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LordSpectreX

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    LordSpectreX

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  1. @oki Oh I see, you have to dash forward, that makes sense, thanks. @corner carry Thanks for the video, but I'm still having trouble getting this consistently, do you delay the 214A, 21[4B] and Dash C at all? I'm trying various timings but nothing that works too consistently. Also regarding the rising j.A OS, you said it's bad if you hit, can't you just mash j.C instead of j.B? Not only will it pick up air hits, but rising j.A>j.C>j.B combos on standing characters where j.A would hit in the first place (so not Linne).
  2. This is really cool, thank you for sharing this, some of this I had absolutely no idea about! Though I do have some questions; Corner Okizeme after B Blink > air B Orb > air backdash Is there any specific delays that need to be done? I've been messing around with this a lot but I can't quite make it consistent. Backtech seems to have a LOT more invul time than neutral tech. So finding a sweet spot where you won't get hit by neutral tech DP and still being able to catch backtech is proving quite hard for me. It's not the end of the world, since if you do the early version, the worst you can do is confuse them, which is a lot better than just standing next to them blocking. But you seem to be implying there is a timing that works for both. I also don't really get the j.B>j.2C>j.214B 'string' part. Are you supposed to delay j.2C after j.B? Cause if I do it as fast as I can, the orb comes out way too late. Corner Carry BnBs with Dash C This is cool, but I've never actually seen a JP player do this combo. Do you have any examples?
  3. I play his neutral mainly around being evasive with the (j.)6/2/8D series. As you said they have a lot more hitstun now. 214A is great for stopping rushdown but for your own rushdown it's just not positive enough. 214B honestly feels pretty garbage now. I only really use it to catch people off guard. Not only does it have the hitbox problem, but it recovers too slowly and stays behind them for incredibly long. You can do stuff like 214B, a zoner blocks it, you evade for a couple of seconds then use 214A/C to send Ignis at them from behind. But against rushdown characters, them blocking 214B just leaves you too defenseless. I'm a right big fan of say, j2D then either 2D/214C/Airdash whatever. If you're against say, Ragna, if he tries to poke Ignis after j.2D, 2D will pretty much catch anything. since 5B get armored, and 5B>5C will get eaten by 2D. If he respect it, you can go in and do whatever. If he jumps away or backdashes, you can do 214C and Ignis will chase after them. It's my most effective way of winning neutral. It does cost a fair bit of meter if they respect it, but if that's the case then you can take a risk and just not do 2D and go straight in.
  4. The actual super IAD? I do 2C>2>7>66. This is where those two years playing Arakune and spamming jump cancel air dash j.B shows it's worth lol. I find the generally hard part is connecting the j.B after since it's pretty strict, but you'll get used to it. Though for myself, I'm just gonna leave it as I find it way hard to do consistently online, even if you drop it 1/10 times offline, it suddenly becomes not worth doing over the standard version 10/10 times. Not sure if that variation works as a crossup, but 2C>SIAD>j.B>j.C>66B>sj.B etc does work.
  5. Not sure where I got the 4k throw combo from tbh. Maybe I cheated and used a CT? But yeah 3.6k for the same combo but 2C>6C>4D>6A seems pretty good.
  6. Oh right. You're always lower caps so it didn't click!
  7. Thank you for the answers! Is the j.236A>j.214B>j.B>2C supposed to be really tight? I can do it easily off regular starter but off short ones it seems nearly impossible. And sorry...what is SWD? My mind is drawing a blank.
  8. That would explain it. It feels very flacid now. j.A is still the god tho so it's alright I suppose. I have a few questions, not very good at experimentation so some advice would be great. 1) What's the throw combo in the corner at the moment? I do 236C>214C>2C>j.236C>2C>6C>41236B>3C for 4k. Which seems fine but is there anything better (like a better ender cause 3C is a bit ugh.) 2) Does 2775 from a 2A in the corner with 2A>5B>3C>236C>214C>5C(2)>2C>4D>6A sound about right? 3) I see a lot of Relius' do 236D>9>j.B after 6A knockdown, which is obviously strong, but is it supposed to lose to Forward roll? I've never seen anyone try it in JP match videos and it seems to work from testing, but I could be doing something subtly wrong. 4) Is 3C the only real way to knockdown after the new 236C>214A>22C>2D midscreen route when doing more than two hits? (e.g. 2B>2C>3C>236C) Thanks guys!
  9. So I've started maining Relius and er... Is his j.B garbage or is it just me?
  10. Yeah fair enough, just tried it and 3C>236D>214B>66 is defo a good ender. 6A>6C>3C>214D~C is also really nice. I should stop labbing Relius and play Nu more lol.
  11. 236[D] knockdown? What does that give you that going into j.DD>j.2DD>j.DD>j.214D>214B doesn't give you? I'm not sure how worth it is when you lose around 700 damage. It's not like Nu needs to be super advantageous on knockdown.
  12. I have no idea how to read this? Usually if you look at a flowchart like that, you'd be suggesting to do 236D~C>214C>5B>6A>5C>214D~C>214A...and then...that's it. Not that it even works that far anyway. How are you supposed to read this?
  13. A note, Dash C whiffs against wakeup backdash, however, it still usually leaves you plus anyway so it's still okay to do in order to beat DPs. However, Linne and Gordeau's backdash are so fast that they can backdash the meaty 66C and be at least +1 after the whiff. You can throw to punish any 5F normals they throw out, but other than blocking, that seems to be the only real option. Though since the orb is behind them, blocking isn't the end of the world. Unless anyone has figured out alternatives ofc.
  14. Was you the fellow I met at the London Gaming Society in North London on Saturday?
  15. I would be interested.
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