HUNTER×HUNTER NEN×IMPACT

HUNTER×HUNTER NEN×IMPACT

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The Uses of Over Gear & Quick Gear
By TeoIsTheo
The game has been out for less than 5 days and already there's a couple things to talk about. One for example... the monstrosity that is Over gear and Quick Gear, two absurdly powerful resources. They let you one-shot someone with a level 3 if paired together. It's (far from)beautiful. Any who, aside from letting you go "Hey, where'd their health go," both Over Gear and Quick Gear possesses other uses. To sum it up, this guide covers the benefits from both Quick Gear and Over Gear individually, the downsides(if any) and what else they can do or be used for.
   
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Pros & Cons of Quick Gear
Quick Gear is the worse, yet more reliable out of the two resources. These the pros and cons of Quick Gear as a whole:
Pros
  • Increases Damage
  • Nullifies chip damage
  • Cancels any move on hit, whiff, or block EXCEPT Aura Arts(Supers) and Ejection Attacks(Snapbacks)
  • It can be used as long as your Quick Gear gauge isn't empty
  • When activated in the air, you regain all your movement options
Cons
  • Lost upon taking a hit
  • It doesn't nullify chip damage during Nen Stance
  • After being hit in Quick Gear, your Quick Gear gauge goes straight to 0 but fills up however much the attack that hit you would fill it for
  • While Quick Gear is active, assists called in do not gain increased damage
Uses for Quick Gear
Considering all the things Quick Gear offers, it's got some versatility. Some ways to use it would be:
  • Canceling a whiffed move to save yourself from being punished
  • Getting rid of your end lag to continue pressuring someone on block
  • Removing any and all momentum possessed before doing Quick Gear, meaning you fall directly down if Quick Gear is done during a forward jump
  • Canceling a move on block to continue block pressure or attempt a mix-up
  • Saving yourself from taking unnecessary chip damage by popping it before a eating a super and giving yourself an opportunity to block(Easier against some characters)
Pros & Cons of Over Gear
Over Gear, being the better one of the two, has much more to gain when used. The Pros and Cons of Over Gear would be:
Pros
  • Increases damage
  • Gives dash a hitbox
  • Increases your movement speed and airdash speed
  • You can combo off the burst if it hits raw
  • Nullifies chip damage
  • Heals your recoverable health slowly
  • Cancels any move on hit, whiff, or block, INCLUDING Aura Arts(Supers) and Ejection Attacks(Snapbacks)
  • When casted in the air, you regain all your movement options
  • Anyone that the burst hits during any frame of a move has armor and gains hitstun, which allows for you to punish if Over Gear was timed properly
  • When an assist is called in while Over Gear is active, said assist gains increased damage
Cons
  • Over Gear can only be used once per match
  • It doesn't nullify chip damage during Nen Stance
Uses for Over Gear
Obviously, Over Gear does more than Quick Gear. Over Gear provides more bonuses while having one heavy drawback, which is that you can only use it once a match. While better, Over Gear is similar to Quick Gear and has it's own, unique uses. Here are what I've found:
  • When an opponent hits you on block, you can Over Gear to cancel your block-stun and Guarantee a punish
  • When in Over Gear, your dash has a hitbox and can be used in combos, or to carry the opponent
  • Removing any and all momentum possessed before doing Over Gear, meaning you fall directly down if Over Gear is done during a forward jump after the burst
  • Canceling Guard Break supers(example: Uvogin Level 1) in order to get a combo when hit on block
  • Canceling a move on block to continue block pressure or attempt a mix-up since Over Gear is SAFE ON BLOCK
  • If you Over Gear from block, you can use it to get a counterhit punish IF the Over Gear hits someone on any frame of any move
Things To Note About Quick Gear and Over Gear
Quick Gear and Over Gear are like siblings. They're similar yet different. They share certain traits while both having their own things to talk about.
Quick Gear last 10s when activated at full, no matter the level and the level it had when activated it maintained until it levels up. It also levels up only when it fills up a certain portion of the way. When the Quick Gear fills up past 90 or more than half way, it enters Level 2. Level 3 can only be entered after filling gauge up past 180 or filling it up fully. When you activate Quick Gear, it does deplete, but it also saves the number it was at prior to activation. An example of this is if you activate Quick Gear with the gauge 1/3rd full or at 60, the gauge will start filling up from 0 but it will hit level 2 sooner than halfway, if that makes any sense.
Over Gear lasts 10s in level 1 and the 1st hit will be 120% stronger. Over Gear lasts roughly 14s in level 2 and the 1st hit will be 150% stronger. Over gear lasts roughly 19s in level 3 and the 1st hit will be 180% stronger. Over Gear's level is connected to Quick Gear's so when the Quick Gear gauge becomes green, the Over Gear becomes green. As said earlier, Over Gear can only be used once in a match and cannot be canceled, nor deactivated. If Over Gear is active when your point character dies, it passes the Over Gear to the upcoming character.
Farewells
If you read this entire thing, I uh, hope this guide was of use to you and thank you for spending your time reading it. Maybe it helped you learn something new or gain a new idea or... something. If not, I tried. I made this a rather late hour so I was a little out of it as I typed it up, I deeply apologize if anything in this guide is unclear and if there are questions in regards to the information presented, I will gladly try my best to answer them. Anyway, thank you again to those who've read this guide and please please please enjoy yourself as you play Hunter X Hunter: Nen Impact. Diss it, but love it. Farewell, readers.
1 Comments
Quiky 17 Jul @ 11:05pm 
This is an actual good guide, good job