TD Posted February 20, 2012 Posted February 20, 2012 ooh nice, thank you. that got me wondering about duo bios. if you grab a foe in the middle of the dd and they tech, will the next hit break a primer even if the foe blocked the first hit (and lost a primer)? time to hit the lab later...
Kurushii Posted February 20, 2012 Author Posted February 20, 2012 Some random tricks: Midscreen: - 236236D > iad > 66 > 236A > whatever [double crossup] - 3C > 214C > iad > 66 > 236A > whatever [double crossup] - 3C > 214D > Delay > 2B [punishes back or forward roll] Corner: - 3C > 236D > j.B > j.C > whatever [pseudo unblockable]
Rhiya Posted February 20, 2012 Posted February 20, 2012 ooh nice, thank you. that got me wondering about duo bios. if you grab a foe in the middle of the dd and they tech, will the next hit break a primer even if the foe blocked the first hit (and lost a primer)? time to hit the lab later... True story: you can get a green grab during Duo Bios. Try grabbing inbetween two of the last three hits
Kurushii Posted February 20, 2012 Author Posted February 20, 2012 You guys should not get in the habit of throwing with Ignis out. If you tech a throw or the opponent techs it Ignis will get dismissed and go into Slow Regeneration.
Rhiya Posted February 20, 2012 Posted February 20, 2012 You guys should not get in the habit of throwing with Ignis out. If you tech a throw or the opponent techs it Ignis will get dismissed and go into Slow Regeneration. This doesn't matter during Duo Bios because the distortion always continues, no matter what. Also, if you're really low on Ignis meter (and I should note, I mean REALLY low), you may want to throw BECAUSE of the dismiss. Slow regen is bad, but if you really need to keep Ignis from breaking in pressure then throwing is a lower risk option that lets you dismiss her pretty safely regardless of whether the throw hits. Slow regen>>>broken Ignis.
Kurushii Posted February 20, 2012 Author Posted February 20, 2012 (edited) If you are pressuring their is better ways to get her out and still keep pressure without giving up your pressure for a throw attempt. And I was speaking in general, not just your one trick. I have enders that give me better options after that super than to risk on a throw when good players break them. Edited February 20, 2012 by Kurushii
Rhiya Posted February 20, 2012 Posted February 20, 2012 If you are pressing their is better ways to get her out and still keep pressure without giving up your pressure for a throw attempt. The point is, if Ignis is about to break, you're going to have to either give up pressure and return to neutral to dismiss her safely, or risk getting blown up if your dismissal is read. Throwing is an inbetween option; you lose momentum and get slower regen if the throw is teched, but you get a safe return to neutral. If it isn't teched, you keep momentum and get a dismissal either during or after your combo. It's an inbetween option. Also, throw mixup is fucking good in BB. Throw invul/throw and TRM mixup are absolutely nasty. And I was speaking in general, not just your one trick. I have enders that give me better options after that super than to risk on a throw when good players break them. I don't disagree. Ignis is too valuable to risk losing in most pressure situations. However, I've seen plenty of good players get blown up by throw mixup. I wouldn't just say "good players break throws," because they don't break them all the time.
Urichinan Posted February 20, 2012 Posted February 20, 2012 During 236236D it's better to force them into blocking mixups anyway. Instead of letting the DD finish, do a few 5C's or 5A's, whatever and force them into blocking, it let's you get way better damage.
Rhiya Posted February 20, 2012 Posted February 20, 2012 During 236236D it's better to force them into blocking mixups anyway. Instead of letting the DD finish, do a few 5C's or 5A's, whatever and force them into blocking, it let's you get way better damage. I actually do this, too. If the distortion hits I'll sometimes intentionally overprorate the combo into ending for more mixup
YukiBlue Posted February 20, 2012 Posted February 20, 2012 Extend Tomorrow. I want to learn Relius. Wat do? My American friends, You've had this game for a whole now, Where should I start? Just Combos?
Kurushii Posted February 20, 2012 Author Posted February 20, 2012 Extend Tomorrow. I want to learn Relius. Wat do? My American friends, You've had this game for a whole now, Where should I start? Just Combos? Go through his challenge mode. Then hop into training mode and get used to his normals, specials, exc. After that start playing around with using Ignis normals during your attacks. Do some arcade runs then start playing players to start to get the feel of what stuff works.
Chazmobile Posted February 20, 2012 Posted February 20, 2012 Extend Tomorrow. I want to learn Relius. Wat do? My American friends, You've had this game for a whole now, Where should I start? Just Combos? Let's level up our Reliuses/Relii together dude!
STenSatsu Posted February 21, 2012 Posted February 21, 2012 (edited) Spent some more time in training. Here's some combos that I think I've settled on, at least until I figure out the crossunder airdash 236c stuff. Kept everything at or under 5k ignis meter and tried to get a low cost combo and a higher damage combo. All midscreen combos that end with the 4d work from starting position or closer to the corner, other midscreen combos are anywhere. Tested on Carl/makoto/jin/arakune and didn't find any that dropped. Anything besides these I haven't found meaningful improvements over the combo thread combos. All heat values are how much heat the actual combo builds, you'll need 50 heat pre-combo start to do the RC ones. midscreen ignis not out: 5b, 236c, rc, dash 5b, 5c(2), sj.bc, j.236c, j.214b 3194dmg 10heat 1k ignis Works from anywhere just inside max 5b range. Requires 50 heat to start. 5b, 236c, rc, dash 5b, 2c, 6c, 214a, dash j.b, dj.bc, j.236c, j.214a, fall j.c, 2c, 4d, 3c 4376dmg 27heat 5k ignis Delay the 214a a little. Need to be a bit closer than above combo. Requires 50 heat at start. midscreen ignis out: 5b, 236c, rc, dash 5b, 5c(2), sj.bc, j.8d, dj.c, j.236c, j.214b, land 2c, 6c, 4d, 3c 4300dmg 31heat 3k ignis Requires 50 heat at start. corner: starter, 236c, 214a, dash 5c(1), 6b, j.c, j.8d, dj.c, j.236c, j.214b, land 2c, 6c, 4d, 3c Does about 400-600 more than St1ckbug's TK 236c combo. Works off 2b/throw/6a/5b starters. Costs 4k ignis. Delay the 4d just a bit to land 3c easier. Gains 47-49 heat. A few resets off the corner combo: (most of these work with pretty much any generic 4d, 3c ender corner combo) 5c(1),2c,6c,4d will let them tech at normal jump height allowing for an airthrow reset Delay the 4d a bit longer to catch them not barrier blocking after a tech. Pick them up with backdash, 2c, 6c, 236c,etc for 5k+. Walk forward slightly while they fall from 4d to be on other side when they tech. Will work better once I figure out crossunder 236c to put them back in corner. After 3c you can do 214b so it either hits them after tech or whiffs and you can grab. Edited February 21, 2012 by STenSatsu
Kurushii Posted February 21, 2012 Author Posted February 21, 2012 Sten you got heat values wrong. Remember RC is 50% cost.
YukiBlue Posted February 21, 2012 Posted February 21, 2012 Let's level up our Reliuses/Relii together dude!I like your thinking, I've got my copy a day early so I'll have a head start, Im excited for the new character now, Relius looks pretty darn fun as a sub. *Lets do Bang mirrors, too*
STenSatsu Posted February 21, 2012 Posted February 21, 2012 Sten you got heat values wrong. Remember RC is 50% cost. Bah I'm retarded, completely forgot to note that -_-. All the heat values are outside of RC cost but I'll edit that.
Rhiya Posted February 21, 2012 Posted February 21, 2012 For 5b 236c rc 5b 2c 6c 214A, you don't need to 5B before the 2C>6C
Kurushii Posted February 21, 2012 Author Posted February 21, 2012 I think he was trying to use the 5B to make it easier to land. On my 236C RC combos I do dash 6B>5C(2)>AirCombo personally.
HARD_BREAD Posted February 21, 2012 Posted February 21, 2012 Req Vinum is a better reversal super then Vol Tedo simply because Req Vinum is invincible on frame 1, Vol Tedo isn't invincible until frame 8. Making it better by a long shot for getting out of pressure. Vol Tedo has a bigger hitbox, yes, but it isn't reliable. And "it's predictable" applies to either reversal, it doesn't matter which super you use, if they predict a reversal, then neither will work. That's like saying someone predicts an overhead, but because they used a special overhead instead of a normal one, they'll get hit because it's not the one normally used. It makes no difference. SO. Vol Tedo and Req Vinum are equally as good, VT has a better hitbox, RV has better frames. I didn't know about their difference in invul; where can I see some frame data for Relius?
Kurushii Posted February 21, 2012 Author Posted February 21, 2012 I didn't know about their difference in invul; where can I see some frame data for Relius? If you took the time to check the character sub-forum you would of saw.
HARD_BREAD Posted February 21, 2012 Posted February 21, 2012 (edited) yeesh dude, sorry for asking. Edit: I see it man, my bad. Please, no hostility though. Edited February 21, 2012 by HARD_BREAD
Chazmobile Posted February 21, 2012 Posted February 21, 2012 Relius is gotrike Real talk. I love this character.
YukiBlue Posted February 21, 2012 Posted February 21, 2012 Yeah ive fooled around enough with him to know i love this dude. He really does need Ignis though, and i cant use her effectively yet, but jesus. I <3 this dude
Recommended Posts