And that Pea shooter isn't really bad Using those double rifles is a really good strategy They deal small but constantly consistent damage. Pair with good missiles and you can become unstoppable. The initial missiles in other hand are really bad xD Almost everything else is better xD
I love how the start you out with the best sword in the whole game and you don’t realize you had the best sword until you finished it. P.S. just throwing a idea out there. You could rate the pvp viability of all the NPC builds.
@spacejam5486 For sheer consistency and no big downsides it's up there tho, ashmead charge is hard to land, plasma whip only really shines on tanks/tets, laser blade charge kinda sucks, Lance is heavy, chainsaws uncharged attack is garbage, etc. Obviously those all have upsides also, but the pulse blade is the most well rounded melee weapon
honestly, Id love to just watch your commentary/explanations of your various PvP matches. hearing a self analysis ofhigh level play was pretty entertaining
im really trying to make my "grasshoper knight" build work like this and all this time was unaware of the marvels of charged laser blade, thanks for revealing me such wisdom mate.
speaking of the subject, have you tried to do this build with RJ legs? is it even a good idea? i feel that the jumping of the legs will get in the way of managing energy while controling the dashing@@CodenameMood
So i wasnt crazy that people were recovering super quickly. Good to know. I dont like doing a perfect setup to pile bunk only to wiff at the last millisecond.
Lowkey I think it has something to do with how the pellets of a Zimmerman are not perfectly parallel to each other. So the furthest pellets induce the ACS Strain and the pellets that were slightly behind hit the target at frame 1 of the strain, which starts the recovery immediately.
@@AeontheWeeb I suspect the same. Since you recover quicker after getting hit during ACS. Not sure if the hit's strength matters. But a raw zimmerman blast can definitely push you into the faster post hit recover. So a partial hit registering late makes sense. Could also be partially due to netcode expanding the gap between hits or something.
@@AeontheWeeb I've had this issue happen with other weapons, but you could still be right if this is the result of weird netcode/lag issues or a problem with how several weapons fire their projectiles. Some weapons may not be firing all at once like they're supposed to, creating a staggering series of hits instead of a single salvo hitting all at once.
I like what you do my dude. You basically are the one who gave me the will to keep training with the pile. Despite being a former ACVD rank#1 and a Piler main I almost left the game a few weeks ago. Not being able to turn boosters off mid air and the pile working in a totally different way being the major reasons for why I almost quit. But you showed me it’s possible so I kept on and now I can say I’m enjoying the game. It’s not perfect but I manage to find some sensations back. So thank you, keep up the good work 😊👍 I hope we can play together soon. Bye stay strong bro.
I've rated it high due to it's potential, but mentioned in my last video that it's actually unusable due to FromSoftware's netcode. It's too buggy and inconsistent.
I'd honestly be fine watching more melee commentary like this, but I could also get my fix by going to your twitch vods. Thanks for the link and the great content!
An idea for a video that I would love to see you cover would be the explosive thrower. It's not technically a melee weapon, but it has a lot of the properties of one such as the insane tracking past the screen that you mentioned in this video. I'm striving to really make the thrower work well for me and designed an AC around using it.
Oh the acs bug with zimmerman is actually something that has to do with the multiple projectiles fired it can count as someone taking a hit during acs stun due to all the projectiles some may hit a real small bit later. It shows up with the sweet sixteen too
@@CodenameMood indeed, it unironically might even be worse on the sweet 16 considering its bullets are actually calculated seperatly well, menu wise anyways.
i don't know if this tech has been found yet but you can melee cancel a pile bunker towards the enemy instead of just dashing to get to smooching distance really fast especially using the kikaku booster. This is also really useful in 3v3, I don't see anyone using it so I might share what I have discovered
Side note: if you want to not drop the combo, you must switch to pile bunker after dodging really fast before shooting the Zimmerman so they have less time dodging even if the stagger bug happens but it can still whiff if it happens
@@CodenameMoodi use santai and kikaku sometimes buerzel for long ranged opponents with ephemera core for best EN output. I use a jammer so I don't need the alula that cost to much EN
The pulse blade is amazing for multiple reasons. For one: you start with it. You get it for free and it becomes familiar to use from the start Second: it's good in terms of damage/impact. It stacks up really well even against other weapons. Third: it comes with good movement tech for those who like advanced moves. Lastly: it's reliable.
And with this video you won a subscriber!! Such skill! Thank you for teaching me the value of the charged pulse!! I´m keep using it on pve as it is a great tool for both short or long missions, but now it will be deadlier for me. As soon as I finish my 1st game run I´ll start pvp
Man that was amazingly done! I can never master a single weapon. Would love to see more melee specific videos soon! Also congratulations on being partnered!
I clocked onto the power of melee and the pulse blade's versatility very quickly, but just slapping together whatever parts felt fun only worked for so long. The stealth mechs at the BAWS arsenal taught me that I can't always rely on missiles for long-range firepower, and that biped legs with thrusters optimised for quick boosting have difficulty closing into shotgun and blade range against enemies with a height advantage. Balteus was what actually forced me back to the drawing board and now my first serious build is perhaps an overcorrection in addressing the problems I had: It's a lightweight reverse-joint build with less missile dependence and two guns, keeping the thrusters. I would definitely like to try the pulse blade again at some point, but I have a bit of an overchoice problem in trying to figure out if I want to use the weapon bay to swap between close and long range guns, or pick some kind of all-rounder weapon with some missiles. I also can't decide if I want to stick with reverse-joints and evasive thrusters, or use regular biped legs with some more vertically efficient thrusters.
pretty similar to one of my lights, although i have pulse blade and dual haldemans. i really don't like zims, i prefer the slightly faster reload to constant one-two the pressure on
If you are still taking requests I’d like to see a guide on how to build around the Ling-Tai generator, since it’s very niche but incredibly powerful if you can pull it off which most people don’t really know how.
Great video as usual if you want idea's for content here are a few i can think of 1 make more melee builds with different weapons or strategies and talk about them 2 take viewer submitted builds and rate/review them and give ideas to make them better 3 more in depth guides on other melee weapons 4 just do more match analysis videos cause personally id still watch just for that and i dont see many people doing that That being said i understand why you'd wanna switch it up, feel free to take any of these ideas if they tickle your fancy keep up the good work 👍
I made this build with some slight changes (different FCS and headpiece) and it works nicely thus far I do need to get better with it though. Ive beaten the Arena boss Tsubasa with this build.
I'm pretty sure Zimmerman bug is not a bug, but a feature. From what i see game probably treats Zim shot up to a certain distance as a single big shot, and after as a collection of small shots. If you hit a big shot and you get ACS breakdown it will be long duration because initial stagger is the longest. But if you hit with small shots and get ACS breakdown, then you first get initial stagger from enough small shots hitting and then rest of your shots hit staggered enemy, cause regular (short) stagger and do increased damage.
Have you tried pulse shield launcher? It doesn't interrupt melee amd it gives you a shield despite having both left slots occupied. Lets you regenerate EN and ACS strain too.
Excellent vid! Highlighted your own mistakes too like a champ! You mentioned that Zimm is bugged to not make stagger last as long. Would Haldeman have the same problem and if not, be worth using instead on your build?
bro, love your content! i'd love for you to bring your melee knowledge onto other melee weapons. they are severely underused for the most part but I'm sure someone like you could find some good strats to really make them stand out more! the plasma thrower and laser slicer specifically, just because those 2 are in my build :p
Hey man, how bout' a good guide on how to successfully land the pile bunking? Some angles makes it miss and I still struggle on that. I love this speedy melee playstyle and been grinding on that to get the perfect 'bunking'
1 tip: try not to dash boost into the charged attack. You gotta be close enough before your opponent ACS overload to glide towards them a bit, then charge attack. I practice on AC Nightfall since he's aggressive & can back you off of him if you get too reckless. He can also heal if you fight him on missions.
You know, I'd love to see a more comprehensive melee breakdown for each of the weapons. :0 The laser dagger and naginata especially keep tripping me up in combat, and it feels strange to use them.
@@bigirononmyhip3812Probably the Laser Slicer, AKA Rusty's pinwheel. Which is weird, because naginatas aren't typically double-bladed. But they are in fictional media (the Gelgoog from Gundam wields a spinning twinblade that's also referred to as a naginata).
Does delayed rotation work on M&K or just controller? The main thing I run into with M&K is moving the mouse removes the hard lock so I was curious if the pulse blade would still track.
I almost exclusively soft lock, so I couldn't tell you. It should be an issue considering as long as you initiate the charge when they are on your screen while you slide past 'em, it should automatically spin.
I never unlocked all the cool swords and I hated the 1st buyable one, so I just stuck with this sword from start to finish, used it against balteus / C spider / Cel / Balteus 2 / and Walter, it has never let me down and really I don't feel like switching to a different one.
Have you thought about making some videos about using melee on heavier bipeds and reverse joints? Or maybe making less popular melee weapons (looking at you stun baton) more viable?
Curious about the inconsistent shot since you commented on patience after the boost. It might be the relationship of quick boost 'movement speed change' and fcs/arm 'target tracking' that determine weapon accuracy. As for the plastic zimmerman just some observations; Red pip jumped and reset to target twice just before the first shot, second shot is just over 100m and the miss may be due to the jump, and the third shot is at 125m when it connects and might be considered a ricochet. Again no idea really, just some things I noticed.
You are correct. It's the FCS going haywire after QB. Ocellus is specifically for close range, so you kind of have to QB to where they will QB and land the shot, otherwise it'll miss.
my fav thing to do is play chicken with a pile bunker where I assault boost and use the momentum to charge attack it as my opponent assault boosts back to kick me
In my opinion it's better to use the laser dagger instead of the pilebunker because it gives you way more options. People will always use assault armor when you close in with your melee weapon after staggers. With the laser dagger you WANT them to do that because in that moment you will counter assault armor and immediately use the laser dagger again since the assault armor animation is long enough to reset the dagger's cooldown. But you need the basho arms for this if you want to get a guaranteed kill. Also instead of Zimmermans you can use the ducket pistol as well after the charged pulse blade attack. Furthermore even if you want to be a fast as fuck boy you REALLY gimp yourself by leaving a weapon slot open. Any fire and forget weapon for extra pressure is fine. Drones, soup missiles, vertical plasma missiles and JVLN-Beta. Or you can just ditch your right hand weapon completely and simply use your fist after you mini-stun them with the charged pulse blade.
You are min-maxing the build for what's good, I am playing Pile Bunker because it's a Pile Bunker. This build was never made to be 100% crazy good optimal. It's just a fun, high skill build that works to some extent and promotes pilot skill.
I am fan of your channel, as i myself use the same gameplay plan as you do, and open with Pulse Blade (i quickly realized it's the best). One thing i don't see you win over, on your channel is Quads with yo yo melee and a shield.. This thing is next to impossible to defeat. Kick cannot miss (so broken), and yoyo insta stuns you and its game over.. cant dodge it, cant go close.. Or maybe i ran into some lager, i dunno.. there was literally no chance.
Like 90% of the fights I'm seeing here the pulse blade doesn't seem to connect with your opponent's body at all but it still does damage and staggers them. Not sure if it's the pvp connection or what, but the hitbox seems completely broken on the charged attack. The one at 5:56 especially was ridiculous.
You end up getting used to the range. Keep in mind, the hit connects, but the damage and stagger register late due to PVP delay. So it looks like I swung at air and hit them anyway.
Can I ask are you exclusively blade and bunker? As maybe I would like to see maybe other builds and playing a few games with those builds, am not fan of the bunker as am probably not too good with it lol
You can replace it for a laser slicer, or a laser dagger, or whatever else. I play Pile Bunker because it's fun and a very badass weapon. You are welcome to experiment with other weapons as your post-ACS Overload weapon!
Kicks are really broken and should be used if you want success. I find them clunky and don't like them myself. As for enemies that stay airborne, I exhaust their patience and try to touch them when they come to the ground. Or if I can't, I try to assault boost into melee cancels to catch them. But it's usually a loss, I fear..
I have one question do you have tips about the piledriver heavy attack ? sometimes I stay locked in place meanwhile you seems to have a little dash/tracking toward your enemy how do you do it ?
Idk why but when I melee cancel I still get stuck with an overheat. also no matter what boost I use 99% of the time my melee still acts like its hitting the brakes during execution execution and its like I'm either crawling toward the target or the lock on slash only moves you 5 feet, then randomly you'll get an attack that homes in at high-speed and travels a good long distance
Silly question, I know this video is meant for pvp but can this be applied to pve as well? I'm not really the pvp type of person but I really enjoy going through the story over and over again. Plus pvp in Oceania is pretty dead.
I see how good the pulse blade is... but I'm still sticking with the coral oscillator because it's red, my AC is black/red, and I'm playing Fashion Core 6.
5:03 I don't think this is a bug, I think this is just part of the stupid overly-complex ACS Load system in AC6. I don't know what governs your ACS Load recovery rate, presumably its' the Attitude Recovery stat or whatever it's called, but you can barely manipulate that stat. There's no way that people are "building for ACS Load recovery", yet some people seem to have half the recovery time of other builds. I recently got stuck on the IB-Series AC fight (the one near the Rebellion/B-ending that uses all Coral weapons) because the AC had a 1-second ACS Load stun, if that. I was whiffing every melee attack no matter what I tried because the AI can auto-avoid you no problem in that fight, the AC recovers too quickly from an overload-stun. I mention this because I've had different mixes of weapons do this to different ACs, currently the biggest and most frustrating "unknown" in AC6 has to be "how large is the window that I have to do bonus ACS overload damage?" specifically because it's inconsistent. 7:30 the pellets are doing what pellets do at range and your FCS isn't keeping up, this isn't a failing of the weapon but the FCS' ability to use it properly under these circumstances. The last shot before you died looks like it had a lot of pellets barely miss or show as hitting on your screen when they probably missed in reality. This was a laggy fight, after all. I don't like shotguns because they're so lag-sensitive tbh As for video suggestions, in-depth breakdowns of anything AC6 will probably do well with the algorithm while being entertaining/informative for us as the viewer. S-Rank tutorials, FCS info, advanced tips and tricks, weird quirks/techs of the game, etc. (someone needs to break down how tracking works to an agonizing degree, same with ACS Load, these are annoying and important mechanics to master) You and the other emerging AC6 small-size youtubers should probably collaborate over Discord and build a little working-community together. A lot of people are learning a lot of things about this game, but no one has consolidated all the info cleanly and on 1 channel yet. This is probably the Golden Goose opportunity that AC6s Tubers want to work towards if they're technical content creators, like you. It could lead to good viewer retention if someone makes a good guide series that's well-structured and in one place simply-put. Oh, a big one that would be nice is "The ULTIMATE GUIDE to Coral Weapons in Armored Core VI", the coral rifle feels like it has a ton of potential but I've yet to crack the code beyond pairing it with a Scudder or Curtis for PvE. The Coral Missiles are tricky but effective, there's a lot of potential timing tech to be explored with them. The coral blades and coral plasma rifle both have found their PvP niches, so those are pretty bespoke, but there's a lot of potential tech with the coral blade too imo. That thing will hit when it shouldn't just like the pulse blade!
Attitude Recovery is bugged as a stat, it does nothing at the moment. The shotgun bug is that some pellets trigger the punish bit of ACS Overload due to delayed registration.
Hey, you uh... you wanna do a video on getting the logs in Eliminate the Enforcers? I am just banging my head against the wall trying to find a build to do the whole thing
Hey Mood, Since you almost exclusively use the charged attack on the Pulse Blade, how do you feel about using the knife with a similar setup? I feel like the charge attacks are comparable (slightly more damage, slightly less range, direct hit and impact) but the knife has WAY faster cooldown and the sweep seems to have a better hitbox as long as you're not above or below the target. I'm always torn between these two weapons.
Laser dagger is good, but actually works a lot different. The dash is actually a fixed distance, where as the pulse blade chases until it reaches a boos limit, or gets close enough. I'm not sure if dagger dash is affected by boosters, but it can't cover nearly the distance pulse blade does. That said, it has some neat tech of it's own since it can attack while passing behind the enemy with the dash.
The dagger is a funny little weapon considering the properties of the charge attack are far different. Firstly, it is horrible for verticality, and secondly, the dash distance is fixed, as you can't have as much freedom as the Pulse Blade. It's not as good of an opener, but definitely a good contender.
@@CodenameMood Interesting. So in a way it's better on a build where you prioritize something other than melee boosters but still want a melee option. :/ Thanks for your insight!
How about the other pulse blade? It Normal is super fast and the charge is a double swipe with big aoe and damage. I think they have the same charge distance too
When pulse blade gets the stagger instead of zimmerman you don't have enough time to switch to a different melee. What should you do then? Also you can just make content showcasing more melee pvp. I don't think there's very many people that exclusively make pvp videos with just melee.
If you time shot post-overload, or ideally, do it after dashing post-slash, it will extend the overload. Every weapon does this, single fires ones especially. That's why you are frozen for 5 years sometimes.@@tasin2776
You've got way more skill than I do with lightweights, what have you found to work vs Tetra Legs? I feel like Tetra ACs would just eat all the stagger you're creating.
Tetras need a nerf ASAP, way too tanky impact-wise. But, if I HAD to fight one, I'd do a hit and run tactic. Charge hit, zimmerman shot, get out. Repeat again, you get overload, pile bunker. Repeat again, should be dead.
Yep. It's a thing to do with multiple pellets, some pellets hit later and it triggers the ACS Overload to pop earlier, making them get out sooner. Happens with all shotguns.
Unlike other Fromsoft games, where holding up always dashes toward the target, in AC6 you fly right by the target and usually overshoot. How can I ensure I can close the distance accurately and punish with other melee weapons without this boost tracking?
Are you talking about the quick boost? Either you kick or youst press spacebar to stop quick boost. If you go past enemy AC when doing melee attacks you are to close when charging them, i havent stumbled on this problem tho. Not 100% sure ehat you are reffering to.
@@Gumpinn You are using a Zimmerman and Pilebunker. You just staggered your target within 150m, how do you quick boost toward them instead of just past them so you can lay them with a charged PB attack? This video describes how you can go past and use the regular attack to track, but not all melee weapons do this. How can I position myself to get the big stationary hit?
Try to aim your QB as precisely as possible. Pile Bunker has magnetism on the charge hit, where if you are close enough as you slide past 'em, it HARD stops your momentum. Or if you hit them directly with QB and charge, it stops in their face and pulls off the charge hit. It's what I do post-Blade hit. Zimmerman and set up my QB simultaneously, or walk up and charge.
@@CodenameMood I'll have to keep practicing then! I keep getting super close and seeing it pop off just as they scurry out of range. Even goofed up some really clutch staggers where they were dead to rights. I just wish when boosting toward the enemy it didn't go at an angle due to the camera. c:
@@Krystalmyth Try to do the mental maths quicker. Inputs relative to camera and relative to positioning. It's not easy, and it was never supposed to be. But when you pull it off? Oh baby, the dopamine..
I like how this game gives you a pea shooter, another pea shooter and the best blade in the game at the beginning.
And that Pea shooter isn't really bad
Using those double rifles is a really good strategy
They deal small but constantly consistent damage.
Pair with good missiles and you can become unstoppable.
The initial missiles in other hand are really bad xD
Almost everything else is better xD
Pulse blade is such a comfortable and consistent weapon.
this comment did not age well
@@Zabooooooo6 Actually it did
@@guardianlu3583 are you in need of medical attention ?
I love how the start you out with the best sword in the whole game and you don’t realize you had the best sword until you finished it.
P.S. just throwing a idea out there. You could rate the pvp viability of all the NPC builds.
coral oscillator slaps though
i wouldnt say best
I tried almost every melee weapon I got and always ended up going back to the pulse blade
@spacejam5486 For sheer consistency and no big downsides it's up there tho, ashmead charge is hard to land, plasma whip only really shines on tanks/tets, laser blade charge kinda sucks, Lance is heavy, chainsaws uncharged attack is garbage, etc.
Obviously those all have upsides also, but the pulse blade is the most well rounded melee weapon
@@nickchua5772 Double trouble charge attack do be shredding ACs though
im glad you include ur Ls and point out your mistakes as well. thats much more educational then just dumpstering someone.
honestly, Id love to just watch your commentary/explanations of your various PvP matches. hearing a self analysis ofhigh level play was pretty entertaining
im really trying to make my "grasshoper knight" build work like this and all this time was unaware of the marvels of charged laser blade, thanks for revealing me such wisdom mate.
I am Greek so, Wisdom runs in the blood!
speaking of the subject, have you tried to do this build with RJ legs? is it even a good idea? i feel that the jumping of the legs will get in the way of managing energy while controling the dashing@@CodenameMood
I wished I discovered all this earlier! I've always loved using Pulse Blade as my main melee, and this just opens up so much avenues for me.
So i wasnt crazy that people were recovering super quickly. Good to know. I dont like doing a perfect setup to pile bunk only to wiff at the last millisecond.
same. I didn't know it was a glitch 😅
Lowkey I think it has something to do with how the pellets of a Zimmerman are not perfectly parallel to each other. So the furthest pellets induce the ACS Strain and the pellets that were slightly behind hit the target at frame 1 of the strain, which starts the recovery immediately.
@@AeontheWeeb I suspect the same. Since you recover quicker after getting hit during ACS. Not sure if the hit's strength matters. But a raw zimmerman blast can definitely push you into the faster post hit recover. So a partial hit registering late makes sense. Could also be partially due to netcode expanding the gap between hits or something.
@@tinfoilmkiv8394 classic From netcode jank definitely plays a part. It is wild that this has better netcode than ER
@@AeontheWeeb I've had this issue happen with other weapons, but you could still be right if this is the result of weird netcode/lag issues or a problem with how several weapons fire their projectiles. Some weapons may not be firing all at once like they're supposed to, creating a staggering series of hits instead of a single salvo hitting all at once.
The best AC vod reviews I've ever seen. Detail, actually pausing, occasional funny, 10/10
Not only was this very informative, but those metal pipe sound effects for the pile bunker will never not be funny.
The pipes falling into a pile on the floor is a nice touch
I like what you do my dude. You basically are the one who gave me the will to keep training with the pile. Despite being a former ACVD rank#1 and a Piler main I almost left the game a few weeks ago. Not being able to turn boosters off mid air and the pile working in a totally different way being the major reasons for why I almost quit. But you showed me it’s possible so I kept on and now I can say I’m enjoying the game. It’s not perfect but I manage to find some sensations back. So thank you, keep up the good work 😊👍 I hope we can play together soon. Bye stay strong bro.
That's really cool! Glad I could reignite the passion of a former veteran.
@@CodenameMood Yes 😊 thx again mate.
You have the best AC6 melee tutorials on YT, for sure. Great stuff, keep it up.
I was surprised to see the stun baton ranked so high for you, so i’d love a showcase! Great video
Try the charged attack
I've rated it high due to it's potential, but mentioned in my last video that it's actually unusable due to FromSoftware's netcode. It's too buggy and inconsistent.
I'd honestly be fine watching more melee commentary like this, but I could also get my fix by going to your twitch vods. Thanks for the link and the great content!
Love the breakdown & especially the PVP commentary! Very helpful for someone learning
Love how they just give us one of the best blades from the start
An idea for a video that I would love to see you cover would be the explosive thrower. It's not technically a melee weapon, but it has a lot of the properties of one such as the insane tracking past the screen that you mentioned in this video. I'm striving to really make the thrower work well for me and designed an AC around using it.
What’s the build you came up with? I was super excited for the thrower from the trailers, but found it a bit underwhelming so far.
@@riven5544 Share code is XXASFXLS9DBW if anyone wants to give Cerasus a spin.
Oh the acs bug with zimmerman is actually something that has to do with the multiple projectiles fired it can count as someone taking a hit during acs stun due to all the projectiles some may hit a real small bit later. It shows up with the sweet sixteen too
It is pain.
@@CodenameMood indeed, it unironically might even be worse on the sweet 16 considering its bullets are actually calculated seperatly well, menu wise anyways.
i don't know if this tech has been found yet but you can melee cancel a pile bunker towards the enemy instead of just dashing to get to smooching distance really fast especially using the kikaku booster.
This is also really useful in 3v3, I don't see anyone using it so I might share what I have discovered
Side note: if you want to not drop the combo, you must switch to pile bunker after dodging really fast before shooting the Zimmerman so they have less time dodging even if the stagger bug happens but it can still whiff if it happens
Do you cancel the charge or regular attack with the bunker? 🤔
I think it's too much waste of an EN personally, I tend to reposition with QB, but the idea is cool and definitely works!
@@Cleptomancerregular
@@CodenameMoodi use santai and kikaku sometimes buerzel for long ranged opponents with ephemera core for best EN output.
I use a jammer so I don't need the alula that cost to much EN
The pulse blade is amazing for multiple reasons.
For one: you start with it. You get it for free and it becomes familiar to use from the start
Second: it's good in terms of damage/impact. It stacks up really well even against other weapons.
Third: it comes with good movement tech for those who like advanced moves.
Lastly: it's reliable.
NIcely put together Pulse Blade is by far my go to melee piece, wasn't aware of the the charge this whole time
Love my Pulse Blade.
And with this video you won a subscriber!! Such skill! Thank you for teaching me the value of the charged pulse!! I´m keep using it on pve as it is a great tool for both short or long missions, but now it will be deadlier for me. As soon as I finish my 1st game run I´ll start pvp
Man that was amazingly done! I can never master a single weapon. Would love to see more melee specific videos soon!
Also congratulations on being partnered!
Thank you!
I clocked onto the power of melee and the pulse blade's versatility very quickly, but just slapping together whatever parts felt fun only worked for so long. The stealth mechs at the BAWS arsenal taught me that I can't always rely on missiles for long-range firepower, and that biped legs with thrusters optimised for quick boosting have difficulty closing into shotgun and blade range against enemies with a height advantage. Balteus was what actually forced me back to the drawing board and now my first serious build is perhaps an overcorrection in addressing the problems I had: It's a lightweight reverse-joint build with less missile dependence and two guns, keeping the thrusters. I would definitely like to try the pulse blade again at some point, but I have a bit of an overchoice problem in trying to figure out if I want to use the weapon bay to swap between close and long range guns, or pick some kind of all-rounder weapon with some missiles. I also can't decide if I want to stick with reverse-joints and evasive thrusters, or use regular biped legs with some more vertically efficient thrusters.
Thank you, Sensei Mood.
I shall apply what I learned from you and hone my blade.
Lmao that sound effect you used for pile bunker is hilarious
Ah yes, I fought you earlier today. GGs.
pretty similar to one of my lights, although i have pulse blade and dual haldemans. i really don't like zims, i prefer the slightly faster reload to constant one-two the pressure on
If you are still taking requests I’d like to see a guide on how to build around the Ling-Tai generator, since it’s very niche but incredibly powerful if you can pull it off which most people don’t really know how.
So the pulse blade we all start with is actually one of the best weapons in the game...
Ironic, ain't it?
Great video as usual
if you want idea's for content here are a few i can think of
1 make more melee builds with different weapons or strategies and talk about them
2 take viewer submitted builds and rate/review them and give ideas to make them better
3 more in depth guides on other melee weapons
4 just do more match analysis videos cause personally id still watch just for that and i dont see many people doing that
That being said i understand why you'd wanna switch it up, feel free to take any of these ideas if they tickle your fancy keep up the good work 👍
This is really nice. Is it going to be a series covering every melee weapon?
Unlikely, I run the Pulse Blade religiously, other melee weapons do not interest me nearly as much.
I made this build with some slight changes (different FCS and headpiece) and it works nicely thus far I do need to get better with it though. Ive beaten the Arena boss Tsubasa with this build.
I'm pretty sure Zimmerman bug is not a bug, but a feature.
From what i see game probably treats Zim shot up to a certain distance as a single big shot, and after as a collection of small shots.
If you hit a big shot and you get ACS breakdown it will be long duration because initial stagger is the longest. But if you hit with small shots and get ACS breakdown, then you first get initial stagger from enough small shots hitting and then rest of your shots hit staggered enemy, cause regular (short) stagger and do increased damage.
I'll say it again,lightweight messiah
didnt know the pulse blade did that much stagger, gave me a new idea for a lightweight build thats not lance or bunker
Have you tried pulse shield launcher? It doesn't interrupt melee amd it gives you a shield despite having both left slots occupied. Lets you regenerate EN and ACS strain too.
From my testing it's too unreliable. Besides, I can't fit one on this build, as it at limit with the EN and the weight.
Excellent vid! Highlighted your own mistakes too like a champ! You mentioned that Zimm is bugged to not make stagger last as long. Would Haldeman have the same problem and if not, be worth using instead on your build?
All shotguns suffer from it, it's an issue with pellets registering at different timings sometimes which triggers the ACS Overload punish too soon.
bro, love your content! i'd love for you to bring your melee knowledge onto other melee weapons. they are severely underused for the most part but I'm sure someone like you could find some good strats to really make them stand out more! the plasma thrower and laser slicer specifically, just because those 2 are in my build :p
Try quad legs for plasma thrower
I like it, good guide.
Gz on making partner. 🎉
Thank you!
Honest question: why not use reverse-joint Kasuar legs for even bigger lunges?
Because their QB is nowhere near as good as Nachtreichers.
Hey man, how bout' a good guide on how to successfully land the pile bunking? Some angles makes it miss and I still struggle on that. I love this speedy melee playstyle and been grinding on that to get the perfect 'bunking'
Honestly? It's just a fuckton of practice. You gotta do math as to where your camera is, where you are and what inputs you do based on that.
Do you play on asia server and is on PC? Would like to pvp with you. I tend to use laser blade above all else
Everyone plays on Global, and I am on PC.
can you make an in-depth guide on the pile bunker? It's my favorite weapon in the entire game but I just struggle so much connecting my hits :/
There isn't as much to say on it. Just use it post-ACS Overload, and try to use the QB into charge to slide around as you charge the hit.
1 tip: try not to dash boost into the charged attack. You gotta be close enough before your opponent ACS overload to glide towards them a bit, then charge attack. I practice on AC Nightfall since he's aggressive & can back you off of him if you get too reckless. He can also heal if you fight him on missions.
@@Cleptomancer thanks!
Thank you silly cat man
You know, I'd love to see a more comprehensive melee breakdown for each of the weapons. :0 The laser dagger and naginata especially keep tripping me up in combat, and it feels strange to use them.
Naginata?
@@bigirononmyhip3812Probably the Laser Slicer, AKA Rusty's pinwheel.
Which is weird, because naginatas aren't typically double-bladed. But they are in fictional media (the Gelgoog from Gundam wields a spinning twinblade that's also referred to as a naginata).
Does delayed rotation work on M&K or just controller? The main thing I run into with M&K is moving the mouse removes the hard lock so I was curious if the pulse blade would still track.
I almost exclusively soft lock, so I couldn't tell you. It should be an issue considering as long as you initiate the charge when they are on your screen while you slide past 'em, it should automatically spin.
@@CodenameMood That's excellent to know, thank you.
I never unlocked all the cool swords and I hated the 1st buyable one, so I just stuck with this sword from start to finish, used it against balteus / C spider / Cel / Balteus 2 / and Walter, it has never let me down and really I don't feel like switching to a different one.
Have you thought about making some videos about using melee on heavier bipeds and reverse joints? Or maybe making less popular melee weapons (looking at you stun baton) more viable?
What a great guide. The Laser Dagger's charged attack doesn't stagger right?
It does! It's a fixed distance in front of you, and the hitbox activates instantly post-dash, you can still pull off the full combo with it.
I didn't know about the zimmerman bug, I hope they don't fix it, cause now I feel like the weapon is much more fair.
It's inconsistent. I'd rather it get fixed, but also nerfed in other aspects.
Curious about the inconsistent shot since you commented on patience after the boost. It might be the relationship of quick boost 'movement speed change' and fcs/arm 'target tracking' that determine weapon accuracy.
As for the plastic zimmerman just some observations; Red pip jumped and reset to target twice just before the first shot, second shot is just over 100m and the miss may be due to the jump, and the third shot is at 125m when it connects and might be considered a ricochet.
Again no idea really, just some things I noticed.
You are correct. It's the FCS going haywire after QB. Ocellus is specifically for close range, so you kind of have to QB to where they will QB and land the shot, otherwise it'll miss.
Im a complete pvp noob but it so good in pvp because your no using it for the melee dash so you can dagger in hand dash cancel, charge, its so fun
my fav thing to do is play chicken with a pile bunker where I assault boost and use the momentum to charge attack it as my opponent assault boosts back to kick me
You could make a video like “1v1ing my viewers” where you can then also give them tips and tricks (if they’re using a similar melee build)
I do fight clubs every day on Twitch!
I'm not following how to do momentum retention. What do you mean by "follow up movement?" QB? Just holding forward? Another melee attack?
That's the fun of it. It can be any one of those, though generally it's QB or AB in this case.
In my opinion it's better to use the laser dagger instead of the pilebunker because it gives you way more options. People will always use assault armor when you close in with your melee weapon after staggers. With the laser dagger you WANT them to do that because in that moment you will counter assault armor and immediately use the laser dagger again since the assault armor animation is long enough to reset the dagger's cooldown. But you need the basho arms for this if you want to get a guaranteed kill. Also instead of Zimmermans you can use the ducket pistol as well after the charged pulse blade attack. Furthermore even if you want to be a fast as fuck boy you REALLY gimp yourself by leaving a weapon slot open. Any fire and forget weapon for extra pressure is fine. Drones, soup missiles, vertical plasma missiles and JVLN-Beta.
Or you can just ditch your right hand weapon completely and simply use your fist after you mini-stun them with the charged pulse blade.
You are min-maxing the build for what's good, I am playing Pile Bunker because it's a Pile Bunker. This build was never made to be 100% crazy good optimal. It's just a fun, high skill build that works to some extent and promotes pilot skill.
I’m already insane with melee and dashing, but there’s more tech then just dash cancel? Booyah
Are you using this melee build in soft lock? And still getting insane tracking like that? I did not know that was possible.
Charge melee properties are funky. I also have good mouse positioning and manual fixing though, lots of practice!
Don't underestimate pulse blade tracking. Specially it's charged attack. It's actually insane.
I am fan of your channel, as i myself use the same gameplay plan as you do, and open with Pulse Blade (i quickly realized it's the best). One thing i don't see you win over, on your channel is Quads with yo yo melee and a shield.. This thing is next to impossible to defeat. Kick cannot miss (so broken), and yoyo insta stuns you and its game over.. cant dodge it, cant go close.. Or maybe i ran into some lager, i dunno.. there was literally no chance.
Like 90% of the fights I'm seeing here the pulse blade doesn't seem to connect with your opponent's body at all but it still does damage and staggers them. Not sure if it's the pvp connection or what, but the hitbox seems completely broken on the charged attack. The one at 5:56 especially was ridiculous.
You end up getting used to the range. Keep in mind, the hit connects, but the damage and stagger register late due to PVP delay. So it looks like I swung at air and hit them anyway.
I'd love to see a video on ac6's deadliest yoyo. Plasma thrower if far greater than most people give it cedit for
actually in love with the colors you used for your ac! what are their color values?
Couldn't tell you in specific, but I have the AC Data in the description if you want to pull it!
perhaps there are some interaction between the pulse blade and the reverse joint legs ? since those have a different boost nuance
RJ legs are mostly for jumping/floatier builds, whilst bipedal legs are QB focused. So I'd say Bipeds win in terms of aggression here.
Starter AC (aka Loader 4):
Right hand: Worst gun in the game.
Left hand: One of the best melee in the game lmao
I always found that funny too.
Can I ask are you exclusively blade and bunker? As maybe I would like to see maybe other builds and playing a few games with those builds, am not fan of the bunker as am probably not too good with it lol
You can replace it for a laser slicer, or a laser dagger, or whatever else. I play Pile Bunker because it's fun and a very badass weapon. You are welcome to experiment with other weapons as your post-ACS Overload weapon!
Do you overboost kick at all? Also how do you deal with enemies that like to stay airborne?
Kicks are really broken and should be used if you want success. I find them clunky and don't like them myself.
As for enemies that stay airborne, I exhaust their patience and try to touch them when they come to the ground. Or if I can't, I try to assault boost into melee cancels to catch them. But it's usually a loss, I fear..
I have one question do you have tips about the piledriver heavy attack ? sometimes I stay locked in place meanwhile you seems to have a little dash/tracking toward your enemy how do you do it ?
Quick Boost just before starting to charge it.
@@CodenameMood huuum well gotta manage better my energy thanks !
godly
Idk why but when I melee cancel I still get stuck with an overheat. also no matter what boost I use 99% of the time my melee still acts like its hitting the brakes during execution execution and its like I'm either crawling toward the target or the lock on slash only moves you 5 feet, then randomly you'll get an attack that homes in at high-speed and travels a good long distance
Silly question, I know this video is meant for pvp but can this be applied to pve as well? I'm not really the pvp type of person but I really enjoy going through the story over and over again. Plus pvp in Oceania is pretty dead.
Everyone plays Global network region in PVP. But, for this build, you might run into ammo issues with the zimmerman. Otherwise, it's alright for PVP.
I see how good the pulse blade is... but I'm still sticking with the coral oscillator because it's red, my AC is black/red, and I'm playing Fashion Core 6.
Very based.
5:03 I don't think this is a bug, I think this is just part of the stupid overly-complex ACS Load system in AC6. I don't know what governs your ACS Load recovery rate, presumably its' the Attitude Recovery stat or whatever it's called, but you can barely manipulate that stat. There's no way that people are "building for ACS Load recovery", yet some people seem to have half the recovery time of other builds. I recently got stuck on the IB-Series AC fight (the one near the Rebellion/B-ending that uses all Coral weapons) because the AC had a 1-second ACS Load stun, if that. I was whiffing every melee attack no matter what I tried because the AI can auto-avoid you no problem in that fight, the AC recovers too quickly from an overload-stun.
I mention this because I've had different mixes of weapons do this to different ACs, currently the biggest and most frustrating "unknown" in AC6 has to be "how large is the window that I have to do bonus ACS overload damage?" specifically because it's inconsistent.
7:30 the pellets are doing what pellets do at range and your FCS isn't keeping up, this isn't a failing of the weapon but the FCS' ability to use it properly under these circumstances. The last shot before you died looks like it had a lot of pellets barely miss or show as hitting on your screen when they probably missed in reality. This was a laggy fight, after all. I don't like shotguns because they're so lag-sensitive tbh
As for video suggestions, in-depth breakdowns of anything AC6 will probably do well with the algorithm while being entertaining/informative for us as the viewer. S-Rank tutorials, FCS info, advanced tips and tricks, weird quirks/techs of the game, etc. (someone needs to break down how tracking works to an agonizing degree, same with ACS Load, these are annoying and important mechanics to master)
You and the other emerging AC6 small-size youtubers should probably collaborate over Discord and build a little working-community together. A lot of people are learning a lot of things about this game, but no one has consolidated all the info cleanly and on 1 channel yet. This is probably the Golden Goose opportunity that AC6s Tubers want to work towards if they're technical content creators, like you. It could lead to good viewer retention if someone makes a good guide series that's well-structured and in one place simply-put.
Oh, a big one that would be nice is "The ULTIMATE GUIDE to Coral Weapons in Armored Core VI", the coral rifle feels like it has a ton of potential but I've yet to crack the code beyond pairing it with a Scudder or Curtis for PvE. The Coral Missiles are tricky but effective, there's a lot of potential timing tech to be explored with them. The coral blades and coral plasma rifle both have found their PvP niches, so those are pretty bespoke, but there's a lot of potential tech with the coral blade too imo. That thing will hit when it shouldn't just like the pulse blade!
Attitude Recovery is bugged as a stat, it does nothing at the moment. The shotgun bug is that some pellets trigger the punish bit of ACS Overload due to delayed registration.
bro is a master at one shotting lol
I only used the double slash when I was fighting bosses that liked to teleport behind me lmaoooo
Hey, you uh... you wanna do a video on getting the logs in Eliminate the Enforcers? I am just banging my head against the wall trying to find a build to do the whole thing
There already is a video on it, not necessary for me to make one of one already exists.
You look scary to dance with not gonna lie. Also are you using a controller?
Doesnt soft lock kinda seem like a self inflicted nerf? Your using melee and a shotty arent those accurate enough generally?
Nope. I need the freedom of soft lock, rather than have hard lock define movement.
@@CodenameMood oh it's for movement I see
I wish i could customize pulse blade color, i love everything about it except for color
Do the lb laser blade next
Which arms are the best for mix meele and range? Some people say Firmeza others 46D
Just go Basho arms and then use FCS to compensate for low firearm spec
I run Firmeza, as it is relatively balanced. Best of both worlds, you don't need the crazy Basho damage.
Chrightt has a good video on this 👌🏾 all the detail you could need.
So we'll have a mastery video for each blade?! 😳😁
That'd be torture, hahah.
How does one pile bunker slide?
Hey Mood,
Since you almost exclusively use the charged attack on the Pulse Blade, how do you feel about using the knife with a similar setup?
I feel like the charge attacks are comparable (slightly more damage, slightly less range, direct hit and impact) but the knife has WAY faster cooldown and the sweep seems to have a better hitbox as long as you're not above or below the target. I'm always torn between these two weapons.
Laser dagger is good, but actually works a lot different. The dash is actually a fixed distance, where as the pulse blade chases until it reaches a boos limit, or gets close enough. I'm not sure if dagger dash is affected by boosters, but it can't cover nearly the distance pulse blade does. That said, it has some neat tech of it's own since it can attack while passing behind the enemy with the dash.
he uses the pulse blade instead of a 2nd shotgun. for the attitude damage not for the AP damage...
The dagger is a funny little weapon considering the properties of the charge attack are far different. Firstly, it is horrible for verticality, and secondly, the dash distance is fixed, as you can't have as much freedom as the Pulse Blade. It's not as good of an opener, but definitely a good contender.
@@CodenameMood Interesting. So in a way it's better on a build where you prioritize something other than melee boosters but still want a melee option. :/
Thanks for your insight!
You make landing the pilebunker look easy...
400 hours of practice.
@@CodenameMood cheese and rice! That's dedication to the robo-gods
How about the other pulse blade? It Normal is super fast and the charge is a double swipe with big aoe and damage. I think they have the same charge distance too
Laser Blade? Charged attack locks you into the animation so it's not as good an opener.
When pulse blade gets the stagger instead of zimmerman you don't have enough time to switch to a different melee. What should you do then?
Also you can just make content showcasing more melee pvp. I don't think there's very many people that exclusively make pvp videos with just melee.
You can extend the ACS Overload with a zimmerman shot, then confirm a pile bunker basic attack. That is your optimal combo.
@@CodenameMood zimmerman extends it? I thought only melee weapons did that
If you time shot post-overload, or ideally, do it after dashing post-slash, it will extend the overload. Every weapon does this, single fires ones especially. That's why you are frozen for 5 years sometimes.@@tasin2776
Is that the Oroboro build?
Jail, permanently.
You've got way more skill than I do with lightweights, what have you found to work vs Tetra Legs? I feel like Tetra ACs would just eat all the stagger you're creating.
Tetras need a nerf ASAP, way too tanky impact-wise. But, if I HAD to fight one, I'd do a hit and run tactic. Charge hit, zimmerman shot, get out. Repeat again, you get overload, pile bunker. Repeat again, should be dead.
Oh, it's the BUTT/A
Might be a joke on Butter-Knife now that I think about it.
Oho? You dare approach me with that puny blade?
I can't pile bunker the shit out of you without getting closer.
Your fuel port is perfectly sized for this pile.
@@CodenameMood I'm here to plug into your generator.
@@SilverGlint You have a way with words.
When i charge my pulse blade it barely stuns they literally move right after
My brain has a lot of trouble with running dual primaries, I can never pull it off even in PVE
5:05. The Zimmerman shotgun has a bug that causes the ACS overload to last way less?
Yep. It's a thing to do with multiple pellets, some pellets hit later and it triggers the ACS Overload to pop earlier, making them get out sooner. Happens with all shotguns.
Unlike other Fromsoft games, where holding up always dashes toward the target, in AC6 you fly right by the target and usually overshoot. How can I ensure I can close the distance accurately and punish with other melee weapons without this boost tracking?
Are you talking about the quick boost? Either you kick or youst press spacebar to stop quick boost.
If you go past enemy AC when doing melee attacks you are to close when charging them, i havent stumbled on this problem tho. Not 100% sure ehat you are reffering to.
@@Gumpinn You are using a Zimmerman and Pilebunker. You just staggered your target within 150m, how do you quick boost toward them instead of just past them so you can lay them with a charged PB attack? This video describes how you can go past and use the regular attack to track, but not all melee weapons do this. How can I position myself to get the big stationary hit?
Try to aim your QB as precisely as possible. Pile Bunker has magnetism on the charge hit, where if you are close enough as you slide past 'em, it HARD stops your momentum. Or if you hit them directly with QB and charge, it stops in their face and pulls off the charge hit. It's what I do post-Blade hit. Zimmerman and set up my QB simultaneously, or walk up and charge.
@@CodenameMood I'll have to keep practicing then! I keep getting super close and seeing it pop off just as they scurry out of range. Even goofed up some really clutch staggers where they were dead to rights. I just wish when boosting toward the enemy it didn't go at an angle due to the camera. c:
@@Krystalmyth Try to do the mental maths quicker. Inputs relative to camera and relative to positioning. It's not easy, and it was never supposed to be. But when you pull it off? Oh baby, the dopamine..
does this playstyle work with hardlock enabled?
no. stop using hardlock. It makes you bad at dodging and makes your weapons inaccurate
Nope. It locks you up too much, no freedom of movement.
Ofcourse. In fact for melee hardlock is preferable. Especially if you play with controller.
You can melee cancel & slingshot, but delay rotation can get jacked up with hardlock.
5:04 oh sometimes enemy has less stun is a bug