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Myoro

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Everything posted by Myoro

  1. Generally Colosseum -Silent and Old Gate are regarded the most lag free stages. Between the two, Colosseum Silent is preferred by many because the excessive Colbalt in Old Gate hurts some people's eyes.
  2. complaining about Tagers, looks like we're going back to BB classic B) But in all seriousness doubt the Jin army is going anywhere.
  3. Thanks so much Wakky! This is going to help a bunch.
  4. Kay. 3C>5A+B>6D>CThits>5B>6B>TKj.236C>5B>2C>236C>5B>2C>6C>41236B>3C [3747DMG/-16HT/-1.3K IG] ^a combo from empty jump 3C for 16HT and 1.3K IG. SWD or someone cool should make a better one because there's totally potential there. 3C>5A+B>6D>CThits>5C(1)>j.C>j.236C>5B>2C>236C~214A>662C>6C>41236B>3C [4139DMG/-15HT/-2.3K IG] ^with just a little more IG I broke 4K. but I feel like theres a combo out there that can do that from 13%... =( 3C>5A+B>6D>CThits>2C>TKj.236C>5B>2C>236C>5B>2C>41236B>3C for [4076DMG/-14~17HT/-1.3K IG] ^This is that combo. It should work in 2.0. Tested with a rapid to imitate jump cancel, so no accurate heat gain.
  5. http://www.ign.com/articles/2015/02/14/square-enix-announces-dissidia-final-fantasy-for-japan-arcades Looks to support a 3v3 fighting system. I haven't found a release date yet. Square is holding an event where more info will be revealed. Fingers crossed for this to come to consoles.
  6. Your first mistake was playing ranked. Anyway, I've said it a million times, to play in lag you must think in lag. Whether that means always picking the safer option, or mashing instead of blocking because the likeliness of there being a 6~7 frame gap has increased while the chance of you being able to react to a grab or a overhead 6~7 frames in advance has decreased, you gotta do what you gotta do to win. In lag the very meta of the game changes and you must change too. In lag-spikes you gotta change on a dime, from good old fashioned honest play, to lag-play.
  7. Thanks Wakky! So guys, it has come to my attention that my Relius is still terrible. My defense is putrid, and my oki and corner game is still decent at best (probably not even that.) I can't play Neutral effectively at all ether. I also don't venture into Relius' higher damage combos even when they'll kill. I definitely need help, and lots of it. Despite all these flaws, despite not knowing if I have what it takes, I want to become the world's best Relius before the series ends. That's my ambition. I'll be posting a lot of my issues as I record them and I hope there's people still here that can help me overcome them. I'll be trying to solve these problems on my own of course, but any help whatsoever will be met with profound thanks. For starters, what tricks do you as a Relius player reading this, use for different situations on the defensive? EDIT: a good question just came to me. What do I do about delay tech off a 3C ender? It seems to directly counter safe jump j.B 236D unblockables as well as tus if timed well. If I try to punish it with 3C/2B it just blue beats.
  8. GGs Argent!
  9. They can't roll and you force them into RPS Think of it like Gadget finger, only all of your moves are faster than theirs. Your 2A/5B/Grab beats their blocking and their mash, their DP beats your 2A/5B/grab, your block beats their DP, and their mash beats your block. Basically if they don' have a DP or are too afraid to use it, it's free pressure or even combos. Tao loves Pressure. Also Encore (The move that restands) draws them toward you allowing for corner cross-ups and throws. It's very much in your favor I might add. The only way you take damage is from DPs, the other loss condition has you blocking their wake-up pressure and that's very little for most characters, if they guess wrong they get pressured, or comboed into more oki with damage vaying from "Another 2A combo", to a 2C DP punish for 5K. I also might add that you can rapid the restand move for some borderline insane wake-up mix-up that can be blazing fast, frame tight, and a cross-up so as to make it next to impossible to DP or react to. (We're talking a 1 frame gap with their input's stides switched at the last second)
  10. on standing midscreen 2A>2B>5B>2C>5[C]>6C>214D>Airdash ^This safe jumps stuff and is our go to meterless. if you reach the corner you can 214D>j.B for knockdown or 5D~A>236C~B after 6C for restand. On crouch midscreen: 2A>2B>5B>6A(1)>236CC>jump>j.2D~B>5D~B>6C>214D>airdash ^also safejumps, you can get restand off this midscreen if 5D~B>2366C~B but it's kinda difficult, again iif you reach the corner use j.B after 214D to knock them down. from midscreen airhit you can do 5B>j.C>dj.B(2)>dj.2D~A>Taunt>236C~B for easy restand or if you want to go man mode on this you can do 5B>j.C>j.236BB>j.D~A>j.4D~6>j.D~A>5D~B>2366C~B (or just 5D~B>6C>236C if you reach the corner which you probably will) Those are the routes for her S starters (5A 5B 2A and 2B) In the corner you basically just do 2A>5B>2C>5[C]>6C>4D6~B>6C>236AAA>5D~A>6C>236C~B for restand and 2A>5B>2C>5[C]>6C>4D6~B>6C>236CC>5D~A for knockdown off of her N starters (j.B/j.C/CH6C pokes, j.2B cross-ups, and 2C frame traps and punishes mostly.) you can do a couple fun things I'll give a few examples. j.C/j.2B/j.B on crouch: j.C/j.2B/j.B>66A(1)>236CC>j.C>j.236BB>j.D~A>j.4D~6>j.D~A>5D~B>66C>4D6~B>236C~B j.C/2C/j.B/j.2B on stand: j.C/2C/j.B/j.2B>5C>236A~B>Rapid>236CC>j.C>j.236BB>j.D~A>j.4D~6>j.D~A>5D~B>66C>4D6~B>236C~B CH2C>6[C] or CH6C>214B>j.2D~B>2C>5[C]>j.236BB>j.D~A>j.4D~6>j.D~A>5D~B>66C>236C~B The bolded parts are there because at ether of those points if you are in range of the corner you can A cancel the drive hit, land and 6C>4D6~B>6C>236AAA>5D~A>6C>236C~B for additional damage. The first two combos listed here will not 100% screen carry, so if you want that restand you'll have to 5D~B>2366C~B for it on air hits you can confirm into j.C>j.236BB>j.D~A>j.4D>6>etc or 2D~6>j.D~6>236B(1)>j.4D~B>5C>j.236BB>j.4D~6>etc, or even j.C>dj.B(2)>dj.2D~A>5C>j.236BB>j.D~A>j.4D~6>etc Now for corner N starters. Basically these all get confirmed into 6C on on stand you just land and gatling into 2C>5[C]>6C on crouch you can just go into 5C>6C to get things started. on air hit you just go into rising j.B(2)>j.D~A>6C to start up, you can also do dj.B>dj.2D~A>5C>j.236BB>j.D~A>j.4D~A>6C>4D6~B>6C>236CC>5D~A>236C~B as a combo from double jump Well anyway, from the 6C in all the aforementioned corner situations you do this: ~>6C>236CC>j.2D~B>5[C]>6C>4D6~B>6C>236AA>5D~A>236C~B or 6C>214D>j.B or 6C>Distortion I hope this was informative! One last thing, off of 6C in the corner (or 6C with one N starter hit before it, you can do ~>6C>5A+B>236CC>j.2D~B>5[C]>etc for a lot of damage.
  11. Blazblue is a journey from being a scrub to being less of a scrub. We are all somewhere on that road, so just make sure you're headed in the right direction and we'll all end up at the same place.
  12. It was one guy that kept doing that. I didn't say GGs to you because I didn't know that was an alt of yours, or at least I wasn't 100% certain. So have some retroactive GGs and my sincere condolences. =) (SHAZAM! EDITING POWERS GOOOOOO!) ^^^^
  13. Some real GGs to SWD and Nemi today AND DAWN OF MUSOU. I need to get better at this game. cruhg.
  14. Well I don't know much about the 2[8]D cross-ups but the rest I can help with. (I'm pretty sure it has to do with your spacing from the corner though. Try to do what they did in the vid with the exact spacing between you them and the corner and see if it works) 214D>Sticky>j.A>2B>2C>5D~B>5B is what you THINK you're seeing when what you are actually seeing is this: 214D>Sticky>j.A>[2]B>[2]C>8D~B>665B [2]8D~B has a lot more hitstun and a lot less recovery so if can be used as a sideswap in the corner. =D After landing from any j.C or j.2B try doing 662B>5B>2C>[5]C Adding a microdash to landings make a lot of things that don't usually work go fluidly. (The timing for this is pressing the second 6 just as you land) If that doesn't work you can always forgo the 5B and just do 2B>2C>5[C] or jump cancel the 5B and try some reset there.
  15. No problem at all, I love helpin' when I can. =) Ah yes, about [2]8D, allow me to explain. There are actually 3 versions of [2]8D one where you press nothing, one where you hold [2] after pressing D and one where you hold [4] after pressing D. The [2] direction version is the one you're witnessing it makes Tao charge at a lower angle, the [4] version will make her do something similar to j.4D. Feel free to ask any more questions as they emerge!
  16. Well that there is a tricky question, There's a ton of things j.C goes into and I'm definitely not the most savvy player. In the corner on standing j.C can go into 2C>5[C]>6C>236CC>j.2D~B>5[C]>6C>4D~B>6C>236AAA>5D~A>236C~B or 6C>Distortion ender on crouch or counter standing it can go into 6C>5A+B>236CC>j.2D~B>5[C]>6C>4D~B>6C>236AAA>5D~A>236C~B or 6C>Distortion ender, which does quite a bit of damage. on air hit, it really depends on your amount of air actions used and your respective heights. near the corner, close to the ground j.C>5C>neutral jump j.236BB>j.D~A>j.4D~A>6C>4D6~B>236CC>5D~A>236C~B or 6C>Distortion ender fetches a pretty penny a little higher but still with 2 jumps, you can do j.C>dj.B(2)>dj.2D~A>5C>neutral jump j.236BB>j.D~A>j.4D~A>6C>4D6~B>6C>236CC>5D~A>236C~B or 6C>Distortion ender on air counter hit I'd just go into 6C>5A+B>236CC>j.2D route Midscreen is a different animal altogether: j.C on crouch is what we want. on Crouch j.C>66A(1)>236CC>j.C>j.236BB>j.D~A>j.4D~6>j.D~A>5D~B>66C>4D6~B>236C~B gives full screen carry and oki as well as 2.3K On stand you can do j.C>5C>236A~B>Rapid>236CC>J.D~B>5C>j.236BB>j.D~A>j.4D~6>j.D~A>5D~B>66C>4D6~B>236C~B If you don't want to spend meter on stand, just go for j.C>66A>6C>214D+Airdash oki, or j.C>66A>236AAA~B, or even just attempt a reset with j.C>665B>neutral jump>j.2B cross-up>66A or j.C>66A>2D~B/214D. You're Tao after all, that's what you do. on air hit you can go for j.C>dj.B(2)>dj.2D~A>5C>j.236BB>j.D~A>j.4D~A>5D~B>66C>4D6~B>6C>236C~B On counter ground hit, if you react fast enough you can do 236CC or 2366CC into j.C>j.236BB>stuff. This save's P2 on crouch, and 50% meter on stand. On counter air hit you can just land and do 665C>j.236BB>j.D~A>j.4D~6 stuff to save a little time and P2 If you reach the corner after the j.4D or the second j.D~A you can 66C and follow up with 4D6~B>6C>236AA>5D~A>236C~B for additional damage. (If 236C hasn't been used already you can end in 4D6~B>6C>236CC>5D~A>236C~B for even more) A couple examples would be j.C>dj.B(2)>dj.2D~A>5C>j.236BB>j.D~A>j.4D~A>66C>4D6~B>6C>236AAA>5D~A>6C>236C~B or crouching hit j.C>66A(1)>236CC>j.C>j.236BB>j.D~A>j.4D~6>j.D~A>66C>4D6~B>6C>236AAA>5D~A>236C~B Well damage is what you're going for, and I dunno any OD combos or combos that forsake Oki to go into 2D~C>[8D~C]x2>236236D or anything like that from j.C, so do continue your search. This is the stuff I use, I'm sure there's better stuff out there than what I've taught here. Seek that out then return tell me about it sometime. -_- By the way, all the combos that have 5D~A>236C~B as enders can just be ended on 5D~A as well because that has good oki too. I tested all of these in training mode just before posting so if you have any execution related questions, don't be shy.
  17. It's a current issue yes. But really the bigger problem I see is not so much that Lambda isn't different, it's that shes just inferior. She does have some marked differences yes, but none are very good reasons to select her over her sister. (At least from what I've seen.) My other working theory is that someone somewhere in the dev department lost a bet to Mori and now has to design a new Murakumo for every new edition of BB, and has started to get lazy.
  18. I'm willing to speculate that they just wanted to take two different directions with Nu's character model and the result was this convenient resurrection of Lambda. Sure I wish the sprite was different or somethin' but who's to say she won't eventually get the Minerva treatment and get a sprite of her very own one day? And I'm willing to bet they'll differentiate their playstyles and art assets further as the series progresses through patches and sequels. Or they could ultimately can Lambda in a Xrd-esqe reboot.
  19. Simple. To beat netplay Kokonoe, you must think in netplay. Become one with netplay. Channel netplay's ancient dark powers. And SWD, believe me when I say this, when you play Noel you are at your most netplay. This has been: True Science Facts With Myoro.
  20. Which means in CPE1.1 he's getting nerfed right?
  21. Good to see y'all are keepin' that up. I should prolly learn how to play Relius too >_>
  22. It'd be neat if spectators could bet on matches.
  23. Maybe you can use 5C/2C/665B upon landing to catch them? I'm not certain. TBH.
  24. I'm told that j.A shuts him down hard, make use of it, as I have. You can often 2366A out of pesky unblockable situations, but if he has curse that can be OS'd. Some notes: Ignis does NOT take away the non beam hit from Ara's DP, employ 2D or 236C to get rid of it without leaving him a chance to rapid, or else just wait for it to recover and punish. Air backdash and j.B can sometimes catch his corner teleport. Backdashes are easy punishes with 6D>663C. Led Ley spiders and other nasty critters he expects you to block, but never bell bug. 2C can beat j.B, but not cross up j.B. j.8D and Tus can swat him out of the air if used cleverly.
  25. I think a fall from grace is harder to deal with than being impoverished one's whole existence. That "you can't miss what you never had" sort of deal. Anyway we should totally follow Kiba's recommendation to can further Tsubaki talk or else move it to a character forum lest we incur the wrath of the moderators!
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