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Solex

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  1. cool we got a potential mod :D but ya it makes complete sense he would have stoopid unblocks that i would be in love with if he didnt have an animation lol sadly the chance of unblocks dropped pretty damn low now since none of his regular d attacks seem to hit high or low also has anyone thought of what oki opportunities relius will have i was thinking of val tus(the dance that has retard proration) and val lyra where she teleports behind them and attacks but idk if that would be a good idea considering the animation of relius during the startup of these moves any other ideas?
  2. ^i just read this then i read your sig
  3. lol i leave this thread and a day later we are still talking about the same damn unblockables wow just wow but im pretty sure some moves of relius's have him in a "stance" or something for a while. according to the info post they say val lyra can be baited by the opponent. you can see what im talking about in the vid toasty posted again @ like 3:00. im pretty sure how its gonna work is command moves(fireballs, etc, etc) with the doll will have the "stance" time while just pressing d and a direction will not have "stance" time toasty bro do it we need a mod, u should volunteer
  4. lol i know he really seems like the kind of character where every person is gonna have their own personal trick which is why i really want a gimmick thread after he comes out cause i honestly think his tricks could be (just a little bit optimistic)never ending
  5. he already has a ignis low from a jumping state and ignis overhead from standing according to the first info post bout him sooo unblocks galore j.c Jump Cancel i wanna say yes but i dont know for sure
  6. more like stuff in2 rhapsody of memories 5a>5a>5a + stuff to reduce proration then just as he blocks led ley lolol thanks for the ideas guys resets are gonna get crazy with this fool bout j.c ya it was mentioned somewhere that u can cross them up with j.c + the move that pulls them back (6d i think?)
  7. anywho this aint npg back to relius, i hope Led Ley (236A) is a good move but its long startup so it cant be reversal my only guess is it could be used as a way to get out of unblockables which btw it seems relius will be able to do with his Geara Act (236D)high + 2b and Bel Lafino (j.214B)low + j.c which is just delicious can anyone think of some practical uses for led ley
  8. @osmond: beyond gdlk lol @zero: more like "In the name of my Mother, I will defeat you again!"
  9. ...heartless bastard, i actually got pulled out of a crowd and taken pictures a couple of times before for that reason lol if im right at what u are calling me (justin beaver?)if im wrong then ignore that
  10. midscreen combos possible midscreen target combo (confirm) -> 3C -> 6D -> jump -> airdash-> jB -> jC -> j8D -> land -> jB -> djB -> j236C -> j214B or this j.b>j.c>land>2a>6B -> 6C -> 214A -> IAD -> jA -> jB -> 8D -> land -> jB -> j236C -> j214B 3.1k Val Lanto>IAD j.B>j.C>5B>5C>2C>3C>[id>Haas] or Val Tus 2D > IAD > j.B > j.C > Dash > 2A > 5B > Id > Haas 5B > Id > Rapid > Dash > 5B > 5C > sj.B > dj.B > j.C > Id > Naiads 2A -> 5B -> 3C -> 5D -856 2A -> 2B -> 5B -> 236C -> 214A ~1.1K 2A -> 5B -> 5C(2) -> 2D -> dash -> 6B -> 5C -> jB -> JC -> jB -> jC -> j236C -> j214B ~2.3k 2A -> 5B -> 3C -> 6D -> IAD -> jB -> jC -> 8D -> land -> sjB -> JC -> jB -> jC -> j236C -> j214B ~2.5k 2A -> 6B -> 5C -> 6B -> j236C -> j214B -> airdash -> jA -> jB -> 2C -> 236C -> 214A ~2.6k (CH) 6A -> 236C -> 214A ~1.7k (CH) 6A -> 2D -> 6B -> 5C(2) -> jB -> jC -> 8D -> j236C -> j214B ~2.8k (CH) 2Ax2 -> 5B -> 3C -> 214214D ~KO Midscreen bnb (with Ignis already on screen) 5A > 5B > 5C > 3D(2) > 5B > 6B > 5C(1) > j.B > jc > j.B > j.C > Id > Haas -> damage around 3000 Throw Combos Air Throw > j.C > 5C > j.B > jB > j.C > ID > Naiads= around 2766 FATAL (FC) 2C -> 2C -> 6C -> 214A -> jB -> jC -> j8D -> djC -> j236C -> j214B Combos off of a 3c>2d mixup Gatling>3C>forward jump>2D>during 2D's blockstun: - 3C>2D>5C(1)>hj.B>j.B>j.C>Id>Naiads combos that picks up the opponent after 3C or - IAD j.B>j.C>5B>5C>Id>Haas>~ combo from high hit, if done midscreen go for 5B>6B>aerial combo as ender or - land 3C>Id>Haas
  11. Relius Clover Guard Primer: 5 HP:10500~11000 Dash Type Character Drive: Detonator - Basis By pressing 5D or jD it will issue the command to summon Ignis and make her appear behind Relius (while summoning Ignis it is still possible to attack). After that Ignis follows closely Relius while floating behind him in mid-air. By pressing D with a direction an attack command will be issued making Ignis start an attack. The only exception for this command is when the attack+direction is input when Ignis is already in the area indicated by the direction, she will attack from there. For example, when you input the command to have Ignis rush towards the opponent, if you issue an other support command before she returns behind Relius back she will execute that attack from her current position. She returns behind Relius back pretty quickly, and if you want to follow with further commands it is obviously necessary to push D again. Furthermore, while it is possible to use the D+lever command to have Ignis attack while Relius is performing his own attack, it is impossible to have her attack with the same directional input as Relius. Ignis Gauge When Ignis is summoned, despite apparently being in a standby state, her gauge will slowly start depleting. Further more, having her move/attack through a command will cost and consume more gauge. While Ignis is on screen in her standby state if 5D or JD are pressed she will disappear and her gauge will gradually recover. Also, if Relius is damaged she will falter and disappear and consequently be unoperative for a while. Some of Ignis attacks have armor property against projectile attribute moves, and in this case she won't falter back despite being hit. Ignis Costs: [Gauge Total = 10000] [TABLE=class: cms_table, width: 350] Move Cost (Active) Cost (Inactive) 6D 1325 - 2D 2000 - 4D 1000 - j6D 1000 - j2D 1000 - j8D 1000 - 236C>214A 1000 1000 j236C>j214A 1000 1000 j236C>j214B 1000 1000 214A 2000 3000 214B 1500 3000 214C 1500 3000 214D 1500 3500 236D 1500 3500 j214B 1500 3000 632146D 1000 1000 236236D 2000 2000 214214D 0 0 [/TABLE] Health Ignis has her own health bar (the gauge below) - if while Ignis is on screen Relius gets hit while she is performing an attack (and interrupting it consequently) if one of these two conditions is met her gauge will turn blue and Ignis will temporarily become unoperative. Even if Ignis is called back at the time this occurs, her gauge will still slowly recover. Moreover, if her whole gauge has been used up or has been depleted by enemy's attacks, she will "break" in the same fashion as Ada, and just like Ada once that happens it will also take a couple of seconds before she can recover. Ignis SuperArmor Ignis has 2 moves, to my knowledge, that she cannot be hit out of: The first one is 236236D. This is pretty straight forward (and everyone already knows about) since it works the same as Carl's super that we're all familiar with. The second one is 2D after using 214A to advance Ignis. Let me explain: -Ignis can be hit out of any of her D normals (2D, 6D, 4D and jD's) and during her 214X summons/specials. She can armor projectiles/bursts though. (I'm not sure if she can armor projectiles with all of her normals/specials, since I haven't tested this yet.) 1). Standalone 2D has projectile armor and armor against A normals. If she is hit with an A normal or a projectile during 2D startup/active/recovery she will just continue the move. 2). Standalone 2D does not have armor against B normals, C normals, or specials. If she is hit during the startup/active/recovery frames she will stop but not be de-summoned. She will return to behind Relius. 3). During the recovery state after 214A/214B/214C/j214B/j214A, her 236C/j236C follwups, and D normals where she is floating back to Relius: if 2D is input during this time she will gain super armor against everything. She is a truck during this state. Highs/lows, specials, any button, and any projectile will not stop her from doing 2D... except when Relius is hit :< 4). If 2D is input during 236A (Led Ley), she will gain super armor against everything, just like #3. 5). These armor exceptions do no have any effect on her other D normals or specials. She cannot give extra armor to any other moves other than 2D. Also, 236A can dodge Yukikaze but not regular D button Hakumen counters.​ Normals 5A: typical light attack, can be used as anti-air 2A: typical light attack 6A: mantis-like overhead, has a good reach but it's slow 5B: blue arm punch, even though it cannot be jump-canceled it has a good reach and it's the basic poke 2B: blue arm crouching punch, it's a low that has a good reach but has slow startup 6B: mecha high-kick comeing out of Relius' mantle, sends both grounded and airborne opponents in the air though it lacks head attribute invincibility 5C: mecha plier-like attack. It has short reach making it difficult to use as a poke but it's pretty powerful. It is jump-cancelable and on CH it causes staggering on the opponent. 2C: low anti-air mecha punch. Has head invincibility attribute during its active frames. It causes Fatal Counter, and if the FC occurs on a grounded opponent it'll cause staggering. 6C: huge mecha punch, used solely for combos. Causes FC. 3C: steel hand attack, it has a short range but it can be followed with Id Lauger, it can also be jump-canceled on block. j.A: cogwheel attack, chains into itself up to 3 times. j.B: blue mecha arm striking from above, can be easily used as a strong cross-up jump-in j.C: "chainsaw kick" attack, good jump-in tool Ground Throw: can be followed in combo either by using Ignis or with a Rapid Cancel Air Throw: same as above 6D: Ignis claws in front of her, costs little in terms of gauge usage and it's easy to use 2D: spin move that hits twice one when she goes forward and the second time when she draws back. This move is easy to use but costs a lot. It has no same move proration. 4D: attacks diagonally upward, Ignis' version of Brio. Causes wallbounce on hit. j.2D, j.6D, j.8D: they respectively makes Ignis rush towards the opponent diagonally downward, horizontally, and diagonally upward. To be used in combination with Relius jump-in attacks. Specials Id Lauger (236C/j.236C) A huge mechanical hand is summoned from the ground and blows the opponent away. For the air version the hand comes out of Relius' mantle. Depending on the combo proration it is possible to follow with other moves for the ground version, however it is impossible for the air version. The move has huge recovery and if there's not Ignis to support or if you are not sure to hit the opponent it's better to avoid using it on neutral. It has followups. Despite having the same proration as the ground version, treat the air one as a different move. ->Haas (214A/j.214A, followup of Id Lauger) Ignis is summoned, she searches and rushes the opponent in the shape of a chainsaw. While striking the opponent she'll also slide down. If this followup is executed at the corner it becomes possible to increase damage due to the prolonged chase. Also, Ignis position doesn't matter when she starts searching for the opponent. ->Naiads (j.214B, followup of Id lauger) Ignis is summoned, she searches and knocks the opponent down while being in the form of a drill. Multi-hit move. Be sure to confirm all the way to the 6th hit, since ending before the 6th will let the opponent perform his ukemi before hitting the ground. It's mainly a useful move that is adopted in Relius basic combo route. Just like Haas, Ignis position doesn't matter when she starts searching for the opponent. Led Ley (236A) Relius spins around while temporarily being in a state of invincibility Though it is completely invincible during its active frame it also has a long startup which makes it unconvenient to use as a reversal. It can also dodge projectiles. No matter if you can't predict whether Relius will be hit or if he'll evade the opponent's attack, the move makes him look like a matador (in a taunt-like way) It can also be used to taunt the opponent while Ignis is on screen rushing towards him. Val Lanto (214A) Ignis is summoned, turns into a chainsaw and attacks the opponent Though its cost is low, its major restraint is that it makes it easy for the opponent to hit Relius. Appears to be safe on block. Val Lyra (214B) Ignis is summoned behind the opponent and attacks him Though it is particularly useful against all kind of zoning type characters standing on ground, if the move is yomi'd in time the opponent can dash in towards Relius making it a bit dangerous. Against rushdown characters like Ragna this can be a good move. It can still be useful against zoners. Again, Ignis position doesn't matter when she starts searching for the opponent. Val Tus (214C) Ignis is summoned and attacks the opponent three times while dancing Even though she starts attacking from the very beginning of her rush, the move is still pretty slow The prorartion is pretty high, if a combo is started from this move it can surpass 6000 damage. breaks primer Just like Val Lyra if this move is read by the opponent it can leave Relius open for quite a while so be careful when using it. Geara Nose (236D) Ignis is summoned behind Relius, she is thrown towards the opponent like a dart and comes back like a yo-yo. Though the first part is a low hit, it's slow. breaks primer It's likely going to be used for okizeme purposes. Again, Ignis position doesn't matter when she starts searching for the opponent. Geara Act (214D) Ignis is summoned behind Relius, she floats in the air at once and attacks diagonally downwards (with a 45° angle) Overhead move, launches the opponent on hit. breaks primer This move is also useful to lock the opponent down. Again, Ignis position doesn't matter when she starts searching for the opponent. Bel Lafino (j.214B) Ignis is summoned in front of Relius, and she performs a attack in the shape of a drill. Though it knocks the opponent down so far it hasn't been used a lot. Again, Ignis position doesn't matter when she starts searching for the opponent. breaks primer Distortion Drives Req Vinum (632146C) Creates a field below, which traps the opponent and hits him countless times with various cogwheels and gears. It's invincible during its startup which makes it useful as a reversal move Damage doesn't go beyong 1000 which makes it kind of weak, however it is possible to freely move while it restrains the opponent Its strong point is that you can set Ignis up or have her chase the opponent during the move. The recovery (on whiff) is pretty awful which makes this move only useful as a reversal Vol Tedo (632146D) Ignis is summoned behind Relius, creates an aura around the opponent and strikes him. On hit confines the opponent inside a ball, an explosion occurs. Causes 2600 damage which is pretty high, and it's also terribly fast and can be used both in Relius BnB route combos and as a reversal. Again, Ignis position doesn't matter when she starts searching for the opponent. Be warned though, the move is not invincible during its startup frames. Duo Bios (236236D) Exactly the same kind of DD as Carl's Rhapsody The only difference is the motion, the rest is identical (included the timing of each move). breaks primer Ignis is summoned in front Relius no matter what was her previous position. Astral Heat Altar of Puppet (214214D) Ignis teleports to the opponent's location, and if her punch connects she grabs them by the face and teleports the opponent and Relius to a secret lab. The opponent is seen tied up in some form, and Relius gets up from his chair and begins having his way with them as the doors close. Confirmed binding methods Ragna: Crucified on an X-stake Arakune: Poured into a flask Tager: Limbs are magnetized to two U-magnets bolted to the groundJin: Chained up All Murakumos (Noel, Lambda, Nu, Mu): Put inside of this huge test tube thingy with the corresponding numbers on them. Rachel: Crucified on the cross from her Astral Taokaka: Trapped in a cage Litchi: Hands are tied to a huge version of her Mantenbo staff Bang: Ancient Japanese cinderblock torture (hands tied behind back, cinderblocks placed on knees to break their legs) Carl: Suspended by puppet strings. Hakumen: Tied to the seal used in his Story Mode by Kokonoe Tsubaki: Not bound, she just sits on the floor praying Hazama: Also not bound, just sits in a chair not giving a fuck and chats with Relius Makoto: Trapped in either a bubble or that ball thing that hamsters run in Valkenhayn: Strapped via leather belts to an iron maiden and gagged so he can't bite in wolf form (think Hannibal Lecter in Silence of the Lambs) Platinum: Her body is trapped in a barrel and she cries a fountain of tears Another Relius: Both Relius's sit in chairs while the ignis of the player that got hit with the astral is disabled -The Astral is NOT a grab. It is a physical attack that can be blocked, but if the opponent Rapid Cancels to try avoiding it or does anything not related to blocking it WILL connect. -Hitbox of Ignis' fist reaches hits about 1/4 screen distance in front of her, and is apparently quite large. -Auto tracks the opponent -Guard point throughout the entire animation these are the changes to unlimited relius Ignis always starts out with you, and doesn't consume meter while idle. -Faster Ignis Meter regeneration. -Can do 214B followup after 236C on ground. Normally it's air only. -Can TK j214B. -jB now causes ground bounce. -2141236C New DD which has a gear sphere go fast forward like Venom's Dark Angel -2141236D New DD which is a super version of Ignis's 214C special. Astral Combo 3C>214214D 6B>214214D BC>214214D 4BC>214214D CH 6A>214214D CH 5B>214214D CH 2B>214214D CH 5C>214214D CH 2C>214214D CH 6C>214214D Combo Rate: 80 [TABLE=class: cms_table, width: 600] Move Damage P1 P2 Notes 5A 240 80 84 [/TD] 5B 600 90 89 5C 480x2 100 92x2 2A 200 80 84 2B 460 80 86 2C 760 80 89 6A 700 80 89 6B 580 90 89 6C 920 100 92 同技80 3C 700 80 89 jA 80x9 90 92x9 jB 450 90 89 jC 660 90 89 BC 1400 90 55 保障100 4BC 1400 90 55 保障100 jBC 1300 100 55 保障100 6D 460 100 86 2D 520, 780 100 84x2 同技70 4D 750 100 92 同技30 j6D 660 100 92 j2D 560 100 92 j8D 760 100 92 236C 950 100 92 同技10 236C>214A 800 ? 92 j236C 950 100 92 同技10 j236C>j214A 800 ? 92 j236C>j214B 200xN ? 92 214A 950 70 92 同技70 214B 1200 70 94 214C 850x3 100 92x3 214D 720 80 92 236D 200x8 80 98x8 j214B 200xN 100 92 632146C 200x7 80 92x7 保障25(350) 632146D 800, 2500 85 92x2 保障20.35(160.875) 236236D 200x6, 300x2, 350x2, 500 70 95x10.70 保障20(600) [/TABLE] Ground Revolver Action Table [TABLE=class: cms_table_grid, width: 500] 5A 5B 5C 2A 2B 2C 6A 6B 6C 3C Throw Special/Super Jump 5A Yes+ Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes On Hit On Hit 5B - - Yes - Yes Yes Yes Yes Yes Yes - On Hit - 5C - - - - - Yes - Yes Yes Yes - On Hit On First Hit 2A Yes Yes Yes - Yes Yes Yes Yes - Yes Yes On Hit - 2B - 1x Per String Yes - - Yes Yes - Yes Yes - On Hit - 2C - - - - - - - - Yes Yes - On Hit - 6A - - - - - - - - - - - On Hit - 6B - - Yes - - - - - Yes - - On Hit On Hit 6C - - - - - - - - - - - On Hit - 3C - - - - - - - - - - - On Hit On Hit [/TABLE] Air Revolver Action Table [TABLE=class: cms_table_grid, width: 500] [TD]jA jB jC Throw Special/Super Jump jA - On Hit On Hit - On Hit - jB - - On Hit - On Hit - jC - - - - On Hit - [/TABLE] + Available even on whiff Thank you very much Kurushii :3
  12. now thats a great quote lol i never thought of him having one but its w/e since he is already prolly gonna have a rising overhead j.c and maybe j.b and he can have ignis cover his ass while he is coming down what do u mean by this
  13. dive kick??? man we aint playin street fighter this aint Yun general dive kicks would be retarded in bb anyways
  14. only if he throws it like dracula from castlevania does lol
  15. phoenix wright godot? lol ya actually i think i saw a picture of relius in a courtroom with a cup of coffee somewhere b4 on a side note im super excited for relius controlling the vertical space with his retarded looking jumpins with ignis support rush type attacks and his multitude of possibly gdlk AA's
  16. does anyone else get reminded of Gendo Ikari from evangelion when they think of relius you know a complete asshole to his kid turned his wife into a robot bat shit crazy
  17. @jourdal: ya i know i over exaggerated a little bit:toot: i just wanted to see if any1 else had any problems with how tetswo played and who didn't and if so why @van: u really think so cause the way i see it everytime i try to go for valk he is already going for me and his approach is much more hectic and scary then mine so instead of trying to keep up with valk i always just try and get ready for keeping him out. i often go for a kind of runaway game till he tries a recless approach then i go in for the kill 4 the same reasons u posted, while i understand that he has limited defense options his movement acts a his defense which is why i let them come to me. simply put i don't ever feel like i can keep up with him so i don't try lol.......like tao but i just hate a and b ice swords in this match up when he is full screen his next move is to get in. since his long range game is nothing as far as i can tell
  18. ...........i thought he was just gonna turn them into a robot or something...that is just dirty but now that i look at it again i see ur point and now i can't unsee it
  19. it can easily get out of hand lol
  20. Lets all act like mature, grown family men! -Kurushii Rules: Act mature. Casual talk is welcome but no immature posts. Follow forum rules. Respect other players. If someone labels something wrong don't be rude and insult. Nicely state the correction needed. No image attachments. Use a image host like imageshack if you need to post a image.
  21. ya i didnt mean to make it seem like a big deal, tbh i never knew nci's had a "main event" theres always alot of show time for each game when i go to these naw i just will be practicing kof basics like hops, super hops, how rolling works, etc , etc cause the only fighting game ive really played is bb and theyre not to similar lol step 1. mash c step 2. mash c in the air so it seems like u can control space step 3. rape dacid's bang so he counter picks with tager and make dabbit say fuk this game step 4. profit
  22. http://www.ustream.tv/recorded/17352165/highlight/202814 lol exposed but really though lets discuss why he lost i don't agree with his rtsd style on valk, when i play valks i try to harass them while keeping my distance. at long range he kept trying to poke the valk with 236b and 236a now i don't like doing either of these cause valks movement is crazy and they usually go into the air when moving around at which time ur recovering. i usually try to plant a 236c to let me get try and get little control of the match also j.236d works rather well at controlling the wolf which is great cause valk can be a little overwhelming at times he had some great parts like the jump bait or the trm with the most beautiful confirm ive seen in a while but he mostly got ran over now i understand that valk was amazing but i would like to know what you guys think about the match cause i know people have said valk is a terrible match up for jin before
  23. yes those are corner specific combos but if you try those close to the corner but not directly in the corner you need to do a small dash after the 623b or the 623c could whiff, if slightly farther you could follow up 623b with 2d but i dont think thats the best idea because u have better combo choices like 6c>dash cancel>5c>623b>stuffs
  24. NO ONE CAN BE AS COOL AS TETSU blah blah CEPT KAQN blah blah (moar fanboy crap) lol, speaking of tetsu how did he do at sbo? was there any good matches with any jins? i was to poverty to watch :/
  25. nope. its not that shocking hasnt something similar happened b4 ill be going prolly...but i plan on buying 20 dollars worth of credits so i can practice kof 13
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