Toasty Posted January 18, 2012 Posted January 18, 2012 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.
Arifureta Posted January 18, 2012 Posted January 18, 2012 Mm, I see. So there are 2 unblockable setups now. Neato. I should try this one out later.
iTz.WiiTarD Posted January 18, 2012 Posted January 18, 2012 yeah toasty thats the one i was talking about, i dont think it works as well with 236D,
Arifureta Posted January 18, 2012 Posted January 18, 2012 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.
iTz.WiiTarD Posted January 18, 2012 Posted January 18, 2012 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.
Kurushii Posted January 18, 2012 Posted January 18, 2012 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.
Rhiya Posted January 19, 2012 Posted January 19, 2012 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.
Toasty Posted January 19, 2012 Posted January 19, 2012 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.
C0R Posted January 19, 2012 Posted January 19, 2012 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.
Rhiya Posted January 19, 2012 Posted January 19, 2012 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?
Toasty Posted January 19, 2012 Posted January 19, 2012 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').
Toasty Posted January 19, 2012 Posted January 19, 2012 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.
C0R Posted January 19, 2012 Posted January 19, 2012 So in your test, there was a gap, but it used a standing hitbox on a crouching opponent?
Toasty Posted January 19, 2012 Posted January 19, 2012 So in your test, there was a gap, but it used a standing hitbox on a crouching opponent? Yeah, that's exactly what happened.
C0R Posted January 19, 2012 Posted January 19, 2012 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.
Guardian Posted January 19, 2012 Posted January 19, 2012 C0R- I made a vid of it; I'm guessing Toasty is performing it the same way I was in the vid: http://www.youtube.com/watch?v=W_nk_DeP548 I was calling it a fuzzy guard before we had that whole spill a few pages back about gaps and such. But yes, it still catches their standing hitbox while they're crouching.
C0R Posted January 19, 2012 Posted January 19, 2012 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.
Toasty Posted January 19, 2012 Posted January 19, 2012 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.
Xill Posted January 19, 2012 Posted January 19, 2012 (edited) Toasty. I love you. Like.. so much bromeister~ But i'm coming for your mod spot. >:3 Edited January 19, 2012 by Xill
Kurushii Posted January 19, 2012 Posted January 19, 2012 Toasty. I love you. Like.. so much bromeister~ But i'm coming for your mod spot. >:3 Well, this is a interesting post.
Skye Posted January 19, 2012 Posted January 19, 2012 That's Seon Panther, #1 online Ragna back in CT, he's in our (The MI) scene.
Kurushii Posted January 19, 2012 Posted January 19, 2012 Ah nice. He should stick to S-Tier Ragna. :P
Kurushii Posted January 20, 2012 Posted January 20, 2012 rl402_00 - rl402_15 of the sprite data. Wonder why they didn't use the move.
Vulcan422 Posted January 20, 2012 Posted January 20, 2012 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.
Toasty Posted January 20, 2012 Posted January 20, 2012 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.
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