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Akira-Shiro

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Everything posted by Akira-Shiro

  1. were did you see the animation for our new attack?????
  2. Time for a more badass swagged out carl :CA:Same rules apply as before everything in red is still under speculation. -Cantabile can no longer be combo with just carl -anima can now be blocked -3D forces KD -Cantada trajectory changed, enemy flies downwards incredibly fast.. impossible to combo fermata anymore or a second cantada( most likely even in corner as well) -5B no longer jump cancellable on block -2C less hitstun -J2c has less hitstun, j2c allecan 5b wont connect.. might be able to do 2b instead (speculation) -2D damage nerf -Brio's auto-guard has more startup, easier to hit her out of it -A vivace lost its projectile invincibility -2D proration nerf +Allegreto trajectory changed so that carl does a secondary animation where he floats higher up into the sky. +Anima can now be combo'ed +Jc gattilings into j2c +allegreto now has new wall bound property +Alegreto has less recovery +Fermata minimum damage buffed from 900 to 1200 +6D causes slide on air hit +New move 46D ada does a swift spin were she attacks with one hand reeling/clawing the opponent closer +Carls new 25% meter attack looks alot like 6c, he glows white then preforms a 6c animation except there is a propeller blade coming out of his hat or is that the toys head,, its hard to tell. +AH changed so that now ada teleports infront of carl and does a small localized explosion instantly +2C causes wall bound propert +Astral changed to the same animation as relius +Volante launches on ground hit +New move is called Terrezza Has a little more reach then our 6D so its very reliable as a poke +Whiffed allegreto is harder to punish due to the secondary animation, carl recovers directily after the secondary 'jump' animation. +New astral +Cantabile has 120% bonus proration *Grab trajectory changed: enemy no flies almost directly upwards now *4D trajectory/startup animation changed : Adas second hit aims almost directly vertical now *2D height reduced *Anima causes KD New Changes +6B>2C gattling added +5C jump cancel on block +5a and 2a both gattling into themselves twice 5a>5a possible +Allegreto has way faster recovery,, almost impossible to punish. +Allegreto can be combo'ed with a air dash attack due to its fast recovery +6C and Anima are now both fatals +Anima causes bounce raw, causes KD when comboed into +Ja faster startup +Cantabile does 770 dmg raw O.O holy shit +Nirvanas health recovers faster (The rate of the recovery is the same) *OD causes property changes on Ada, 6D staggers ALWAYS, Fuacco has way faster startup, and ROM does a different animation ending with fermata (Does not consume heat) that you can still combo from. *Brio does one hit *New move La terrezzan has even stronger pull then previous locktest *Charged 6C causes bounce -Cantada min dmg changed to 400 -Nirvana has less health New Changes from locktest Videos +Vivace~A: Has projectile inv again (Carl used it to evade a burst vs Ragna) and what appears to be upper body inv, he went threw ragnas 6a with it. This could just be due to Ragna 6a nerf but i doubt it. +Vivace~B: Has more inv frames around the end of the move +6a on CH launches high compared to EX version +6B on CH causes a spin animation similar to Haku-mens 6D counter +6D does about 900 damage clean -8D smp on 8D has gotten alot worse carl cannot do 2 per combo the enemy WILL INSTANT TECH off the second 8D -j2c hitbox nerf.. although it only whiffed on Tager and Noel in the air. WHile sliding on the ground from 6D it whiffed, might be cause of the way they slide from the 6D so this is still iffy For a quick over view we lost our UB loop, however the reset itself is still doable but looping it is impossible. In exchange we gained possible the highest average damage output midscreen, while our corner combos do just as much damage without the need of the meter. At the same time our oki has gotten as good as it was in CS1,, we may not be able to force stranding but we are damn sure getting more damage in return.
  3. the 5B thing is a big nerf but not impossible go get around,, just means more returning to neutral at the end of a blockstring. Also now that anima is a attack it can be used in our crossup game.
  4. but at the same time that gives us a wider variety of launch moves in adas arsenal
  5. Hmm in order to get that kind of damage our P2's must have been buffed to the heavens also with that buff it leads to a new air combo route Sj.jb>jc>J2c>jb>jb>jc>j2c>jc/allegreto <-------------------- this right her = godlike. This makes our air hitconfirms way more resourceful. jaa>jb>(22D)jb>jc>(2D)J2c>jc>2D *combo route* >=D we might be considered Stier if this keeps up
  6. holy shit thats alot of damage for not a damn thing.
  7. that is tru, however our options are limited. Seeing as how ada has only 1 low attack and in order for us to attack and block simultaneously we has to attack extremely close to the ground. Implying that we have no choice but to be in the air, mean adas only option is the low. Now since the low forces KD then it is possible to preform the UB setup but it is not possible to loop it now that we have nothing to reset them in standing position. To add more fule to the fire if by some miracle of god that we get a super extra long 2b that has 0 red hiboxes and we make a 100% safe UB with 2D it also lifts the enemy in the air, so as of right now both our ada mixup tools lift into the air making it impossible to loop it...... unless cantabile can hit people in the air and force standing then it is impossible to do a reset/loop at the present moment.
  8. Im not to worried, arks does this in every version. Nerf the kid to hell to remove his loop/reset the once its gone buff him from there, however i do see the 3D nerf staying, and its not that bad we can still do the same UB setup,, it just isnt a loop anymore. [edit] Also this actually works for us, with this new changes 3D will now be our primary launching tool instead of cantabile. Think about this WOCN 3c oki into IAD jc/3D>j2c>allegreto>Brio *combo path* so all hope is not lost. However this wall bound think may provide even more combo opportunity
  9. i say deserves because we work the hardest for what we earn,,, compared to other Stier characters >.< like our current S-tier
  10. PSN BBCS EX Casuals LK (Litchi) vs Akira-Shiro(Relius) http://www.youtube.com/watch?v=y-BXchzsH8k&feature=plcp SKD(Ragna) vs Akira-Shiro(Relius) http://www.youtube.com/watch?v=-EOvP4QH4wY SKD(Ragna) vs Akira-Shiro(Relius)2 http://www.youtube.com/watch?v=nAHggoLoQlM PSN netplay Mirriors SKD vs Akira-Shiro http://www.youtube.com/watch?v=Kj7MjdatdIY Akira-Shiro vs SwordofToan http://www.youtube.com/watch?v=a8SwxuXUahE
  11. Im hoping were S.... -_- we deserve it
  12. trailer?????? LINK ME!!!!!!!!!!!!! Also O.o whose tenjo
  13. Does this mean Phantom isnt playable T^T I was so looking forward to playing her
  14. watever that means ggs
  15. Ur pressing down a additional time, try doing (2D)>3c instead im still not sure what u plan on doing with that combo even if Ada did attack Y use jc???? it would end a practical 7k combo
  16. who tryin press sum buttons
  17. who trying to mash buttons this early in the AM send me a inv if u are... ill be on for a while
  18. Im aware, its why i said if Ada doesnt have the Hp we looking @ 1rep
  19. hmm i factored in the UB but if ada doesnt have the Hp we looking @ 1rep= ~7k so i guess i could see it as 5.5-4.5 our favor if the loop is done & 5-5 without the loop (I always neglect it)
  20. relius has all the tools to stop us & we can approach him but he has a way easyer time approaching us. Sure his UBs arnt as good as out but he has more hp 1 UB from relius is ~6k thats 2/3 of our hp. An unfortunately relius does have better normals then ragna, relius has 5b which is better then ragnas. Dont believe me check the fram data same startup, less active & less recovery, but a better hitbox. Now as for bigger distances jd beats any & everything along with Haas to easy stop ground approach. As for air 4D/2c beats it all so jumpins are a no no..... But if i came off as arrogant i apologies, but i play relius & am aware of all the options he has vs what u all expect & its just you all are making him alot worse then he is, Even tho u may think im being a dick when i talk to JG i want 0 misunderstandings due to the language barrier i word my sentences in a way that insures he understands. If u look @ our conversation i mention relius's UB being just as good as ours an his mistook that for relius 3c 214D & 6a 236D shennanigans which is not what i was talking about. An even then its a debate he gives his side i give mine idk wtf u two are so butt hurt about but its a matchup thread while, An JG & you (sinder) both made it seem as tho relius will RTSDFTW. Its very misleading information infact he should/probably will do the exact opposite. Its similar to our litchi matchup its entirely to easy if litchi rtsd so did our matchup for her consist of "Oh her Dp is @ss & her air normals can easy be AA,, ehh 6-4 matchup carl favor" <-------- that right there is what u all are doing & its an insult to relius & as i said before its not in our favor nore is it in his its 5-5 hhe holds all the cards @ neutral just like our Tao & Valk matchup only difference is he cant control space like they can. An im oh so sorry sinder for ever giving my opinion in a matchup thread PLEASE FORGIVE ME!!!!! -_- yea right, suck it up & move on cause the hostility is unnecessary. I apologies if i offended u JG [edit] Oh almost forgot u cant just go in to avoid ignis i dont remember who said it but Haas will catch any IAD ur best way to cover space is 6688 it covers more distance the a super jump IAD & u can block. This can also place him in a very spacious CON & be careful if he wasnt place in CON while in hitstun he can aim for u but due to ignis backwards hitbox will hit both Ada & u lets say 5b 5c 6D to close the gap in CON he can do Haas because of how far Ada its her 6D hits him @ like the last 2 active frames he can haas that situation & a Haas starter is ~4k + 3c oki depending on spacing.
  21. Lol look @ my comment, i to have that same issue playing in ranked. People see me pick ragna, i dont kno Y they thought they could win & are utterly dumbfounded when they die.... hmmm maybe our bullshit factor is higher then yours. Start the round off with 5D gdlk hitbox btw
  22. Uhh JG i said 'A' UB =/ meaning the one from his gear DD all the rest of his UB's are boot leg,, & yet again u fail to see the situation...... Relius has no need to 'go in' he can zone all day with pokes from ignis. Anyone who tries led ley in a serious fight without ignis is free #1 so why ur even bringing it into this matchup IDK if relius does his job right carl can never approach him & once again relius does not need to move forward when ignis does it for him & relius also can get ~4k + oki & yes he uses alot of meter but she recovers 90% back with 3c 5D oki ender into 2a 2a 2a 5b 5c 2c (She is @ full by this point in the block string) & he has fram traps with Haas/5D mash bait.An ur right relius is like a shitty version of us,, but Ada is a shitty version of ignis Relius has better normals the best physical CA in the game & a reversal that goes into a UB setup for a total of about ~6k. Lol yea hes such a bad character ( sarcasm ) What i never understood was why people bring Ignis Hp up as a big factor. Ur not suppose to yomi 4D/Haas she isnt ada she moves fast enought for u to REACT to all situations. So once u do get in she has decent Hp for a j236c 214B ender into Jd & return back to neutral. Returning to neutral is in no way bad for relius he has good zonning skills & amazing anti zonning skills. A smart relius player would return to neutral after all none 3c 5D oki enders because Ignis is gettin all her hp back half way through his blockstring. So in relius vs carl im sorry to say but if u get a chance to use ur AA & not have it baited by jD the relius is free/has a free moment BTW Relius 's UB setup... cause i dont think understand which one im talking about is blah > blah > 5c>6c(crouching)/ 5c>2c(standing)> DD 6c >236D [ignis low) > jc I said it was similar to our because its a safe jump jb on Dp characters meaning it stops DD/Dps & a meaty jc on none Dp characters ie carl plat valk tao bang tager ect.. its exactly the same & gets a total of 6k for 50% ignis meter
  23. I would have to disagree with both of you on this, while i dont think its in relius's favor i do no believe its in ours. Relius has pokes to rival ragna, @ the start he can/should/will IAD away because @ neutral he holds all the cards. Due to ignis's speed any ada attack can easily be shut do & take a chuck of her Hp along with yours unless ur as far from Ada as possible & the move im talking about is Haas(214a). Its active frames make it impossible to vivace past if Ada is hit, meaning he hears Ada attack goes for haas & either u block or take 3.6k midscreen =/ Relius gains heat relatively fast & has a UB setup just as good as ours off a DD starter that land 4k midscreen & ~6k in the corner. making it very dangerous. His ignis meter regains extremely fast allowing him to virtually spam her with out us having the ability to stop it. An with him being able to zone fairly well & shut our zoning game down completely he make for a very difficult chase. Haas even if u know its coming u cant stop it. [edit] An im not sure wat UB ur talking about JG but carl CANNOT vivace out.
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