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Everything posted by Myoro
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Didn't they say awhile back that they had no plans for bringing it to consoles in the works. But Mori said that... and he only speaks in lies... Anyway I'm sure we'll get it in some form at some time (We'll prolly end up with ver2.1 or something) but there's no use speculating about the business decisions of Arcsys >_>.
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You'll be sure to find something interesting that normal execution cannot achieve.
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GeeGees to the Pjswinning room! There were some really close matches there. I was on the edge of my seat most of the time!
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What are dolls considered projectile-wise? Their attacks can be deflected by moves like voltic charge, sledge, and afterburner, but then magically trade with or beat growler. The dolls themselves seem to be able to tank any level of projectile short of other dolls and Amane's C moves (Which I think are just detached strikes...)
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Holy crap. Duo Bios hits1-11>2C>6C>41236B>3C does 3K. 1-11 raw does about 2K. That's a huge buff. Enormous even. http://youtu.be/SgF4MoSQATE?t=9m1s Earlier in that vid Relius caught up with someone he 236C~214A'd before they could tech, which leads me to believe the dash speed buff may be very real. Also Bel Lafino sandwiches on hit. I don't know about on block. With the speed increase on Lanto I wonder if (Counter hit ODLafino> Lanto>combo) could be a thing. As you know OD Lafino tracks to the opponent so if you can isolate something unsafe in the opponent's zoning this would mean heavy damage callouts from anywhere. EDIT: OD236C~214B Is like unlimited bounce only the arc on which they bounce is much shorter. Probably could follow up with 5B>stuff on ether version. maybe 41236B even. http://youtu.be/VZoBBrVZO0c?t=16m15s EDIT2: Among not being a FC anymore 2C has been changed on counter hit in that it floats closer. A forward jump into 5B confirms it perfectly. http://youtu.be/VZoBBrVZO0c?t=22m13s
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I hear that lol. But if they can DP, it means they could block too, unless they were using a normal that's like -10 on block that somehow cancels into a DP. If you're using vinum ya gotta be sure to plant it right in their actives so they can't cancel. What I imagine happened to you is some Ragna used 2A mash on your wake-up and they buffered it into barrier and DP'd out, or something similar. The one true disadvantage of superflash is that it lets them barrier cancel the early frames of A and B normals. Our DP is great, but super situational. Wake-up is rarely a situation where it should be used. Yolo DP is actually bad even without superflash. You risk getting blocked for 3.5K and your reward should it work is a parsley 1.2K or so.
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First of all, why are you using vinum when Counter assault is 10x better? Secondly why are you sad that they're getting a 1~2.7K punish opposed to a 3~4.5K punish (sans Tager 720)? Third and finally embrace the eternity of yolo led ley.
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So I did the following while practicing our fuzzy. j.B>dj.C>dj.2D>dj.B>dj.236C>5B>2C>236C>665B>2C>6C>41236B>3C [2987DMG/+21HT/-1000IG] but as it is our fuzzy this is the more likely combo =) dj.C>dj.2D>dj.B>dj.236C>5B>2C>236C>665B>2C>6C>41236B>3C [3143DMG/+22HT/-1000IG] I should mention that I have yet to test this on everyone, which is why it's not in the combo thread. What do we do when we want to burn Ignis meter and get more damage from this? What's the highest damage we can get with 50% gauge full IG and no overdrive? Kay so I can't get the fuzzy to work on Koko. If j.236C doesn't come out before Rel lands, it means they have a short standing hurtbox, you can do a quick 66B>TKj.236C and salvage the combo. If you can manage the fuzzy on characters like Kagura or Kokonoe, this is the route you want to take. j.B>dj.C>dj.2D>dj.B>66B>TKj.236C>5B>2C>236C>5B>2C>6C>41236B [2821DMG/+20HT/-1000] dj.C>dj.2D>dj.B>66B>TKj.236C>5B>2C>236C>5B>2C>6C>41236B [2956DMG/+22HT/-1000]
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Honestly 5/2B is my first pick. 5B catches rolls and goes into high damage with 2C 2B catches late tech and also goes into 2C or 5B depending on how you like to confirm. Does Gad Leis beat quick wake-up too? (Or rather is it immune to being punished by smart quick techs.) Because that may be amazing. Otherwise neutral jump j.C>2A/5B might be superior for its roll catching safe jump goodness. If this is applicable I can see it having a place in 2.0. On the plus side this gives my Gad Leis starter combos a reason to exist. 41236B>5B>5C(2)>j.B>delay>j.236C>5B>2C>6C>236C>3C [3507DMG/+25HT/IG free] 41236B>5B>6B>TKj.236C>665C(2)>2C>236C>5B>2C>6C>5A+B>3C [3806DMG/+/-0HT/IG free] These should both work for free no less. If you did 3C>5D>41236B and caught them, this would be perfect because you'd get a full Ig gauge, phenomenal damage and a 3C ender. The question is, is 5D too much of a delay for 41236B to be used for oki? Of course if you had the IG for the job you could just do: 41236B>5B>236C~214A>665C(1)>j.C>j.236C~j.214Bj.B>2C>6C>CT>5C(2)>4D>3C [4690DMG/+4HT/-3000IG] or 41236B>5B>236C~214A>665C(1)>j.C>j.236C~j.214Bj.B>2C>6C>22A>4D>3C [4353DMG/+31HT/-3000IG] or 41236B>5B>236C~214A>665C(2)>j.C>j.236C>5B>2C>6C>CT>5C(2)>4D>3C [4512DMG/+3HT/-2000IG] or 41236B>5B>236C~214A>665C(2)>j.C>j.236C>5B>2C>6C>CT>3C [4246DMG/+3HT/-1000IG] or 41236B>5B>236C~214A>665C(2)>j.C>j.236C>5B>2C>6C>22A [3940DMG/+26HT/-1000IG] or 41236B>5B>236C~214A>665C(1)>jump back>j.C>j.236C>5B>2C>6C>SMP 236C [3934DMG/+28HT/-1000IG] ^How this last one works is you have to space it so that the wrist of SMP lauger hits the foe. if you hit on the last frames of 236C you can safejump j.C them.
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Would Ley>jump out work as an escape to 4DD>grav>4D? >_>
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Well post damage control we've lost: our primary air to air, j.B. J.A will be almost as effective if not just as though. What remains to be seen is just how bad the hitbox got hurt. I believe it will still confirm easily on CH, and that we can still use it in cross-ups despite reduced hit-stun, but I won't know until I have my hands on 2.0. our primary safe jump tool (The only remaining ones being Ignis cancels/4D/~j.214B/j.236C/rapid/Vinum.) For me, someone who developed a lot of solo tech, this is disheartening, but it shouldn't be a problem for those who manage their meter well, or else can deal with a small damage j.236C ender or non-safejump oki. 6B's functionality in solo combos looks low to nil (depending entirely on how the new start-up will affect air hit 6B in already established routes) 2C looks like it'll pick up the slack wherever there's no height nessesity. Considering 2C's damage, hitstun, float, and proration being better, I can see no reason not to make the substitution when possible. With the pincer system I can't really say exactly what we've gained or lost, but I can make a hypotheses. It looks like we're gaining a great deal of space control per Ignis expenditure. I don't know how effective long range pincer will be for letting us approach, but it will at least threaten them while keeping Ignis safe. My only problem with Pincer is that it looks as if it cancels out the natural push into the corner that our blockstrings have. To me this is a very important part of Relius' game because as we spend resources we up the ante by putting them further and further in peril. I think the pincer system as a myriad of advantages yet unexplored, and can definitely be considered a buff, but I need to know how to, or if we even can, work around it as well to truly harness it. Before, we, or at least I, used 5B>3C>jump+6D>j.C>66 Something as a blockstring. Primarily because it landed you closer to the opponent than it started you at. Even on Barrier you could keep on top of a foe. It also had highs and lows built in to rattle a blocking opponent, as you could get tricky at any time and yet they still had to move to a high/low rhythm. Also it was super cost efficient giving you multiple mix-up opportunities for 1.3K IG. It also auto confirmed into combos which was super good. Instead of replacing it with 5B>3C>6D>66 Something I would propose 5B>2C>jump+6D as a way of buying your way in to follow up with j.C>665B>2B>6A/2C>stuff. Or empty jump into a low or grab or whatever. Basically treat 3C like 6A, you throw it out when you know the opponent won't be blocking that way and 6D>66 confirm it into damage or to make it safe. There is the very minor problem that 2C is naturally slower than 3C was, so as a substitute it's weaker to pushback and will probably have to be used at a closer range than 3C 6A unblockable set-ups are still very new, so tech-outs could still be found. Anyway, I don't think I can quite grasp what Rel's lost until I've played him, nor can I gauge the exact importance of what he's gotten, however at this point I think I can be optimistic about how good he'll be (probably high tier.) It seems to me like he'll be mildly~extremely more dependent on Ignis. But, ugh, there's just too much difference to tell right now. I need confirmation on his dash speed and 3C recovery change...
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http://youtu.be/MZD6Rvqsgxk?t=1h8m30s 4D has a new improved flight pattern. It seems to go further float longer and lower. They fly in an arc and tech at roughly the same height they were hit at. I wouldn't be surprised if stuff like 4D>662C or 4D>66C or 4D>IAD>j.B>2C worked consistently.
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https://www.youtube.com/watch?v=MZD6Rvqsgxk&feature=youtu.be&t=1h8m20s 6A is hard knockdown! This means combos, crush trigger opportunities, solo oki, and DEVASTATING UNBLOCKABLES. New things to look into are: last frame 6A>stuff FC6C/41236B>stuff>6A>Tus/other things Various ways to combo into 6A air hit midscreen and in the corner. (I think 5B>6A>4D might work where 4D hits right before 6A does. Merits investigations.)
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I still play, it's just not summer anymore so I'm swamped. My pet peeve is trying to pull off last frame 236C>5B in lag. If you have to microdash for that 5B>2C to connect, you can forget it.
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Dogura's early musings https://pbs.twimg.com/media/B1NmJl_CUAAWMOZ.jpg Four more years! This is prolly some of the best news on the character in awhile. Other tier lists seem to be placing him around C tier now. But again this is still early stuff. Edit: I've heard unconfirmed rumors about Nu-Swords piercing dolls in 2.0. Can anyone confirm this? It's going to change the match-up a lot and not in a good way. Considering she's already rising in tier it could be very bad.
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GeeGees Musou! Gotta play more often!
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That makes me extremely happy. Jump loop was my favorite in CSE, but back then I got 5K from 5B with it so... What's the reward on it now? what's the reward on crouch confirms now? S or N starters.
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Fatal loops weren't really that prevalent, and compared to CH3C combos which were/are/always will be more common than fatals, they served little importance. CH3C>665C(2)>2C>6C>41236B will still work and be easier to boot. CH3C>5D>665C(2) also works. 2C loops would go like [2C>j.B>j.C>2C] or [2C>j.B>2C>j.B] until the last 2C possible where you'd 6C>41236B>3C>Distortion for that 4K+ 3C has less recovery. If 6D had higher level there'd be blood in the streets. We could get away with anything. Assuming no shadow nerfs to 2C, 5B>2C>6D>j.C>665B is a loop as well as a blockstring. 2C>TKj.236C is easier, more damaging, and more available than 6B>TK ever was. I'm gonna be looking for 2C>IAD>j.236C(backwords hit)~j.214A (Back at you)>ender. If you need a new CH2C combo try 2C>665C>2C>6C>41236B>5B>5C>sj>j.B>j.C>j.236C>j.214B for 3.1K.
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Swapping to a number based system would prolly be really damaging for Rel at least especially with 6 being the number. Also, unlike kokonoe the moves themselves are weighted very differently, and such a gauge would serve to make them all a flat cost, or to make them very confusing. As of right now the gauge is translated into 10,000IG with 4 moves consuming or 10%, 1 move consuming 13%, 6 moves consuming 15%, 2 moves consuming 20%, and 6 moves costing 30~35% when Ignis is desummoned. Unless we're talking decimals, fractions, percentages, or flat out putting "10,000K IG" numbers would serve to make values like "3%" invisible or the moves would be nerfed or buffed to the nearest 10's place or what have you. Lastly with 1.3Kx8 being the thing that takes Ignis over the 10K threshold, the "number" for how many times he can cycle pressure using Ignis before she dies is closer to 8. Also, although this doesn't apply to Carl anymore, we have natural entropy to consider. Like how Ignis loses 2 IG for every frame she's summoned and idle. It would also be very difficult to handle Ada taking damage from attacks with a number based system. For Koko who has 2 things which affect #s, summoning and activating, it makes a lot more sense.
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Just now noticed that Errol's tier list was short a lambda 11, as was the tier list above it...
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I'm fairly certain j.B's untech dropped with it's level. It's gonna be a real pain for cross-ups if I'm right. Prolly no more fatal loops. (I'm still clueless why people use 6C at all in neutral. I'm even more shocked that people get hit by it. if Air blocked 6C>41236B was a sure thing I might try, but ) Don't know about CH tho. Hope CHj.B>665B is still a thing. I'll be sad if it isn't. But hey, if I'm wrong and it hasn't that means a lot of cool things can happen. and more importantly my dreams of 2C>IAD>j.B>j.C>j.236C>665B combos will be realized to the applause of many. I think they had to reduce j.B's untech so 2C>j.B>j.C loops wouldn't happen.
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Kinda reminds me of Haz's 214D~B, or Haku's TKj.214B which aren't bad tools per-se. And with chargeable invuln it's definitely something that demands a sinister application. How long can this be charged anyway?
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Does jump loop work on everyone now? =3
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Not sure we should even call it a DP anymore. With love from the Celica dicussion threads. Still is gonna be super gud anti-air with that hitbox I imagine but it doesn't look like a pressure concern to me. (I don't usually leave 4~5 frame gaps.) I wonder how new 6D will interact with my yolo Ley usage. Robbing + normals with ley is a national pastime in Myoroland.
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Still kinda bent outta shape about losing frames on that move. It lost so much "Impact" without it's CSE face slide already. Funny how the move is getting better and better and yet less satisfying. Anyhow. Do you think we'll get anything cute off of it? I think in the corner Tedo>RC>236C>Zein>TKj.236C>2C>6C>41236B>3C might hurt a lot if we can get away with it. But if you're spending 100 gauge, you want to kill. What do you think we'd go with off of OD Tedo>RC, ODR Tedo>RC or Tedo>RC>OD? Also did OD Tedo speed up?