Below you will find terms that players frequently use to describe certain things in EXVSMBON coupled with explanations.
|Firing Arc / Shooting Angle||The arc where a specific weapon is able to fire without going off angle. Muzzle correction will also only work if your target is within the Firing Arc . Note that Firing Arc maybe not be symmetrical (e.g. if the gun is held on the left arm the arc may be wider on the left).|
|Muzzle Correction||Refers to how well the muzzle of a weapon is able to accurately adjust towards the target before firing. An example of a weapon with great muzzle correction is GP03’s AC, which can accurately track an enemy in motion until the weapon is fired. You can see how the long cannon swings before it fires.|
|Startup||The lag time in between pressing the command and the move being executed. The faster or lesser the startup, the more quickly the move will be executed.|
|Projectile Speed||The speed of which any projectile moves in the game. Projectiles with high speed may not be able to track as well as they move too fast.|
|Tracking||How well the attack tracks the enemy. While some weapons like Beam Rifles have mild tracking, some assists like X1 Kai’s infamous Tobia assist track the enemy extremely well.
Tracking can also be divided into vertical tracking and horizontal tracking. Some shots track very well vertically but poorly horizontally, and vice versa.
Tracking can be cut by Steps or other suit-specific maneuvers.
|Cut Tracking||Perform a Step or suit-specific maneuvers to Cut Tracking, which cancels all tracking from projectiles that are flying at you.|
|Hitbox||The area which will register as a hit if it comes into contact with your target. The hitbox maybe not be always accurately represented graphically. (E.g. The dragoons from Providence’s dragoon Net also counts as a hitbox, despite not being the actual laser itself)|
|Dash-in Speed||Refers to how quickly a unit dashes towards an enemy while launching a melee attack. Also called initial dash speed.|
|Wraparound||Refers to the arc that your unit travels. Mostly occurs during 4/6B or melee attacks that have a side command variant. Imagine as your unit travelling in a ) shape while going towards the target. Having a wide wraparound means you can use it to dodge attacks.|
|Reach||Refers to how far a unit moves during a melee attack. A melee with long reach chases an enemy a good distance before giving up. Most CC8B attacks have good reach, while 8B attacks typically don’t reach very far.|
|Priority||Refers to a melee attack’s priority when clashing with another melee attack at the exact same moment. The attack with higher priority will win the clash and continue the attack. As there are no numerical value for priority, it is usually referred to high, average, or low priority.|
|Cut Resistance||A property describing how much a unit is moving around to prevent its attack string from being interrupted. E.g. Exia’s Trans-AM CC8B moves around very quickly over a great distance, and is very resistant to getting its combo cut. Also referred to as ‘difficult to be interrupted’.|
|Landing property||Certain moves will cause the unit to land on the ground. This will allow the unit to skip the animation where it plants its feet on the ground before the Boost Recovery starts.|
|Beam||An attribute some ranged weapons have. Beams have a “piercing” attribute, passing through targets they hit. This allows beam shots to hit multiple targets if they are lined up. A beam will only disappear if it hits terrain or a barrier.|
|Physical Projectile||An attribute some ranged weapons have. Weapons with the physical attribute will disappear if they hit an enemy, terrain, or come in contact with other projectiles. Physical projectiles have destruction values, and some bullets are more durable than others.|
|Gerobi||Refers to any multi-hit attack that hits in a wide area, usually a Beam type weapon. Damage is dealt throughout the duration of the attack, corresponding to the number of hits taken by the enemy when hit by the gerobi.|
|Blast Radius/Explosion||An attribute some ranged weapons have. When fired, these weapons create a small explosion. The durations and range of these weapons vary.|
|Weak Beam||A special attribute of some beams. Although these beams do not disappear even if they hit other beams and blasts, they disappear when they hit physical projectiles or an opponent.|
|Beam Rifle||A weapon that many Mobile Suits carry. Usually allows for the firing of single beam-attribute shots, but some suits can fire more shots consecutively.|
|Bazooka||A bazooka fires physical projectiles that typically cause secondary explosions. It is slower, and more limited in ammo compared to a beam rifle. However, it has better tracking and will Down the opponent on hit. Grenade launchers fall into this category as well.|
|Machine Gun||A type of physical projectile weapon. Gatling guns and beam machine guns fall into this category, but not vulcans. The down value, damage, and ammo count for these weapons vary with the suit.|
|Beam Machine Gun||A machine gun which fires beams. Beam-projectile bullets will not get destroyed unlike regular machine guns/gatling guns.|
|Vulcans||Equipped on the head unit of many Mobile Suits. Essentially a weaker machine gun. Many vulcans require your unit to have its head facing the enemy in order to fire accurately.|
|Missiles||A ranged weapon with the Physical Projectile attribute. Missiles typically fly in an arc when fired. Some have a secondary explosion like bazookas do.|
|High-powered Beam||A type of beam weapon that is characterized by its thick shots which Down on hit while dealing considerable damage. However, high-powered beams are slow to fire, and will kill any inertia your suits may have before being firing.|
|Beam Shotgun||A beam weapon that when fired, spreads pellets across a wide area. Each individual pellet does low damage and has down value, but this increases as more pellets hit. As the pellets do not travel far, it is best fired at close range to ensure the maximum number of pellets hit.|
|Sniper Beam||A beam weapon that has fast projectile speed, but fires thinner projectile than a high-powered beam weapon.|
|Throwing Weapons||The act of throwing armed weapons or equipment at opponents. In most cases, these weapons have physical projectile attributes, and will be destroyed if they take too much damage (even if the thrown weapon is a beam saber).|
|Boomerang||A throwing weapon that returns to the thrower after traveling a short distance. It penetrates mantles and destroys physical projectiles. As it has a wide area of effect, it can be used for both offensive and defensive purposes.|
|Anchor||A weapon that will stun opponents and pull them towards the user on hit. These have a short range, so they are usually used in melee engagements.|
|Whip||Usually a wide-hitting projectile that can cover a wide vertical or horizontal area. These weapons are typically of the melee attribute, meaning they can be countered.|
|Assist||A summoned unit that will attack independently. Assists’ attacks have their own muzzle correction and tracking, and Assists also have their own unique HP and can be destroyed if shot at enough.
There are two variants of Assists: Timed and Permanent. Timed Assists are units that will stay active on the field for a set period of time. Permanent Assists are those that will always be present as long as your unit is alive.
|Moving Gerobi||A type of gerobi that can be fired while the unit keeps moving as if it’s a regular non-vernier shot. E.g. Wing Zero’s CSA.
In addition to being able to move while shooting, this gerobi has good muzzle correction, making it deadly in medium to close ranges. On the other hand, firing this gerobi while the suit’s back is facing the enemy will cause it to be stuck in the air for a long time, since it has a long firing animation.
|Rolling Buster||Rolling Buster weapons are characterized by the suit firing two Gerobis towards its front and back before rotating in a circular motion. Useful for catching side-stepping enemies.|
|Nuclear||A physical projectile is fired that causes a huge explosion when it comes into contact with anything else. (weapons such as GP-02’s AC and Turn A’s CSB are nuclear weapons)|
|Off-angle Shot||Refers to the firing of any ranged weapon while the user is firing from outside of the weapon’s firing arc. Doing so forces the suit to face front before the weapon is fired. Off-angle shots kill any inertia the suit may have had before firing, consume more boost, and are slower to fire than regular shots. Note that the same suit can have different firing angles on different weapons.|
|Newtype shot||Certain suits do not have the disadvantages of firing off-angle. This is due to these suits having special animations when they shoot while their backs face the enemy. (E.g. RX78, Hyaku Shiki)|
|Rear-fired Main/Backshot||Certain suits fire different Main shots when fired while their back faces the enemy. These shots typically consume 1 Main ammo. (e.g. Kshatriya, Reborns, Zabanya). These types of attack will not cause your unit to face front.|
|Bending/Sweeping shot||Gerobis or other shots that can have their muzzle adjusted after firing (e.g. Gunner Zaku CSA, Kimaris Trooper CSA)|
|Deployed Gerobi||Refers to a Gerobi weapon that can be fired on its own, while the suit is free to perform other actions. (Hyaku Shiki AC, gerobi assists like Noir’s CSB)|
|Pressure||A weapon that does 0 damage, but will stun every suit that is caught in its effect radius. (refer to The O’s 2B) Cannot be blocked by shielding, and can only be blocked by a barrier or Superarmor|
|Deployed Shield||Similar to an Deployed gerobi, except with a shield. The deployed shield will block attacks, but has a limit to how much it can block. Other units that run into the shields will take damage. (refer to V2A’s 2B, F91’s CSB)|
|CS||Stands for Charge Shot, and refers to any weapon that requires the player to hold down either the main (A/square) or melee (B/triangle) buttons to charge it up. Most attacks can be canceled into charge shots, even on whiff.
While most charge shots have unlimited ammo, certain charge shots (such as Turn A’s CSB) can only be used once per life, or when the suit activates its gear (X1 Kai’s nuclear CSA). Certain charge shots also have multiple levels of charge, with increasing tracking and damage as the levels rise. (Dynames’ CSA)
|Zunda||Refers to the act of knocking down an enemy by firing 3 beam rifle shots. (A >> A >> A). Can also refer to using the same weapon repeatedly to score a full knockdown.|
|Second Impact||1. Charge up CSA or CSB until the gauge is almost full.
2. Release the charge and fire your Main or another weapon. As soon as you fire, continue holding down the charge to complete charging.
3. Cancel the Main fired in step 2 into the charged shot. When done correctly, you can chain a Main shot into a Charged Shot.
This is a useful technique for units with one-shot down Mains like Strike Freedom.
|Force Reload||The act of firing a manually reloadable or reload on empty weapon in order to force a reload. This is usually done when the weapon is low on ammo, so that the suit does not run out of ammo at important junctures later on.|
|Barrier||A type of armament that prevents attacks from damaging the user when active/activated. Barriers usually protect the user from all angles, as opposed to guarding (which only negates attacks the user is facing). There are different type of barriers, and what kind of attacks they guard against as well as the amount of damage they can prevent differs with the barrier. The barrier’s actual hurtbox are usually on the unit itself instead of what is visually shown (e.g. Nu’s BC)|
|All-range Attack||Funnels/Bits/DRAGOONs/Fangs, etc. Weapons that can be remotely controlled or fired. Generally deployed in 1 of the following 2 ways:
These weapons generally work while in green lock. They will still fly toward your target and attempt to fire if possible as the muzzle correction and tracking is based on the funnel itself and not from the unit. The main difference for them will be
|Jammer||An armament that when used, will cause the user to turn invisible and will cut tracking of enemy attacks directed at the user. (Deathscythe’s Hyper Jammer and Blitz’s Mirage Colloid are 2 examples)|
|*B||Where the * represents:
|Counter||Certain suits have melee inputs that counter an opponent’s melee attack. Upon successfully landing a counter, the user will first stun the enemy before going for a follow up attack. Some suits have counters that can guard against shooting attacks as well (such as Full Saber’s 2B).|
|Diagonal Slash||Common opener for melee attacks. Can be found as the first hit of many 5Bs.|
|Thrust||Has a longer forward hitbox than most melee attacks. Commonly found as the opening of many 8Bs.|
|Tackle||A single hit melee that downs. Usually a 8B or 2B.|
|Horizontal Slash||A melee attack commonly found as the opening of many 4/6Bs. Usually the fastest melee attack a suit has.|
|Cleave||A slash that sends the opponent flying. Usually found as the last hit of a melee attack.|
|Slash-through||A Moving melee attack that cuts through an opponent, and the unit ends up behind it’s original target.|
|Launch||A melee attack that leaves the opponent in the air for a followup attack.|
|Boost Dash||The most basic of movement techniques, used to cover distance quickly. Performed by pressing the boost button twice in quick succession.|
|Step||Tap any direction key twice in quick succession to perform a Step. Doing do will remove tracking of incoming projectile. Remember that a Boost Step can be only done in 4 directions (left, right, forward, back). In Extend Burst, you can perform a diagonal step.|
|Ground Dash||Certain suits have boost dashes that when performed while the suit is grounded, will have a running animation instead of a flying one. Suits with this property are usually referred to as Ground-running suits.|
|Super Vernier||Allows the suit to boost dash with only a single press of the boost button. Currently only possessed by Talgeese III. Tallgeese II has a command Super Vernier.|
|Breaking||Similar to landing, but for units with Ground Dashes. Unlike landing, braking has a slight delay before the boost gauge recovers.|
|Hopping||Refers to the act of landing multiple times to recover boost before boost dashing again, as opposed to using multiple boost dashes in the span of one boost gauge.|
|Step Cancel||Commonly used to cancel the delay incurred after sidestepping. Performed by pressing the jump button once during the sidestep.|
|Fuwa Step||Refers to performing a sidestep, then a jump immediately at the earliest possible frame of the sidestep animation. Doing so will allow the suit to inherit the sidestep’s inertia when cancelled, allowing it to travel a fair distance afterwards.|
|Rainbow Step||Refers to sidestepping after a melee attack, also called Red Step. Gets its name from Extreme VS Full Boost, where melee sidesteps were rainbow in color.|
|Rainbow Cancel||Refers to a jump performed after a Rainbow Step. Differs from a step cancel in that a rainbow cancel can be done during any part of the rainbow step for inertia to be fully inherited.|
|Pyonkaku||A melee attack that makes the suit jump upwards and perform a helmbreaker-type attack on the way down. Some examples of suits with this technique are 00 Quanta (2B) and Barbatos (2BC). Can also be referred to as a jump slash.|
|Zusakyan||The act of performing a Side Step after landing on the ground with a move that has Landing Property (seeing under ‘Weapon Related Terminology’). Doing so will allow you to get the benefit of remove tracking of incoming projectiles, and your unit will recover boost almost immediately after the Side Step.|
|Special weapon related terms|
|Revive / Zombie||Refers to units that will enter a weakened form if they get destroyed and do not have enough Team Cost to respawn. The units who have this are Zeong, Hyakushiki, Exia, and Zaku Amazing.|
|Form Change||Refers to units that will switch to an alternate set of weapon loadout (e.g. Strike, AGE-1)|
|Timed Form Change||Refers to units that will switch to an alternate set of weapon loadout, but with a timer (e.g. Unicorn). Unlike the conventional Form Change, Timed Form Change usually does not allow you ‘manually’ end the transformation. You are forced to wait for the transformation to run out.|
|Timed Power Up||Refers to units that will receive a boost to it’s abilities that only lasts a certain period of time. Its weapon loadout does not change like how Form Change does, but it’s attacks maybe simply deal more damage or have bigger hitboxes (e.g. Crossbone X3’s Safety Removal; Hi-Nu’s Psychoframe Resonance)|
|Transform||Commonly referred to as MA Form. Refers to suits that are able to Transform into Mobile Armor mode like Zeta and Mack Knife, also includes suits like Hyaku Shiki and G-Self which aren’t ‘true’ Mobile Armor forms. They are included for the purpose of this game where the input to entire MA Form is the same ( Boost + Double tap in any directions)|
|Dummy / Decoy||Attacks that leaves behind a dummy or a decoy. Assist attacks will be drawn to the decoy instead.|
|Strategy related terms|
|Down Reset||The act of not finishing your combo and not letting your enemy be downed to do more damage right after their down value resets.|
|Lock Down / Stall||The act of using multi stunning attacks, or ending your combo with a high knock up attack so you can chase the other enemy with your partner.
Useful when your target is in Burst (Burst) , or have a Timed Power Up, which wastes their power up duration.
|Okizeme||The act of predicting your opponent’s tech and aiming for the instant his invincibility ends. Also refers to predicting your opponent’s movement and aiming for the area he is moving into.|
|Alert Spam||The act of firing dispensable attacks like vulcans towards an enemy to distract them and draw their attention.|
|Shadow||Launching a surprise attack when no enemy is focusing on you. Best used with suits that has dashing melee, or attacks with good tracking. In this game where the camera is fixed towards your target, this is considered an important skill to have. Suits can also be called having a ‘Shadow’ playstyle like Deathscythe (EW), Astray Gold Frame and Speigel who would attack when the opponents are distracted by his partner.|
|L Formation||A formation where you and your partner (or your homing assist) is at 3 and 6 o’clock formation. Your attacks towards a target will be attacking the target’s side and front, making it difficult to dodge.|
|Focus Fire||Having both you and your partner to chase after the same target .|
|Catch landing||Attacking your target just as they are landing. Due to landing recovery, that unit will not be able to move for a short moment, making it the best time to attack.|