Jump to content
Dustloop Forums

[CSE] Relius Clover General Discussion "Family Man Extraordinaire"


Recommended Posts

Posted
What's the unblockable setup? Is it the one that involves 236D?

It might be this one, since I think it was the last one we talked about. If it's a new one, I'd like to see it too.

  • Replies 992
  • Created
  • Last Reply

Top Posters In This Topic

Posted

The one I was thinking of involves 236D in the middle of pressure. I think I saw a video where you do 3C(236D) > jc > j.A/j.B/j.C. Not quite as tight as the other one but it does keep your opponent on their toes.

Posted

so relius main players, hows ur win ratio looking?, im finding a few match ups quite a struggling, thats most towards the rush down characters, the rest i can tend to pick off, and win, 6c is working quite well for me to, not to throw out there all the time, jus to catch them off gaurd from time to time.

Posted

In ranked im like 55% or w/e out of 100 matches. 333psr. Player matches (almost 200 matches atm) ive mainly fought Noel, Tsubaki, Platinum, Jin, and Mu players. Lately I been lower than 40% win rate in those matchups as it's a pain to get out of some of their pressure. Mu match and any other one that is more slower pace or requires full screen options is very even to going in Relius favor easy.

Posted

In "lolwut, that combos?!" land:

5b>3c>6D>falling j.C>2C>6C>4D>jump forward>j.236C>j.214b (~3.2k)

Looks like you can follow it up if you're close to the corner by airdashing in and doing j.C into 5a into 4D. Impractical? Maybe. BUT IT HAS 6C. And that is all that matters ever.

Posted

So I was looking at that low jC -> rising jC setup we were talking about earlier, and I noticed something strange. While it is indeed an instant overhead and not a fuzzy guard, a rising jC by itself is NOT an instant overhead at all. This means that the forced standing hitbox from blocking the first jC still remains long enough for the rising jC to connect. I don't know what to call this other than a pseudo-fuzzy guard, since it can be mashed out of (and therefore not a fuzzy guard), but rising jC by itself isn't an instant overhead because it will whiff a crouching hitbox.

Posted

What method are you using to test this and who are you testing it on?

The simplest and most sure why to find out if something is a fuzzy guard is to set the CP on standblock, block first only.

If he gets hit by the second one it's not a fuzzy, if he blocks it it's gapless and a fuzzy.

Posted
So I was looking at that low jC -> rising jC setup we were talking about earlier, and I noticed something strange. While it is indeed an instant overhead and not a fuzzy guard, a rising jC by itself is NOT an instant overhead at all. This means that the forced standing hitbox from blocking the first jC still remains long enough for the rising jC to connect. I don't know what to call this other than a pseudo-fuzzy guard, since it can be mashed out of (and therefore not a fuzzy guard), but rising jC by itself isn't an instant overhead because it will whiff a crouching hitbox.

What is this I don't even

I am so confused by this. So confused. How did you test this?

Posted
What method are you using to test this and who are you testing it on?

The simplest and most sure why to find out if something is a fuzzy guard is to set the CP on standblock, block first only.

If he gets hit by the second one it's not a fuzzy, if he blocks it it's gapless and a fuzzy.

I know it's not a fuzzy (and I was using the 'block first only'). I just find it odd that the hitbox acts like it is a fuzzy even when there's time to mash out. If you try a rising jC by itself, it will completely whiff, but with the falling jC first, it will connect (and will not be blocked when set to 'first hit only').

Posted
What is this I don't even

I am so confused by this. So confused. How did you test this?

Set the opponent to crouching and to block the first hit only. Then do a rising jC by itself, and you will notice that it will whiff. Do a low falling jC first then a rising jC, and it will hit.

Posted

So in your test, there was a gap, but it used a standing hitbox on a crouching opponent?

Posted
So in your test, there was a gap, but it used a standing hitbox on a crouching opponent?

Yeah, that's exactly what happened.

Posted

That's very interesting.

The only way I know of to set up a non-block fuzzy guard is hitting with a meaty rising move out of stagger recovery, because stagger forces stand state for a frame or two after the recovery animation.

I'll have to test it for myself later.

Posted

Uhhh.

That's an instant overhead.

If it used a standing hitbox it would work on litchi, as she's one of the taller characters. It uses their crouching hitbox.

Posted
Uhhh.

That's an instant overhead.

If it used a standing hitbox it would work on litchi, as she's one of the taller characters. It uses their crouching hitbox.

It's an instant overhead per se, but the rising jC will whiff a crouching hitbox without the falling jC. That's what makes it odd.

Posted (edited)

Toasty. I love you. Like.. so much bromeister~ But i'm coming for your mod spot. >:3

Edited by Xill
Posted
Toasty. I love you. Like.. so much bromeister~ But i'm coming for your mod spot. >:3

Well, this is a interesting post.

Posted

That's Seon Panther, #1 online Ragna back in CT, he's in our (The MI) scene.

Posted

rl40208.png

rl402_00 - rl402_15 of the sprite data.

Wonder why they didn't use the move. :(

Posted

Just look at it. It's a huge fucking buzzsaw with crazy range. Its priority would be even more godly than Ragna's 5B, and Arcsys won't allow anything to outprioritize Ragna's 5B.

Posted

I bet it would have been a slow move that had many active frames. It could have made for some interesting combos, especially if it hit multiple times.

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...