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Dusty

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Everything posted by Dusty

  1. With NA release coming up really soon I feel like we should re-ignite the forum. Working on compiling "important" things we've talked about in skype chat and posting them on here. Will be back soon with things and stuff.
  2. Yep 6A>236D loses to foward roll. It's the only option to get out of the unblockable for a majority of the cast. If you do 6A>236D then 3C 1AB OS you catch the forward roll and quick get up and baits most of the DP's and Supers in the game, if they sit there and don't wake up with anything the yo-yo hits super meaty and you can apply mix ups and pressure afterwards. Your opponent has to guess if your going to play it safe or going to unblockable them. The situation is actually pretty fucked up in terms of options the opponent has.
  3. For those wondering about the "trick" on how to perform 41236B>2C>IAD>J.B>J.C>2C combo you have to super jump BACKWARDS in order for the J.B to hit before they tech.
  4. Mabukapu almost won a JP tournament. Anyways Basic Safe Jump set up off new 6A oki. Probably only works on Jin since his C DP is pretty booty but obviously testing is required. Near corner 236C RC conversion into 6A Knockdown. If you don't have Ignis out or you hit them in the corner and want to unsummon and recharge we can now get full 6A scary hard knock down. I wish that somehow I could watch low level BB 2.0 in arcades. I've yet to see anyone try to roll or quick get up 2.0 Relius oki, the top level players always respect it. I want to see the repercussions of someone trying to get out. (I doubt that it's possible to get out safely though, Hard knockdown in BB is scary shit, which is why it's so rare)
  5. Is this going to be Waseda or Pokemon style? Are the teams character locked? and just to clarify exactly what time is the event starting?
  6. Arakune player right? Team with me. You can pick the team name.
  7. IF you can you'll have to get like elbow deep to perform it. (If it's even possible) I personally don't own Koko on my console so pls someone else test it for me?
  8. Fuzzy doesn't work on the dam cat (Kokonoe). You can initiate the Fuzzy from a simple 3C>6D>(Deep)J.B>J.C or 2B/3C Proceed to laugh at your opponent and feel nice. I like to use 2B as it gives me a safety net to confirm and 2B's prorate isn't very bad so you still get pretty good damage. You can 3C>6D>Crush Trigger if you want to super dirty low option with damage and auto hit confirm. From Oki after 3C>Tus knock down in the corner you can time your jump to hit after they block the third hit of tus to be gap-less and still have Ignis recover in time to J.2D to convert the fuzzy. You have to be pretty close to the opponent to hit the fuzzy but you don't have to be breathing on them when you jump (although I always find it easier to do it when I'm really close to the opponent). I'm pretty sure that all the standard combos and standard OD combos work off the fuzzy. Personally I don't really care about optimizing damage, I'm more concerned about preserving Ignis and getting the next knock down. I feel like Relius' damage off his standard BnB's is high enough as it is and it's not worth it to squeeze out an extra 300-400 damage (Unless it's going to kill ofcourse). After J.214B knock down I usually just hit the floor and run. 5B will cover quick get up, forward roll and meaty them. If you run a bit further 5B will catch backwards roll but then you lose a meaty. The one option you have to look out for is delay tech. I don't really like the Air Dash option because it's a bit easier to disrespect and I feel like midscreen the ground is a safer place to be than in the air. You have more options to respond to things when you're on the ground as apposed to in the air. The proper way to use 3C tus Oki is different Midscreen than it is in the corner. For the corner you have 1 stop shop timing to cover all your options. Midscreen gets alittle dicey.
  9. who wants to be my partner for the 2v2?
  10. Makes alot of sense assuming that the pincer state will make it harder to wack Ignis of the startup/recovery of her moves. I also hope that Ignis will have guaranteed opposite block push in pincer to nullify barrier and free blockstun on command with pincer state 6D. I wish that some JP Relius would training mode some pincer specific blockstrings to see if we can set up anything different. Pincer state has so much to be explored.
  11. In Yo-yo we trust LOL. Anyways if you watch some Relius matches you'll notice something interesting, I haven't really seen anybody do follow up pressure after a blocked 214A. I know they made the move alot faster so as a result it gives Relius less time to act afterwards, I'm just hoping that if someone blocks it from point blank range he isn't negative or worse punishable (probably wont't be). I hope they don't change it too much I like my ghetto fireball.
  12. ARC REVO CUP 2014 [8/30/2014] RYO (RE) vs. (AR) [8/30/2014] RYO (RE) vs. (HK) [8/30/2014] RYO (RE) vs. Dogura (AZ)
  13. I don't blame Ryo for switching to Ragna, the Ragna army will be in full force come CP2. I reccomend everybody have a pocket Ragna for certain ocasions, the character is easy to play and gets the job done with little work. Ignis "meter" is just there to make the game look pretty. With solid gameplay and use of resources (Meter,OD) CP has been literally "Doll never dies" version for both stand characters. If Ignis is dead it's either your opponent is at low heath and you use the last of your meter to try and got for that last 1 shot mix up to kill them and she's alive the next round, or YOU FUCKED UP. Relius can still do everything he could before AND they gave him more options to play with. Solid A tier charater given more (possibly better) options and the fact that Relius has no problem dumping on the new top tiers pretty easily, I don't see how he could not move up.
  14. Air dash J.C>J.B isn't a double overhead mix up, if you block the J.B there's no reason not to stay standing and react to him landing. A gap doesn't chage the fact that people will still get wacked by a single move air dash mix up. Jin had a fuzzy in CT it was taken away Litchi had a fuzzy in CS1 and CS2 it was taken away Hakumen had a fuzzy in EX it was taken away The japanese have considered Carl a top tier in EX, in CP Carl is actually S tier in 1.0 and 1.1 Every "nerf" that has been stated isn't really a nerf it just changes the way we have to excecute certain things but we still have to same options. If you realize that then when you look at the changes all we got were buffs and the removal of something the game creators didn't like since the first version of the game.
  15. What bluebeat? 6A unblockable looks pretty dam legit to me especially condsidering that the 236D is meaty, which opens up alot of mix ups that you probably can't disrespect. So what if there's a gap inbetween Air dash J.B>J.C? Just Air dash then J.C if you want air dash mix up. They took away the fuzzy because fuzzies are stupid.
  16. 3C>6D did they get hit? Yes: dash 2C blah blah blah same amout of meter used if you did 3C Jump cancel. No: dash 5B, 3C again, 2A, raw jump, throw. Uses the same amount of meter as before. I don't think you understand 6A hard knock down. Hard knock down is pretty rare in BB, it makes situations pretty tough for some characters. 6A will be the new go to knock down unless you are un-summoning in which case you won't be using the doll for oki anyways. Jump in with J.C or jump in with J.B>5A>whatever you want blockstring gap problem solved. Ignis meter doesn't actually exist if you manage your meter and your comfirms are solid it's just there to punish you if you mess up to be honest. If you get knocked down in the corner against relius and you're playing a charater without a DP and you have no meter, honestly tell me what are you supposed to do about this situation? That's not a gimmick bro, that's a GET FUCKED.
  17. I don't understand why most Relius players are so stuck on the 3C "Nerf" it has faster recovery now which IMO is better. You can still stop people from jumping out just as well as before with 3C>6D. Relius' mix up is slightly nerf'd? I guess you could say that if you don't consider unblockables a mix up (I hope you got a DP homie) . 6A hard knock down is going to be VERY strong. Also we haven't explored pincer state at all which will probably be strong. But the real thing I've got my eye on is OD gear super resets. This character got STRONGER for no fucking reason.
  18. This character obviously got better, I think it's actually quite odd considering Relius was a pretty balanced solid A tier character with blatant weaknesses and strengths. I predict Relius moving up the ranks to probably S tier as time goes on. To be honest Relius might be the new Litchi. Get ready for the incoming wave of Relius players during the mid-life of CP2.
  19. Fuzzy works on ALL of these characters except for koko I just training mode'd it. She has god hit box... The Fuzzy is the best option because of how it complements relius' playstyle. Like how you guys said before one of our other best forms of mix up is frametraping (Mashers.....fuck those guys lol). Relius' standard mix up is pretty react-able to, but his strength is his pressure is gapless unless the player chooses to leave a gap. The down side is we are limited by a meter that we generally have to use for pressure AND combos. Players who know to match-up tend to just sit there block and wait it out because you can't go on forever and make you waste the doll meter. If they block for a long enough time even if they get hit in the end you get a pretty shitty combo and no ignis oki. Now if you throw a GAPLESS 50/50 into the mix, this puts a TON of mental pressure on your opponent. If your opponent chooses to sit there and block you force them to guess and even if they guess correctly they still have to sit there and possibly guess the fuzzy again depending on your doll meter, if they get hit they have to eat about 3k and corner knock-down. Now if I'm the opponent I'm thinking in my head "I'm DEFIANTLY not going to sit there and flip coins vs. my opponent for 15-20 seconds. I need to get out." That's when you can throw in the frametraps because instead of being patient, the opponent is now antsy and isn't going to make the smartest decisions because you showed him sitting there is not a good idea (which is the opposite of how to match up is supposed to be played). NOW ON TOP OF THAT, even if they don't get antsy and they stay calm when you frametrap YOU GET TO KEEP GOING. (Depending on meter ofcourse.) Unless you get DP'd, but then that's you're fault. Should have baited that shit bro.
  20. The fuzzy is relius' best mix up option. There's absolutely no reason to not spam it every chance you get. It's a gapless 50/50 and even if they guess correctly you get to keep going. Alot of people complain about relius, but its mainly the japanese players, they consistently rank relius ATLEAST A tier since he's been introduced into BB. The only reason you don't hear people in america complain about relius is because the characters above him on the tier list are just more stupid/annoying to fight against.
  21. Fuzzy doesn't work on koko. Terumi you have the green light. Also, fuck wolfnigga and I wish 2C was better. There's defiantly some dead zones where you cant AA people with 2C or 4D because of how small the vertical hitbox of 2C is and the angle of 4D. But that's where you have to recognize you can 236A>6D and they'll fall in to the 6D and you get to start pressure and if they double jump you just recover and 2C them. Of course 6B having head invul would fix this problem(fingers crossed next game). Also I wouldn't try to 2C Wolfnigga unless you have a hard read. 5A>6B confirm is your friend in this match up.
  22. Let's fucking do this shit.
  23. Simple, if you just do dash 2B you can get punished by reversals. If you 2B on reaction it's guaranteed damage and meter. Which is why you shouldn't just dash 2B like you're braindead.
  24. No.... you guys are doing it wrong. You should 2B on reaction to them not emergency teching to pick them up, the combo should be blue. This set up is so the opponent HAS to respect you and emergency tech or else they'll eat real damage midscreen and give hazama more meter.
  25. Hazama's midscreen oki after 214D~A Midscreen whenever you end your combo with 3C>214D~A you should ALWAYS 2B the opponent on reaction to them not emergency teching to tell them to get the fuck up unless they want to eat around 2.5K every time you hit them without meter. This FORCES the opponent to respect you on wake up and actually makes 214D~A oki scary for the opponent because it keeps them next to Hazama and you get meaty pressure every time you hit them.
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