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Myoro

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  1. No. Not like this...
  2. Is this a change from 1.1 to 2.0? Because that sounds like a pretty big deal and something that should be put in the news and gameplay thread if so.
  3. I already use 1K Ignis for 4K damage in my corner combos by doing 5B>3C>236C~214A>665C(2)>j.C>j.236C>5B>2C>6C>41236B>3C and 5B>3C>236C~214A>665B>2C>6C>41236B>6B>TKj.236C>3C if I'm headed to the corner. Does 3.7K for 1K Ignis. 500 ain't that much more damage really, and I figure the extra 2K Ignis might be better spent on Corner Oki/Pressure/Mix-up. If I think the 1.5K I'd get from burning the extra 50% heat and 20% Ignis would kill I'd go for it, but I like my combos how I like my coffee, cheap and strong. If the opponent doesn't know how to escape an unblockable, you can, with a full bar of Ignis, get 4 3.6K corner combos for 14.4K this way which is enough to kill anything that walks. (You'll even have enough IG to Desummon afterwords.) TL;DR I like to spend the bare minimum on combos so that I may go crazy with my Neutral, Mix-up, Oki, Pressure, and flashy round ending gimmicks. In 2.0 I'll, for lack of solo combos, probably be using combos that use 2.3K midscreen and 1K in and around the corner. What 2.0 is going to give me is more corner damage, rather than less IG cost.
  4. So I have a confession to make. When I'm cornered, occasionally I use 214A as an anti-air and medium distance poke. The reason being is that Ignis cannot be summoned offsreen, so Lanto ends up coming out quicker and traveling farther. Lanto's sprite covers Relius' entire being and then some, so it's actually pretty effective if not somewhat costly. It's rewarding in that it gets the opponent off of you, it's very + on block and it gets Ignis out for your counter offensive. I advocate it's use, however I also advise that you learn the appropriate times to use it. On the bittersweet side, if you miss with it, you're liable to eat a combo and get regen anyhow. This will be an even stronger tool I feel, when in 2.0 Lanto gets even faster. Another thing to note is that when your back is to the corner Lanto combos from things it usually does not, because Ignis starts closer to where you need her. That's all.
  5. It's prolly gonna be chip away at their health until you get 50% gauge or you land a throw, Counter hit, or risky play with 6C or 236C. That is unless new tech is discovered which granted this is week 1, is a very real possibility. Let's stay tuned.
  6. Derp NVM. Deteted post.
  7. Question 1: This one's got a couple answers. With Relius, how do you deal 4.4K or more on a standing enemy only using 10% of your Ignis bar and starting your combo with 26 Heat without a counter hit. (only using 10% means you can only use ether 4D, Id Haas, Id Naiads, or Vol Tedo once.) Hint: Both answers have a distortion at the end. Both use both Laugers and Gad Leis Question 2: I only know one person who can solve this next one. Using Relius, on a midscreen standing normal hit, how can you deal 2.9K or more to valkenhayn without using meter or Ignis? Hint: Start with 5C. Question 3: You have 100 Meter, Use Both Id Lauger and air Id lauger in a combo that does 3500 or more damage and ends in 3C. You are midscreen and you can't use Ignis for this. No counter or air hits! Hint: The fact that you have 100 Meter and can't use Ignis should raise some flags. GOOD LUCK!!
  8. How would 6/2D>214D act on hit? Would you get knockdown and 2 heat-up? There would finally be some real good incentive to use drive mix-up if so.
  9. Okay, we're gonna take this step by step. Click "Wiki" on the dustloop quick link bar. It's located between "Calendar" and "Chat" Next notice the Big "Blazblue Chronophantsma" Emblem, and look beneth it to find two hyperlinks, one of which says "Blazblue Chronophantasma" and the other says "Frame Data(BBCP)" Click on "Frame Data (BBCP)" Next you'll see every characters portrait. Click the character you're interested in. There will be a complete list of that character's moves and many columns to the sides of them. One of the colomns will be title "Starter" And it will read ether VS, S, or N. A N starter will go for a maximum of 8 seconds before a forced tech, a S starter will only last 4 seconds, and a VS starter will almost let them tech instantly (Probably allows for 2 seconds of combo) For each starter, as time goes on, the amount of hitstun a move produces will decay. A N starter at second 7 will have to be airtight to keep the opponent from teching out. Ragna has the only known L starter which is his 22C I believe. I don't know how long it lasts. If you want to get to another character's frame data quick go to the bottom of the page, observe the box with everyone's names in them, and click the asterisk next to their name.
  10. Anywhere I can find a list of known changes?
  11. If not we at least know 5B>2C>3C>6D>665C>2C>6C>41236B>5B>5C(2)>sj>j.B>j.C>j.236C~j.214B Will work, what with 5C having the same start-up as 2C I wonder if we could get a 2C>6C>Tus chain with 3C's recovery letting us microdash earlier. Really all it requires is that 6C hit while the opponent is in the area above Relius, so I think ether 665B or 662C could get the result. Also anyone know why JP players prefer 5B>3C>236C~214A>665C(2)>j.B>j.C>j.236C>2C>6C>41236B>3C over 5B>3C>236C~214A>665C(2)>j.C>j.236C>5B>2C>6C>41236B>3C?
  12. Closest thing to that is the news thread located directly under this one. But lord knows that one's not as in depth as anything you'll find in the character forums.
  13. Relius changes! Relius dash speed faster? Pincer system added (Description of what a pincer looks like.) 6B: Head invincibility added Gatling removed Doesn’t float on ground hit Startup slowed (i.e., longer startup) Slower than 5C and 2C, faster than Lauger. ~13-15f 3C: Can’t jump cancel Reduced recovery? 2C: Jump cancel possible Fatal counter removed Blowback on counterhit is the same (something about being able to follow up after jc > stuff > landing?) j.B Top part of [attack] hitbox removed Generally, there is no hitbox near the shoulder Lower attack level 2D Pulls the opponent towards the ground on air hit Not a hard knockdown (for above situation?) SMP added? 4D OD version removed Val Lanto Starts up faster Since it connects when summoned after 5B, startup is ~17f? Attack level increase? Probably at least even on block (Hard?) knockdown on hit. (Relius’s recovery increased on 214 series? Probably same [recovery length] as [Val] Tus ?) [Can] transition into pincer when blocked at close range. Val Lyra Relius recovery increased Transitions into pincer state after attack Float lowered on OD version Val Tus Distance the same as for BBCSE, “searches” from within that distance (I’m guessing that means the attacks come out when it encounters the opponent, rather than going a fixed distance first.) OD version: Also floats on ground hit. P2 changed 92 -> 94 Id Haas Decreased follow-up time Doesn’t combo into [Gad] Leis and CT OD version added OD version: Roughly the same as Lanto Uses 3000 gauge Id Naiads OD version added Ground Naiads transitions to pincer OD version: [ground] bounces akin to unlimited version, can combo after Uses 3000 gauge Req Vinum OD version added OD version Forces ground crouch 500 minimum damage Vol Tedo Increased recovery on hit? Shortened animation Duo Bios More lenient P2 (i.e. higher P2?) (Something about direction of first hit for OD version) Many thanks to Kikirin for the translated list!! Thanks to SoWL for double checking! (and sorry for not posting the changelog here earlier making you think it was still untranslated '^') You are both amazing amazing people! There remains a bit of untranslated stuff to tackle, but this is all great stuff to know!
  14. We can do 41236B and 2C after 6B on counter hit provided the recovery hasn't changed and counterhit launches. In 1.1 you can't Gatling from 6B to 2C so you just wait out the recovery and 2C/5B after on counterhit (On non counterhit you could wait out the recovery of 6B and 5A>2C). Even if we can't do all of that we can prolly jump cancel into falling j.C>2C, so that's that. This is really good to know. I remember someone mentioning 2GB mentioning how our new pincer might allow for fuzzys midscreen now so that's another thing that should be investigated. I'm so sorry ;A;. I'mma repost there RN if it hasn't already been done.
  15. I need to attend casuals but I'm too bad at life. What're you all playing RN?
  16. Thanks for the Vids Wakky! I'm doin' my best to look into all of these.
  17. So perhaps Pincer happens whenever Ignis recovers on the other side of an opponent? Whether she can on whiff or when far away from the opponent remains to be seen right? This vid confirms my hypotheses and more during the vs Valk fight: https://www.youtube.com/watch?v=Wqb0mzeYSDo&t=6088 Pincer doesn't stop when we block something (Even though blocking makes Ignis stop her move.) At random times when you cross over an opponent Ignis stays on the other side. Pinser happens on whiff and on any move so long as she ends on the other side of them. The wife is growing distant... and I like it.
  18. About "Pincer State." From observation it appears that the time for it is reset each time a move is used so long as the move ends on the opposite side of the opponent. This includes j.XD. I'm unclear if the timer resets on whiff. What I want to know is what causes Pincer. If j.XD could cause it by hitting the back of their hurtbox or even buy whiffing behind them, that would be a cost effective way to start pinser at only 1K. If IAD>j.B>j.2D>5B started Pinser mid combo that would be super nice. As it stands, the best ways to start Pinser are 214B and 236C~214B.
  19. Relius still is able to do well on his lonesome, now it just requires meter or a counterhit 3C. On counterhit 3C he can do CH3C>recover>665C(2)>2C>6C>41236B>665B>5C>sj>j.B>j.C>j.236C~j214B or CH3C>summon/desummon>665C>etc With meter we can Rapid Lauger for an instant double rainbow of damage and combo. On airhit we just confirm into 2C and get payed. Relius ground confirms will require Ignis to some capacity. (midscreen she needs to be out, in the corner she needs to be alive and with 2K+ health preferably.) Honestly, unless you were a rockstar with those 6B confirms nothing's changed for you. As Necro said 2C is jump cancelable so we can still cycle pressure. The only caviot there is 2C doesn't hit low, but other than that, the actual high low part of our mix-up is unharmed. 2GB says we might even be able to get fuzzies midscreen with Ignis sandwiches. Koko's Teleport will no longer be frame 1, and to deal with Kagura you do 214D+ley or 2B. Ether he gets unblockabled or he whiffs hilariously for great justice. Relius dash speed faster? Pincer system added (Description of what a pincer looks like.) 6B: Head invincibility added Gatling removed Doesn’t float on ground hit Startup slowed (i.e., longer startup) Slower than 5C and 2C, faster than Lauger. ~13-15f 3C: Can’t jump cancel Reduced recovery? 2C: Jump cancel possible Fatal counter removed Blowback on counterhit is the same (something about being able to follow up after jc > stuff > landing?) j.B Top part of [attack] hitbox removed Generally, there is no hitbox near the shoulder Lower attack level 2D Pulls the opponent towards the ground on air hit Not a hard knockdown (for above situation?) SMP added? 4D OD version removed Val Lanto Starts up faster Since it connects when summoned after 5B, startup is ~17f? Attack level increase? Probably at least even on block (Hard?) knockdown on hit. (Relius’s recovery increased on 214 series? Probably same [recovery length] as [Val] Tus ?) [Can] transition into pincer when blocked at close range. Val Lyra Relius recovery increased Transitions into pincer state after attack Float lowered on OD version Val Tus Distance the same as for BBCSE, “searches” from within that distance (I’m guessing that means the attacks come out when it encounters the opponent, rather than going a fixed distance first.) OD version: Also floats on ground hit. P2 changed 92 -> 94 Id Haas Decreased follow-up time Doesn’t combo into [Gad] Leis and CT OD version added OD version: Roughly the same as Lanto Uses 3000 gauge Id Naiads OD version added Ground Naiads transitions to pincer OD version: [ground] bounces akin to unlimited version, can combo after Uses 3000 gauge Req Vinum OD version added OD version Forces ground crouch 500 minimum damage Vol Tedo Increased recovery on hit? Shortened animation Duo Bios More lenient P2 (i.e. higher P2?) (Something about direction of first hit for OD version) Many thanks to Kikirin for translated list!! More dash speed is tremendous. Being quicker means less need for lane changing on approach, which will boost the effectiveness of our approach greatly. Also faster dash means deadlier poke game, we'll catch more and be able to position better. I've already given my thoughts on the pincer system, but faster Lanto start-up probably means that it's our go to for close pincers. Faster Lanto also means (5B>3C>214A>pick-up>2C>stuff) may work if you've pinced the opponent. That of course depends on how bad the recovery truly is and how air hit lanto will affect the opponent. 6B is interesting, I suspected something was fishy when I saw a Jpn Rel use 6B as an anti air, and it looks as if my suspicions were confirmed. I'd like to know the scope of its head invuln, as well as if any of its other features have been changed. For 3C I'm REALLY wondering how much recovery it dropped. because depending on that it could still be really strong. Could proper spacing make a 3C safe even? This will help emmensly with 5B>2B>6A/3C>6D>665B strings, because we'll be able to dash earlier (also our dash is faster which will let us keep on top of them.) This will also be amazing for my proposed combo route, 5B>2C>3C>6D>665B>2C>6C>41236B>665B>5C(2)>sj>j.B>j.C>j.236C~j.214B. Te 3C>6D>665B will be easier to link with less recovery. Depending on how much recovery we lost we might be able to do 665C(2)>2C>6C>41236B or 662C>6C>214C. Also Recovery makes 3C oki better <3 As it stands j.B seems like the biggest irredeemable nerf to date. I don't think anything good comes from this at first glance, although when Terumi's 5C lost a level it gave him loops. I have many questions about it, questions regarding dropped j.B>j.C gatlings later on in the combo, how j.B operates on counter-hit, whether j.B will still be albe to air to air, whether j.B still goes into j.236C. From the notes it still seems to have it's cross-up hitbox, but because it leveled down it lost hit-stun right? That means our cross-ups from j.B are gonna be tight to do at best. 2D, by far the most interesting change to read ^_^". Seems like it got the 1.1 Leis treatment in that it pulls down. I might consider using it now if that's true. 2D already had SMP, so maybe that meant it got removed? Not like anyone would plug 4K+ IG into a combo anyway, unless it screen carried, did 6K, or something neat. 4D OD version being removed is sad for midscreen but good for corner. OD 4D took a really long time which ran OD's clock hard, often robbing us of OD 632146D. Val Tus, I actually think this is a buff. I never really used Tus outside that range in the first place. I think OD Tus may be worse than Regular Tus because of the float on ground hit only serving to launch the opponent away from you if you use it raw. Nice P2 buff tho. Val Lyra, Improved I'd say. Dash speed for Relius might let him get in despite the enhanced recovery, and then there's the ever present threat of Sandwich Girl Ignis afterword. In OD, do they want to force us to use the Tus Rekka with this float thing? Id Haas, Not good at all. reduced untech means harder corner transitions. 5B>3C>236C~214A>dash>5B pick-ups are going to have effectiveness reduced by this untech nerf and improved by our dash speed. OD Haas sounds pretty fantastic, but it costs 3K IG which is silly. Id Naiads: Pincer transition on ground Naiads? Heck yes probably our main way of getting pince state. OD version is very important. It could mean a Huge Damage potential boost midscreen. Imagine our normal BnB with an OD mixed in somewhere and an OD Vol Tedo as the kicker at the end. Even with uncreative BS I can see this netting us 4.7K off any midscreen 5B confirm. Vinum is good. Hope we still have glitches. Tedo has more recovery on hit? Not the best thing, but hardly the worst. We only really use it to Rapid or kill anyway. (How short are they gonna make it before they stop ;A;) Duo Bios. Heck yes. My day to shine has come! I'm gonna have to recreate my midscreen confirm, but I probably should have done that eons ago.
  20. Biting sarcasm or other vague implications aside, yes we've got some very interesting stuff and not a whole lot of info toward the implications of said interesting stuff. Color me anything ya want. =/
  21. You too!? I do the same thing on failed CAs... Anyway I posted a behest in the CP2.0 general. And Lazy, the amazing and great person that he/she is, posted in the News thread. Now we play the waiting game. I also wanna know how good 6B is gonna be. Relius needs defense 100x more than an offense tool that's something I know for sure.
  22. A cask of Rare Relius info washed up on our deserted island shore, and we are all quite thirsty. Please someone translate this stuff, I wanna know so bad I can't even keep up conceited metaphor any longer.
  23. A couple things I noticed when watching the Mori matches in the vid thread. Ignis' Gray regen (From death) looks very weird. Seems faster somehow. May just start Regening quicker or something Might compare it later when I have access to my PS3. 5B>6D>665B loop didn't bring Rel as close as it usually does. I don't know if it was executed strangely, but if it wasn't it ether means 5B got more pushback or has more Recovery. 6D looks perfect like it always does. I think OD214A's speed/range looks different. So I was thinking of sandwich confirms and what they might do for us, and I think a 3C>6D>2C>6C>214C might work since it seems like Ignis will push the opponent right around the area 2C needs for a 6C>Tus to work. Someone with impeccable timing might be able to test this using Training mode and 214B... Again provided there's no impeding stealth changes.
  24. Another combo. This one is a midscreen to corner combo that works from the corner to until the opponents starting position starting position, maybe a little further to the middle. (If you're really careful with microdashes you can make it from exactly midscreen I think.) anyway. 5B>5C(2)>jump+6D>j.C>665B>5C(2)>jump+6D>j.C>665B>6B>TKj.236C>665B>2C>6C>236C>663C [3422DMG/+24HT/-2600IG] This combo is amazing to watch, and is kinda easy once you confirm the first 5C. Microdashes have more leeway to let you get close if you get a crouch confirm. The best part is that this looks like it'll work in 2.0. But real talk, does anyone even try my combos or am I just babbling to myself... EDIT: nope I lied, won't work in CP2. 6B doesn't launch. Gonna have to get used to that.
  25. I signed up last second BTW...
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