WakeUpDP Posted November 28, 2013 Posted November 28, 2013 the same video I've been linking for a while :P : here
NecroTheReaper Posted November 28, 2013 Posted November 28, 2013 For some reason it refused to play on my phone unless I opened it with the youtube app, which required me texting myself the video link xD; I hadn't seem that 214B/5C OD link until this video, it difficult to pull off?
WakeUpDP Posted November 28, 2013 Posted November 28, 2013 I have yet to try it, the different combos of this videos have been on my backlogs of things to try out.
NecroTheReaper Posted November 28, 2013 Posted November 28, 2013 Am I right to assume that any combo with 5B starter is also possible with 2B/5C/3C starter? Or almost any. Seems like any combo I do dtarting with 5B, the 5B can be changed.
WakeUpDP Posted November 28, 2013 Posted November 28, 2013 Yes, as long as it's a N starter because that's basically what determines the time given in a combo.
NecroTheReaper Posted November 28, 2013 Posted November 28, 2013 Still makes me sad that 6C starters ruin combo paths now, unless you get that FC for a nice ignis-less combo. Generally because of 6C starters, I'm forced into tk lauger combos because you cant do 2C>6C>leis
Kyle Posted December 1, 2013 Posted December 1, 2013 woops, by overdrive i meany super. forgot Overdrive was thing in BB:CP =P
NecroTheReaper Posted December 1, 2013 Posted December 1, 2013 (edited) So that 6.9k OD combo doesn't work on low sliders in the corner -cry-. Damn 214B wiffs, still can get 6.5k+. Though I guess I should stop working on combos and fix my neutral/mixup game. Damn lauger autopiloting. Also, anyone ever use crossup delayed backdash into j.B? Looks so damn weird, but its really useful when people expect an empty jump into a low. So after testing it out, is 3C our new punish starter? On CH you can do the jump cancel OD into mid/fullscreen carry and up to 5200 damage, use CT to go into midscreen combo for 4k, or standard combo path for about 3.2k Edited December 1, 2013 by NecroTheReaper
WakeUpDP Posted December 3, 2013 Posted December 3, 2013 (edited) woops, by overdrive i meany super. forgot Overdrive was thing in BB:CP It does get confusing when they use the same terms for different things. So after testing it out, is 3C our new punish starter? On CH you can do the jump cancel OD into mid/fullscreen carry and up to 5200 damage, use CT to go into midscreen combo for 4k, or standard combo path for about 3.2k In extend it was my go to punish starter, you can jump cancel into j.C into good ignis-less damage and it would catch the people who burst the moment they get hit after a mistake since right after the jump cancel you would just hold back during the jump until you j.C. Seems like it just got better in CP, have to keep in mind OD. Also there is a new Relius combo video and it's pretty godlike: http://www.nicovideo.jp/watch/sm22384762 or http://www.youtube.com/watch?v=MiqfywWOE-U Edited December 3, 2013 by WakeUpDP
Myoro Posted December 3, 2013 Posted December 3, 2013 Also there is a new Relius combo video and it's pretty godlike: http://www.nicovideo.jp/watch/sm22384762 *_* this is the most amazing thing
NecroTheReaper Posted December 3, 2013 Posted December 3, 2013 That video has so many weird glitches O.o reverse hit tedo is weird but not game changing. Also, what's with Vinum? Can thr game not comprehend going into OD at the same time as the last hit? And the other vinum, does the first hit connect, but the rest don't just because of the smp? I particularly like that throw setup into air throw setup. Everyone knows Relius' mixup is crossup>throw xD this just makes it better.
Grimstar Posted December 4, 2013 Posted December 4, 2013 Just got the game. I'm seeing a lot of interesting potential for his Overdrive, especially if you use Ignis 2D during a combo you can activate it and followup... but I haven't quite figured out with what.
NecroTheReaper Posted December 4, 2013 Posted December 4, 2013 There's better ways (albiet more strict) to go into OD mid combo. 2D is easy, but it kinda ruins the combo paths you'd normally use OD for. Mid screen, if you have ignis active during the combo, you can do 3C>6D>jc.OD, but you have to jump and hit OD at nearly the same time. You'll stay on the ground and get full OD duration. In the corner, you can just OD after 236C>214A and pick up with nearly anything. As for the usefulness of Relius' OD, it doesn't really give him "OMFG DAT DAMAGE" combos, but it does make his neutral and pressure game better. In combos though, the most useful part of his OD is just the corner carry his 214A/B/C gives.
TD Posted December 9, 2013 Posted December 9, 2013 my iphone has risen back from the dead. while grateful, l also managed to snag a purdy laptop (thank you black friday <3 ) for better typing and organizing thoughts... and other shit tl;dr l will be resuming where l left off some time this week. speaking of dead, there's been traces of an afterlife here. i'm hoping you guys will rise from your eternal rests and aid me in world domination once more. if there's anything you guys want to add to the matchups please do, i'll be sweeping through them again and adding info to the OP. best way to contribute is to observe your matches every time you play, or watch someone like RYO play, and mentally/physically record what you see and think is happening. then you can post it for discussion or, if you're more discreet, pm me or another relius and see their opinion on the matter. it's easy and you will have played a good role in keeping this place healthy. at the very least (or furthermore), please check the matchups for corrections and stuff, l am but one man.
NecroTheReaper Posted December 10, 2013 Posted December 10, 2013 (edited) Wtb ignis moves not putting you in CH state -_- On a positive note, using the vinum OD glitch for UB setups is rediculously practical lol. Plus, any landed hit can go into it. Just use 2D>6A>vinum. Also 6C fc combos into j.B loops get easier the more you do em, so the only real challenge is confirminf safely into leis Another note about that cmv... I love using 236C SMP for Vinum forced blocking xD it works off of any non short starter too which is great for using with the fuzzy guard in the corner. And after testing, is there any purpose to nose? The thing is so damn slow even for its range and overhead properties xP Edited December 10, 2013 by NecroTheReaper
Myoro Posted December 11, 2013 Posted December 11, 2013 I've very occasionally used Nose after val lanto or a Nadias ending to threaten the opponent while I get in, I find it useful for opponents tht have gotten wise to Val Tus and 22C. I THINK they want us to use it to set up unblockables after evading a poke with led leys (it moves Ignis out of the way of ground moves.) OR it's to be used in the Corner to threaten jump outs while Relius gets ready to block a Dp or continue pressure. Other times I've found it useful is during my pressure when I randomly pull it out (my muscle memory wants to use Tao's cat jump after 6C but am playing Relius) and my opponent jumps and backdashes to get out of my pressure and eats a Nose to the face. Also sometimes I use it in neutral and my opponent randomly down backs midscreen as a fear response to a move they never see, and they just... take the hit... Quite astounding really. O_o
WakeUpDP Posted December 11, 2013 Posted December 11, 2013 I'll have more time to respond after my exam today but here's something I found funny: http://www.nicovideo.jp/watch/sm22436526
Jdrake12295 Posted December 17, 2013 Posted December 17, 2013 So does anyone have any cross under setups with relius? I haven't had any luck so far with my attempts
LordSpectreX Posted December 17, 2013 Posted December 17, 2013 I'm picking up Relius again as a psuedo main. His increased execution barrier was kinda daunting at first especially after being away from FGs a bit, but I'm glad to pick him back up. I wanted to ask if there is any way to make the safe jump setup hit fast enough so you don't get beaten by DPs, but also slow enough so that they can't just refuse to tech and force blue beat? I'm doing 3C > jump > 5D > j.C. It works as a safe jump during techs but just blue beats if they lie still. So does anyone have any cross under setups with relius? I haven't had any luck so far with my attempts Do you mean something like... ... > 236C > 214A > (66) 5C > 2C > 4D > Dash Under > 3C (input as 1C) > 236D > IAD J.B It's a neat little setup. Good to do after like weak starter (2x2A for example). There's a lot of stuff you do do after that dash under 3C.
NecroTheReaper Posted December 17, 2013 Posted December 17, 2013 Blue beat I havnt really worried about. I mean, if it blue beats, it still made them waste time long enough to recharge ignis which is where your prime oki is anyway. 2D meaty is great imo when appropriately spaced. You could also do delayed air dash j.B>j.C which should catch them in a new combo, but it loses to a lot more sheisse.
WakeUpDP Posted December 17, 2013 Posted December 17, 2013 It rarely blue beats for me, I would try delaying j.C. Sadly safe jumps doesn't cover everything though. Made a barebone video about something that people might have missed from jp videos as why people shouldn't burst 3C: http://www.youtube.com/watch?v=xzQWOxcCIEM They still do though.
NecroTheReaper Posted December 19, 2013 Posted December 19, 2013 Anyone else wish that we had gotten a j.C buff so that when I do an instant j.c on Hakumen, it'd actually hit instead of clip all the way to his damn neck? Wouldn't bother me as much if I hadn't accidentally thought j.C was an IOH on crouching Hakumen, but still Dx why a deceiving hitbox in a negative way.
Lich Posted December 21, 2013 Posted December 21, 2013 (edited) I'm picking up Relius again as a psuedo main. His increased execution barrier was kinda daunting at first especially after being away from FGs a bit, but I'm glad to pick him back up. I wanted to ask if there is any way to make the safe jump setup hit fast enough so you don't get beaten by DPs, but also slow enough so that they can't just refuse to tech and force blue beat? I'm doing 3C > jump > 5D > j.C. It works as a safe jump during techs but just blue beats if they lie still. Relius execution is easy actually. lol The J.C won't blue beat if you did a long enough combo. It's because of how the new combo system works. The 30% Ignis meter one if you know which one I'm talking about, lasts the longest and takes up most of the time allowed in a combo. This is why after this length of combo the 3C>j.D>j.C will not blue beat. If you don't fill up the allowed time with the combo the 3C will most likely blue beat after knockdown. You have to be aware of the length of all your starters as well. Most of his normals are N(normal) starters, but his A buttons and throws are S(small) starters so you have to do a smaller combo anyway. Also J.C is a god normal. He doesn't need it to instant over-head and honestly it's not fair that he gets that on Tager. lol His J.C already gives him a fuzzy, and is too godly an jump in normal stuffing all the anti-airs in the world. What more do you want from this button? Edited December 21, 2013 by Lich
NecroTheReaper Posted December 21, 2013 Posted December 21, 2013 But that fuzzy only works in the corner half the time xP usually after you do the fuzzy j.C they're pushed too far out of range touse j.2D... unless you have some fuzzy tech I havnt seen? :D? xD And when I bring it up, I mean the fact that the sprite is too misleading. There iisn't any hitbox at the very bottom of the move, but the sprite clips through a lot of the casts heads.
Lich Posted December 21, 2013 Posted December 21, 2013 The fuzzy only works in the corner. It's still great though, also that's because the hit-box takes a second to extend and starts closer to Relius' body. Which is why it doesn't work as an instant overhead, but preemptively hitting J.C when jumping in blows up a lot of anti-air attempts that aren't pressed immediately after you jump.
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