suscribing, hopefully u make a build for The Chainsaw man😂
I am not looking forward to the melee tier list vid, hahah.
canceling melee weapon has been shown before, forgot by whom, but it was day one on release. sorry to burst your bubble.
nacht legs are a speed demon abomination, they're considered bipedal but they might as well be reverse joint. gotta love having
I tried this build in PvP not expecting to win because of the high skill floor to do so. Regardless to say, I can't stop giggling when the Pile Bunker successfully rips another hole off of my unwitting opponents.
5/5 will practice melee from now on.
Hi, thanks for the build. May I ask why do u only slash once instead of two with the pulse blade?
Hold the attack button, this will cause you to do a charge attack that actually staggers the enemy, instead of the two small slashes.
so satisfying
No better feeling than Pile Bunker.
He hit so far with the full charge of the pile bunker and whenever I try it if I’m off by a hair it’s over
One day there will be no more bunkers for they will have all been piled
I got on to stream yesterday, and I swear I singlehandedly kill some of the playerbase, they just stop making rooms when I join and pile their bunker.
You know, you can go heavier. I think it’d help. If you went heavier and ditched the pulse blade, probably replacing both shoulders with Huxleys and putting an MG in your right hand, I think that would help.
Why should I LOSE THE ENTIRE POINT OF THE ENTIRE BUILD to make it more optimal?
People like you are why the game is as bad as it is right now.
Hey man may i ask if the Zimmerman extend the acs overload duration? For example when the enemies is stunned and there is some distance, is it better to shoot the zimmerman to extend the stun as you get closer for the pile? Thanks!
i personally use the SAN-TAI generator
I’m a melee player too 🙋🏾♂️the dagger melee cancel is really fast and can cancel into the charge for some anime like moves
Interesting, might lab some stuff with the dagger. Thank you for watching though!
A couple things, as ive been using a cery similar build with a few differences. Have you considered the BASHO or VP-46D arms? I wonder if the slightly tankier FIRMEZA arms are so tanky as to negate the advantage of 7-50% damage increase for the pile bunker. The BASHO i could understand if it was goving you FCS tracking issues but the 46D arms are still good there, and the BASHO will give you even more tankiness if thats more your thing. These of course necessitate thee use of a generator, of which id suggest either coral generator may actually be superior due to the pulse armor bonus and situationally better air competence. i use the NGI 000 heavy coral generator. Last, head slot... why the ALBA? I suspect weight may be the culprit here and i would suggest the move to the lighter coral generators will free up the head slot to squeeze out a few more AP and defense points in the MELANDER C3 or EPHEMERA (I use EPHEMERA because I think it looks cool but concede the C3 is probably the right choice for function due to both weight savings and better scan duration/distance). Some of these choices may be due to matters of taste but i think the arm selection could really help squeeze value out of the pile bunker. The last consideration would be the pulse shield launcher EULE/60D. It mainly helps me enormously when in close quarters to build ACS strain and sometimes it helps in a pinch against zimmys, but its definitely a matter of taste in terms of whether its worth whatever tradeoff you may have to make to support it. Great vid!
I won't read all of this (it's too much of my time) but the gist of it is I suppose if I considered other parts or reasons.
Don't overthink it mister, it's a visual choice if anything. And the Firmeza arms have generally good ranged handling, so it helps with the Zimmerman shots really up close, but again, I'm not here to min-max to victory. Just to look stylish and impressive while winning!
Have you played much with Laser Lance? What do you think of it? The melee cancels with it are fantastic
Laser Lance is far too heavy for a lightweight build, but I can look into making a slightly heavier build utilizing it for sure! I'll be labbing.
@@CodenameMood True, but after you've committed to the pile bunker it's not too much more of a stretch lol. The range on it is ridiculous, especially with kikaku boosters. The lance is incredible at closing distance, so if you can somehow fit lance and pile bunker on a build, triggering a stagger with the lance might put you in perfect pile bunker range. I'm not good enough to make that combo work in PVP, but I'd love to see what you could do with something like that!
Chainsaw actually does more than pile if u didnt know tho it seems alittle harder to stun punish with
Chainsaw is unfathomably hard to land, and the fact that it has manual charge before it goes off makes it unreliable to integrate into combos.
@@CodenameMood try needle shoulder launchers and viento needle gun than when your opponent is near stunned rev up the chainsaw than shoot them some more than let it rip
@@CodenameMood my most recent vid showcases this
As another melee enjoyer, immediate subscribe 💪🏽. Is there a specific reason why you don't use the kikaku boosters by the way? Most melee players I know swear by it, especially if they like melee dash cancelling on different weapons
Kikaku boosters have terrible QB in comparison to Alula. Their melee thrust is the best, but all the other stats are diminishing personally. I find Alulas to be more balanced.
Why not use thr coral blade over the pulse blade?
I'll expand upon that in the upcoming video. But simply put, the coral blade's hitbox is far less forgiving, as it almost entirely vertical. This makes it easier to dodge.
Legitimate question- Lance has significantly more impact damage and travels further, is there a reason to take Bunker over Lance, besides the awesome feeling of actually hitting someone with Bunker?
Not sure if this was said but why didn’t you use the boosters that give you max dash distance during melee dash…?
Because they give you bad QB recovery, makes you far less slower. The Kikaku's are ONLY good for melee thrust and nothing else.
Nothing that I do ingame seems to allow me to dodge out of after-swing delay of the pulse blade. Hard-lock, soft-lock, camera-flicks, swapping weapon, spamming dodge button, spamming directional buttons... all of them leave me in that after-swing delay for a solid second and a half, which gives even AI ACs time to get some distance and for the instantaneous stagger buildup to fall off of the melee hit. Are you doing anything more than just hitting the dodge button after you swing finishes?
Just one point of clarification at the end: this is dodging out of the completed swing, not the melee charge/quick boost cancel.
You can never dodge out of it too early. Once the swing happens, you can only minimize the end animation so much. I sometimes even just mash a little to make sure I pull it off, but if done quickly, you should be able to land the hit and dash semi-soon after, land a zimmerman shot during the peak of the Impact, and then Pile Bunker.
@@CodenameMood I appreciate the response
Make a movement piloting video please ! I’ll subscribe hoping you do
also I think the hardest part about using this build is the fact that sometimes the pile bunker just does not fucking go off if you use it immediately after swapping - and other times, it'll go off but not play the animation, so the attack just doesn't land at all and you're just standing still (and fall down if you're in the air)
You all should see how I treat meele combat, lol
Does the coral blade also have the charge because if it does it's just better than the pulse blade
The Coral Oscillator's charge is the big huge sweeping beam where you stand still, far FAR different. Also, it's tap attack is exclusively horizontal, so it's very easy to dodge and hard to time.
Iv come to terms I just suck at making builds
Hahah, it's mostly that people take their story mode build to PVP and get rolled. Unfortunately the meta revolves around very few things, and most other things are just dwarfed by the big well known weapons.
Zeimermans have been nerfed now. They're no longer meta.
Why not the Wrecker arms? They have way better Melee Specialization
I find the ones I use to be more balanced. (And they look cooler)
do you fully charge your melee attacks or release it half way? my charged attacks r slow as hell 🥲
It depends on the weapon. For the Pulse Blade, I ALWAYS charge attack, gives me the option go dash out of it at any point, and the hit itself staggers the enemy, leaving them unable to act.
challenge: no zimmerman
All of this is going to become obsolete once they nerf Zimmerman. None the weapons can even compare to how op that thing is.
New builds will be made to compensate.
Melee built.
1. Equip Zimmerman LOL
Bro is playing gundam VS in armored core 😅
you are far from number one ... try coral and pulse blade its very strong (don't charge coral blade)
Make a movement piloting video please ! I’ll subscribe hoping you do