LordSpectreX
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@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).
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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?
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[CPEX] Relius Clover Gameplay Discussion
LordSpectreX replied to HARD_BREAD's topic in Relius Clover
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. -
[CPEX] Relius Clover Gameplay Discussion
LordSpectreX replied to HARD_BREAD's topic in Relius Clover
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. -
[CPEX] Relius Clover Gameplay Discussion
LordSpectreX replied to HARD_BREAD's topic in Relius Clover
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. -
[CPEX] Relius Clover Gameplay Discussion
LordSpectreX replied to HARD_BREAD's topic in Relius Clover
Oh right. You're always lower caps so it didn't click! -
[CPEX] Relius Clover Gameplay Discussion
LordSpectreX replied to HARD_BREAD's topic in Relius Clover
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. -
[CPEX] Relius Clover Gameplay Discussion
LordSpectreX replied to HARD_BREAD's topic in Relius Clover
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! -
[CPEX] Relius Clover Gameplay Discussion
LordSpectreX replied to HARD_BREAD's topic in Relius Clover
So I've started maining Relius and er... Is his j.B garbage or is it just me? -
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.
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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.
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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?
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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.
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Looking for European (Preferably UK) Players to play with
LordSpectreX replied to Yuki_des's topic in Under Night In Birth
Was you the fellow I met at the London Gaming Society in North London on Saturday? -
I would be interested.
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Dengeki Bunko FIGHTING CLIMAX FT5/FT10 Exhibition Thread
LordSpectreX replied to Setsuna's topic in Misc Fighter Central
Oh wow, i am terribly sorry, I brainlasped and completely forgot i dropped Kirito. Can you switch mine to Kuroyukihime/Tomoka. Again, sorry >.< -
Dengeki Bunko FIGHTING CLIMAX FT5/FT10 Exhibition Thread
LordSpectreX replied to Setsuna's topic in Misc Fighter Central
Name: LordSpectreX PSN ID: LordSpectreX Main/Sub: Tomoka/Kirito Availability: M/T/W/TR/F/SA/SU Twitter: @LordSpectreX Just a quick note that I am EU. I play with Fuji sometimes and the connection is actually pretty good. But I'd prefer to keep MUs to the east 1/3rd of the US if possible. -
Because #1, Health isn't something that be looked at as a raw stat. Gordeau's playstyle isn't actually very safe. It's about being a bully and incredibly brutish. You're meant to actually take a bit of a beating playing Gordeau cause he has no real oki and all his mixups are heavy guessing games where he WILL lose if he makes a bad choice. If he had low HP, not only would the character drop but the character design wise would become nonfunctional and thereby becoming unfun to play. #2 Tier placements isn't what matters. Not really. It's matchups. If you base things around health, then certain characters get certain advantages. If Gordeau had 7000HP, Carmine-Gordeau would literally become a 7-3 if not worse matchup. Cause there's no real reason for Carmine to not just instantly win when he lands one hit cause Gordeau will never be able to live long enough to generate meter or vorpal. But then, Gordeau will still wreck in good matchups like vs Byakuya. So you actually end up making the game MORE unbalanced by making Gordeau weaker. #3 Aesthetics. You don't give Seth more HP than a big muscular guy. It's the same reason why Marshall Law doesn't have a full screen Devil Jin beam. Really, the only problem with Gordeau is that he's incredibly easy to play so he reaches his cap early. Once people got better, he became much less of a problem, both in Japan and the West. Tekken characters generally do the same basic gameplan. It's much more about using your character's specific normals to outwit them. Tekken is more like a duel. Anime games in general don't tend to have that. It's much more about using a character's moves to control space while you try to find an opening to start your pressure game. Anime games tend to be less of a duel and more of a tug of war.
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Changing numbers doesn't balance a game. This isn't like Tekken where the vast majority of the cast play nearly identical to eachother and you simply change numbers based on the strengths of their attacks. Anime games tend to have characters that have very extreme playstyles and strengths. Despite being low tier, Seth has one of, if not THE best mixup in the game. Even Chaos has some pretty huge strengths over other characters in the cast. The game is pretty balanced. Orie, Hyde and Yuzuriha, 3 pretty lowish characters do consistently well in tournaments. Seth is a very unstable character and so while he can sometimes win lots of games vs top tiers with ease, it's very easy for him to just lose, making him a fairly bad tournament character. Byakuya is extremely technical and thus not a lot of people put time into him. Chaos is unviable, but only in the sense that once you reach high level play, you're not going to beat a Gordeau, Eltnum or Merk on the same level as you. Though while I don't mean to be rude, you're not exactly going to reach that level any time soon no matter what character you pick. Weak characters are generally better for learning the game anyway since you have to learn the game more instead of abusing certain strengths your character might have.
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It looks like Aksys is changing the HUD fonts in localization.
LordSpectreX replied to Rhiya's topic in Under Night In Birth
I think it sounds and looks way better. Though I will miss Vanishiment of Void. -
Bottom of Page 7. tbh i'm probably gonna steal it and clean it up a bit if that's okay lol, adds some notes for what the combo does and where to find it etc. Anyway regarding the lack of no tech oki. I believe the answer is easier than I thought, it looks like from what I can tell the best thing to do is j.2C>j.214. Once you see the fireballs whiff, jump over them and 623B. Messes up DP inputs, avoids a lot of DPs anyway. Super plus cause of the 623x. Seems to work in theory, will have to try it more though. By the same note, you can do j.214[b} whiff > backdash > 623B. Obv loses to some DPs like Eltnum's 421C or Gord's 623C. The main problem with Chaos' oki is that there's no way to use CS effectively to beat DPs. Only 6C and 214[X] are CS cancelable on whiff, but the cancel window is way too late, and you'll lose to the above stated DPs. I am starting to believe that Eltnum might be Chaos' hardest matchup. There honestly doesn't feel like an aspect of the matchup where you have a distinct advantage like you do vs Gordeau or Hilda.
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There's a few incorrect notations in the doc, this just happens to work anyway lol.
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So it seems like the best universal way to get as much damage as possible + j.2C ender is blahblah launcher > j.B > j.C > j.2C > 66C > 22A > 5B > 5C > j.2C > 214[A]? I'm guessing there's been no way to set up any oki vs delay/no techs?
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So after a particularly busy winter period and playing a bunch of other characters (I can play over half the cast to a competent level now lol) I decided to go back to Chaos in order to get ready for an EU major. Unfortunately, I've been pretty lazy with him. The characters clicks amazingly with me, but that's also a bit of a curse. I still haven't developed much of my gameplay, in pure technicals, he's worse than my Carmine, Yuzu etc. Hell, I didn't even know 2C>22B>BC was actually a crossup until 2 days ago. That's how behind I am. I'd like to catch up and bit, and if any of you could help me with that, that'd be great. I think I'm pretty aware of his midscreen oki now. 2C>BC, 66C>BC, j.2C>214. All the oki you get from that. I feel like I'm pretty good at his pressure as well, so that's not too much of an issue. Two main problems as of right now are corner oki and burst confirms. First, regarding corner oki, I'm aware of some combos (such as the 6C>22A>66C>66C) route giving knockdown, but I'm curious as to if it's worth doing, since doing a standard combo into air tech ender like 623B seems to give you plenty of advantage anyway, including being able to do dash under crossups and sneaky mixups. Wondering if there was any reason to go for knockdown in the corner? The other thing is that I'm not sure what a really good way to spend 200 meter (with or without CS). Generally, I do; Midscreen: ...>j.2C>2C>6C>236A>IW and Corner: (2A>2B)>2C>236A>236B>623B>236C>5A whiff walk back>VO>2C>IW. But that's kinda it. Any suggestions for any significantly better combos into high damage if I need it?
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I really like this crossup. What's pretty cool about is that if people try to do a regular anti air DP, it will whiff (e.g like Eltnum). They have to wait until you pass over to hit you. But if they knew that then they could just jump up and hit you anyway. I feel this strong if you include it with some standard jump in mixup, i.e, do something like tk236A>j.623A>j.236B>j.2C>delay>j.A for a double overhead. Or whatever you want. A lot of this stuff loses to just being patient, but the crossup opens them up from that, so that's cool. Not something you wanna use all the time, but good to have in your pocket. I'd say it's a good option if your opponent is a fan of just playing defensively and shielding (as they probably should be)