Jump to content
Dustloop Forums

TD

Members
  • Posts

    5,938
  • Joined

  • Last visited

Everything posted by TD

  1. Discuss the Hazama matchup here. The Neutral Game Long Range: Your Tools vs His Tools Medium Range: Your Tools vs His Tools Close Quarters: Your Tools vs His Tools In The Air: Your Tools vs His Tools Offense Your Offense: His Offense: Defense Your Defense: His Defense: Gimmicks and Resets Match Summary
  2. Discuss the Hakumen matchup here. The Neutral Game Long Range: Your Tools vs His Tools Medium Range: Your Tools vs His Tools Close Quarters: Your Tools vs His Tools In The Air: Your Tools vs His Tools Offense Your Offense: His Offense: Defense Your Defense: His Defense: Gimmicks and Resets Match Summary
  3. Discuss the Nu matchup here. The Neutral Game Long Range: Your Tools vs Her Tools Medium Range: Your Tools vs Her Tools Close Quarters: Your Tools vs Her Tools In The Air: Your Tools vs Her Tools Offense Your Offense: Her Offense: Defense Your Defense: Her Defense: Gimmicks and Resets Match Summary
  4. For the 6a dashing, the best you can do is just to do it. We can't help you with your execution. You just have to practice. I recommend getting used to the recovery of 6a first and immediately dashing. After doing it for awhile you should know exactly when 6a's recovery ends. Once you figure that out try doing 5bd 6a dash 5b. Try doing it 10 times in a row, which means if you screw up start from one again: and then, once you can do that, finish the combo. Practice makes perfect. For your last point, it is recommended to end any combo that starts with a 5/2/ja quickly as you won't be getting more than 2k without heat, so the standard for hitting with a ja mid screen is just to land and do a quick 5b 5cc for the corner carry and setup. However it is up to you, there is nothing wrong with pushing for extra damage. Generally, on small starters and most others you want to spend 2 wind max, for most others as well, and some of the bigger starters in the corner can use up to 3 or 4 ONLY if you absolutely know the combo and it it won't drop.
  5. It's very good of you know how to use it. So many good points with arguably two flaws (that being recovery and the fact that it uses all your poles, the latter not being that terrible). It does make a person want to make it rain with their wind... Aka spend all of it immediately lol. Sometimes, though, it is worth it.
  6. it may or may not be possible next year if l use my time right. will just have to see
  7. ggs lovebird and ctrl. shoutouts to dropped combos.
  8. l will finish the rest by tomorrow be it day or like after 12am. it shouldn't take too much longer. im getting bodied by a fever, so l can only stay awake for so long.
  9. like rhapsody and sam said. basically, both ground and air combos have their place. if you must end a combo in the air, you should go for the max damage, reasons mentioned.
  10. Actually max damage air combos are the way to go this version, being jb jc j236a if you need to finish the combo high in the air. Reason being the foe goes soaring now to full screen, complimenting 5cc's corner carry. You're also not sacrificing damage anymore, and you gain flexibility in that you can setup any summon while the opponent has to deal with the pole in front of him and your summon, while you reposition and gain wind. Not to say j2c isn't alright, just should the foe take the pumpkin hit you won't get as damaging a combo as in cse. You'll still get a 5cc combo but in general you're not getting a huge reward unless you're willing to spend more wind for the chance. All in all I really think j236a ender is good vs most people for the safety and the ability to get 2+ items over your opponent
  11. Discuss the Bang matchup here. The Neutral Game Long Range: Your Tools vs His Tools 214A still tramples his nails though, so if he's in the air roughly half to a full screen away, he'll be forced into blocking, double jumping, or possibly getting CH if you let him just throw nails whenever. His nails are honestly more dangerous if used right on top of you since the only safe option is to block. Make him waste his nails since they're his only reliable way of getting in and are non-renewable. Plus, he can't do instant 4 seal combos if you make him waste all his nails. -NecrotheReaper Medium Range: Your Tools vs His Tools Close Quarters: Your Tools vs His Tools In The Air: Your Tools vs His Tools The angle of Relius' 2C seems to not cover all of the angles of approach Bang can use in the air. Additionally, he can always throw nails to stuff 2C as well. -Elochai Offense Your Offense: His Offense: With the lack of a reversal, if Bang is on the offense, you pretty much have to block everything and wait for him to fuck up so you can get a turn (I don't think his pressure has a lot of gaps, but I'm not sure). Backdashing kinda helps, but in the corner, Bang can catch the backdash with 2B or another long-reaching normal (I think 623B does as well?). -Elochai Defense Your Defense: His Defense: Gimmicks and Resets Match Summary This MU seems bad for Relius. Bang's nails are a major issue IMO since they're really fast, and travel far distances. He can CH you on your summon just by throwing nails from various distances. This either forces Relius to use my IG by just using a special move, or trying to approach Bang on his lonesome. Geara Lugia is kinda useless in this MU too, I find it. Overall, I'd say this is a momentum match. Whoever gets started first will usually win. However, it's comparatively harder for Relius to get started due to his options being limited to mostly controlling space at medium ranges -Elochai
  12. Discuss the Tager matchup here. The Neutral Game Long Range: Your Tools vs His Tools Medium Range: Your Tools vs His Tools Close Quarters: Your Tools vs His Tools In The Air: Your Tools vs His Tools Offense Your Offense: His Offense: Defense Your Defense: His Defense: Gimmicks and Resets Match Summary
  13. Discuss the Arakune matchup here. The Neutral Game Long Range: Your Tools vs His Tools Medium Range: Your Tools vs His Tools Close Quarters: Your Tools vs His Tools In The Air: Your Tools vs His Tools Offense Your Offense: His Offense: Defense Your Defense: His Defense: Gimmicks and Resets Match Summary
  14. Discuss the Litchi matchup here. The Neutral Game Long Range: Your Tools vs Her Tools Medium Range: Your Tools vs Her Tools Close Quarters: Your Tools vs Her Tools In The Air: Your Tools vs Her Tools Offense Your Offense: Her Offense: Defense Your Defense: Her Defense: Gimmicks and Resets Match Summary
  15. Discuss the Carl matchup here. The Neutral Game Long Range: Your Tools vs His Tools Medium Range: Your Tools vs His Tools Close Quarters: Your Tools vs His Tools In The Air: Your Tools vs His Tools Offense Your Offense: His Offense: Defense Your Defense: His Defense: Gimmicks and Resets Match Summary
  16. Discuss the Taokaka matchup here. The Neutral Game Long Range: Your Tools vs Her Tools Medium Range: Your Tools vs Her Tools Close Quarters: Your Tools vs Her Tools In The Air: Your Tools vs Her Tools Offense Your Offense: Her Offense: Defense Your Defense: Her Defense: Gimmicks and Resets Match Summary
  17. Discuss the Rachel matchup here. The Neutral Game Long Range: Your Tools vs Her Tools Against Rachel, though I haven't fought the best rachels, I prefer to stay on the other side of the screen. Your long range tools are 214A, 214C, 22B/C. After a 214A you should use j.8/6/2D since they usually attempt to go above Ignis to throw their lobelia projectile. After a 214C use 22B/C to lock her in blockstun or to ruin her attempt at hitting Ignis out of it. Mix all of that stuff up and manage your Ignis meter well. Most of the seeds thrown can be intercepted and blocked by Ignis' moves, meaning they won't fall where they're supposed to. Use 214C and j.8/6/2D to do this. -Boonendorf Fun fact, ignis beats all of Rachel's zoning tools and some of her more important normals. Plows through everything in her way and one-shots George. That means the horizontal space rachel controls so well is in jeopardy everytime she attempts to approach by this mean. Therefore she may try to take to the air. If she does this, she loses the advantage of gaining wind. However if she has enough she can effectively start an offense while avoiding the 214 trio Medium Range: Your Tools vs Her Tools Mid range you'll want to poke her with 5B/2B to keep her at a range where most of her moves aren't effective. 5B 6D, 214A if she's a bit too far, 2C/6B(works well since it's faster) as your anti air if she tries to come in with forward jump+wind. Just make sure she doesn't get a pumpkin out. Once you get a hit try to end it in 236C 214A to put her back fullscreen -Boonendorf Close Quarters: Your Tools vs Her Tools Close range is the hardest part of the matchup. Either you'll be pressuring her and you'll have to watch out for her electric chair attack. Since it's a move with a guard point you can cancel into 236A to avoid it if you're on the ground. If she's pressuring you, try to IB most of the stuff to get meter and use your counter assault to get the hell outta here. You'll need solid defense and lots of patience, don't try anything risky and watch out for those throws. -Boonendorf In The Air: Your Tools vs Her Tools Relius has much less tools to deal with airborne foes and they are situational. 2c will stop her more direct approaches using 3d , air dash etc, assuming a pumpkin isn't being winded as well. 6b is for when she is descending and will fall right in your face, again, watching the pumpkin. Ignis j.xd control various spaces, and are more difficult for rachel to dismiss it is without being punished. Her 4d also stops rachel from getting past her, forming a temporary wall vs her and her projectiles unless rachel attacks with 6 or jb. Generally, the last two tools will be used before and after val lanto, respectively. Offense Your Offense: Her Offense: Defense Your Defense: Her Defense: Gimmicks and Resets Match Summary If both players are good this match is rather even. They both have the tools necessary to deal with each other.
  18. Discuss the Noel matchup here. The Neutral Game Long Range: Your Tools vs Her Tools Medium Range: Your Tools vs Her Tools Close Quarters: Your Tools vs Her Tools In The Air: Your Tools vs Her Tools Offense Your Offense: Her Offense: Defense Your Defense: Her Defense: Gimmicks and Resets Match Summary
  19. Discuss the Jin matchup here. The Neutral Game Long Range: Your Tools vs His Tools Medium Range: Your Tools vs His Tools Close Quarters: Your Tools vs His Tools In The Air: Your Tools vs His Tools Offense Your Offense: His Offense: Defense Your Defense: His Defense: Gimmicks and Resets Match Summary
  20. Discuss the Ragna matchup here. The Neutral Game Long Range: Your Tools vs His Tools You have plenty of options here, while Ragna himself has almost none at all, and has to close the gap before getting hit by geara lugia or ignis. Your main tools will be the 214 trio, 22b/c. 214a stops horizontal movement nicely, preventing Ragna from easily running in. 214b isn't as useful here as Ragna won't be doing much that warrants a punish at this range. Use it as an alternative way to get ignis in, with 22c coverage so he can't punish it. 214c is your main approach to start your game. Use it around 3/4 screen so it will track Ragna unless he decides to back away which resets the situation in your favor. It can also be used after 214a If you know the Ragna will not attempt to dismiss her. 22b and 22c are your doll-less zoning tools in this matchup. Use them to pre-emptively discourage movement attempts and stall for time. There isn't anything Ragna can do about it unless you whiff, in which case he can close the gap and be in a more threatening position. Ragna has a moveset of almost completely physical moves which is not great when It comes to ignis, with all of his main pokes having this attribute and being fast, with long hitboxes. This means most of his attacks if they connect with ignis will dismiss her, and then he has a huge chance to get in and end the round, so don't go crazy with ignis. His main pokes will be 5b, ja, 5c, hell's fang. Most of these are just to dismiss ignis at a safe range so he can get in. Against 5b, you can dash or airdash in as he hits the doll; he can't jump cancel but he'll still be able to use his long range ground normals/anti air, so be careful. There isn't much you can do about ja except try not to let ignis get hit by it. Hell's fang is a gimmicky way to punish some of relius's grounded offense. It has amazing horizontal coverage but without heat it is unsafe. Still, you don't want to find yourself blocking this, else you find yourself in a moderate risk/reward position. You can punish if you led ley through it with 5b. Ignis 2d will also auto guard it if she's in front of you. Medium Range: Your Tools vs His Tools This is more in Ragna's favor than yours, particularly if you don't have ignis out. Here your tools will be more movement oriented. Back dash, air back dash, led ley with ignis, these all play an important part in whether you win this game. Some notable offensive tools are 214a, which is harder for Ragna to punish at this range. Don't be afraid to use it without ignis summoned if you have over half the doll gauge: the longer you stay at neutral in this position, the higher your chance of getting bit, so act quickly. 214c comes out as soon as ignis is within range of Ragna, after a bit of startup. If he is afraid to press buttons this is the perfect move to use. It will also stop his air dashes in, so he'll have to superjump over her. If you get this out here you control the situation, mostly. 5b is the same startup as his 5b, with less recovery and it will be your go to poke for creating space and starting/keeping your offense. 6c is a sparingly useful tool to throw out as it is your longest range normal. Use it to stuff obvious dashes at specific ranges, and as a pre-emptive counterpoke. Without the doll you lose a lot of options, so 5b and excellent movement will have to suffice. Your goal is either to get him to block the doll or to retreat safely to full screen so you can zone. This is probably Ragna's strongest position besides being in your face, he has a lot of tools to shut down your doll and you, sometimes simultaneously. Starting with how 5b, an 8f startup, long range kick that plows through ignis if she's not using a move with auto guard. Because of its range, do not try to challenge this move. Try to avoid having to block or get hit by it at all if it could be managed, as that basically is the start of his decent offense. To get around it, make your movements unpredictable, so he'll have to guess between 5b and taking to the air. His 5c is a slower, longer version of his 5b and definitely defeats most of relius's tools here. Led ley through it or otherwise avoid it if possible. Try to have ignis out as much as possible and don't let him dismiss her without you getting in and pressuring him. Close Quarters: Your Tools vs His Tools Whoever gets here obviously has a huge advantage over the other; Relius has tight blockstrings with ignis with amazing lockdown, but can only do it for so long if he doesn't score a hit. Without ignis, his pressure becomes simpler to break out of, and trying for a mixup is unsafe, leading to a linear, predictable stall play style. Ragna has the advantage of stuffing multiple defensive options at once with his huge normals such as jump/back dash with 5b, and his moves recover fast enough to stuff led ley if it is tried. For Relius, the gameplan is simple; pressure while beating his traditional movement-based defense, and offensive reversal, Inferno Divider. It is an excellent tool starting on frame 1 with its invincibility, air unblockable, and momentum shift while possibly dismissing ignis. Jump barrier beats it, and so does led ley if you sense it coming. If he has 50 heat he will almost certainly gain momentum on bit or block, so with ignis, the latter option is preferable in that situation. If you see him instant blocking, get ready to led ley. if he gets you, you pretty much have to respect his pressure and block well while looking for outs. On e he uses 5c, you can pretty much 5a/led ley/ back dash/ jump to beat his options. (not sure of Ragna's frame data yet so I'll have to give general escape methods for now). after 5c, he has: 2d, a low with no gap. If he does this and you do anything but block, you will be forced into oki or com led into oki on ch/50 heat 214b, command overhead. Ib 5c and your 5a should hit him out of it. blood scythe(input?) looks like the overhead but isn't. Very slow but plus on block. You can 2c fatal this easy. Do not try to jump this especially in the corner. On block he basically gets another chance at pressure. If you get ch by this then... 2c on whiff is a tricky way for him to try to counter bit you. Super jump out if you see it coming. 214a. Yes, some Ragna's will hells fang with heat if they really want pressure badly. Once again, ib 5c led ley and you should be fine. His standing high is 6b and lows are 2b and 3c. 6b works from 2a, 2b, and 2c. Led ley is free here. Ib 2b to punish. 2a is simply a free punish if you see it coming. In general always try to instant block 2b so you can attempt to escape. In The Air: Your Tools vs His Tools You have j.xd to control space at will and move ignis to desirable positions. His jb and jc especially heat this reliably so you'll have to take those times to re position or quickly get in. Use air dash instant ja to get in from about mid screen, locking down his chance to dp you. Jb doesn't really challenge anything but can be used sort of for air to air approaches. Jc is for steep jump ins, use sparingly and early without ignis support. when close by, Ragna's air normals give you sort of a hard time. Rising ja is annoying to deal with, meet it with your own ja. Don't try to challenge jc if you're grounded. If you attempt to super jump to summon ignis, his jd can score counter hit combos, but don't be scared of it either, just be wary that you can be punished for doing so. Offense Your Offense: His Offense: Defense Your Defense: His Defense: Gimmicks and Resets Match Summary ​Heavily momentum based. Relius has a distinct advantage in the neutral in that he is able to zone. Ragna can dismiss ignis rather easily so Relius must be mindful of his movement and offensive choices. If either can close the gap he can win rounds. I'd say this matchup is even or at most 5.5-4.5 Relius.
  21. An execution heavy character will always suffer.
  22. Alright then, i'll start them. I'm gonna pm hard bread so he knows. going to use the same old format because it looks good. thinking about adding an "in the air, his tools vs x's tools" section as that is equally important as a good ground game.
  23. agreed. l originally thought it wouldn't be much of a problem, but oh how wrong l was. it really is like you have to feel your fingers press the right buttons. l could understand him having difficult hitconfirms, wonky combos, and unrelenting defense should he screw up, but having a single move be this silly to whip out on a whim... honestly, it's surprising. never dealt with something like this in bb before. hopefully arc hears our whining and does something about it
  24. @errol, a few reasons. the bats themselves are projectiles, they clash with swords iirc. theyre still active while rachel blocks, home in, can be controlled with wind, can be done in the air, and in general force nu to move, something rachel couldn't do before. she can beat one with a sword but not 3 closing in on her. then the effect. rachel gets a homing wind thats stronger than normal, about 1.5x. 236a 5d is gdlk, it goes fullscreen, immediately disrupting anything in its path. frog goes insanely fast under this too, and pumpkin homes in on nu's position. all of this means people will try running toward hime to avoid them, right into 236a, frog or whatever else. they offer a great deal of conditioning, basically. there are several setups and combos including the most basic ones to get a guaranteed bat, they last 12 seconds , and they make getting in difficult if not impossible for many chars. its really really good
  25. if you get a 5cc ender midscreen without using alot of wind, l fine 236a9d 22b to be a great setup for lotus.
×
×
  • Create New...