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So A friend of mine wants to get strong enough to fight me but only has CSE on the PSP, are are there any sort of high level Neutral tricks, Combos, blockstrings, Mix-up, or Oki tricks that I can teach him of that are shared between both games? The more you all come up with, the better, so please post anything that comes to mind. Even in CSE he's not incredibly practiced with Ragna. Many Thanks for any consideration or posts ^_^
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Myoro replied to HiagoX's topic in Makoto Nanaya
So I have a request of the Makoto players here. My friend has CSE for the PSP, and wants to go toe to toe with me. He mains Makoto (and subs Ragna) and I was wondering if there was anyone kind enough to give me some high level Neutral tricks, combos, blockstrings, Oki, or set-ups that work both in CP and CSE so he can train on his own access those skills when we fight. Many Thanks for any consideration or posts ^_^ -
You know Tsubaki is cursed to never see A tier right? It's gonna take no small amount of virgin sacrifices to a volcano god to get her to S tier.
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Hey, Wake-up DP I have an improvement for the corner Rapid Ignis put away combo type thing. Right now it's ether: ... > 236C > RC > 5D > (66) 2C > 6C > 41236B > 5B > 5C > sj.B > j.C > j.236C > j.214B or this ... > 236C > RC > 5D > (66) 2C > 6C > 41236B > 6B > tk. 236C > 3C I tested both out putting a 5B>3C before the 236Cs and got: [3911DMG/-34HT/presumably IG=9000] for the first [3370DMG/-35HT/presumably+ full IG] for the second I synthesized my Ignis saver combo in to do this. 5B>3C>236C>Rapid>665C>(2)>j.C>j.236C>5B>2C>6C>41236B>3C [3781DMG/-33HT/+full Ignis] ^If has a little less damage than the first option, but higher net Ignis gain and slightly lower heat loss. It also maintains 3C knockdown which is a plus. Ive also found that if you use 665B>2C after the rapid in ether of the listed combos it improves damage, ease of use, and the range from the corner at which it can be used.
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I would say it's very useful. It makes Ignis not die even when running on zero. It can refill a idle, dead, or put away ignis in a flash. It makes 214A travel at lightning speed often taking the opponent by surprise. It gives damage a okay-ish boost, it makes screen carry a breeze. It freezes the timer. It can act as a un-bait-able grab invincible led ley. It can turn any 3C into Damage Ignis or no. But is it more useful than a burst for a defense impoverished character like Rel? Rarely.
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You'll notice I'm listed here once as My gamer tag: Myoro, and once as my PSN: Sgt_Mjr_Kululu While I appreciate the tactical advantage, I don't think it'd be very fair for me to enter the same tourney twice...
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Sometimes I have to one and done because I randomly get called away. Some times it's something legit that brought them away, like a friend finally getting on and sending an invite, or a person you really wanted to fight got done with their own match in the lobby, or your boss calling you to ask a favor, or an emergency, or they don't know you think it's a bad thing to one and done, or any billion possible things really. As such I tend to afford benefit of the doubt to others. Assuming everyone is a who quits after loss is a coward, or the ones that win and leave are pompous to conceited levels, doesn't make me any happier anyway. Kinda just makes the situation suck more, don't it? Not only are you unsatisfied now, but you live in a world of cowards and stuck up people. Of course if someone wins once leaves and messages me "Suk eet u flithy causal", or loses, messages "Ur a chetter. go die." then leaves, all bets are off.
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Are you sure the wiki was updated properly? Is this the right page then?: http://www.dustloop.com/wiki/index.php?title=Terumi_Frame_Data_(BBCP) When I go on it it's consistently missing all data for Health, combo rate, movement options, jump start-up backdash time, backdash invuln, overdrive, 5B, drive moves, specials, distortions, Astral, his gatling table,. Also across the board even for moves that do show up, P1, P2, starter type, attack level, Blockstun, Ground hit, Ground CH, air hit, air CH, and Invuln info are missing. Also the frame advantage for 6B was listed as +4 here and I thought it was changed to +3 as you stated so I wondered.
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I am by no means a Tao expert but what I have I'll share until someone sets me straight. This is a good question for Tao's Mach-up threads, but I'll answer it in a way that helps you with this and hopefully with many match-ups which might make making both post's presence here legitimate and not moded. (If we are moved edit this part out Mods!) Tao is a highly movement intensive character who, with three jumps great speed and multiple patterns of air travel, plays a very menacing air game. As a result you are very advantaged when airborne and, against many, you can spend a great deal of time in the air and in the dead zones in your opponent's range. Terumi is a largely ground based character, who is quick, does damage in short bursts and has good range on a few moves. He tends to hoard meter to himself as his drive moves give none on block or hit. His air confirms are really bad, often only leading to triple digit damage and knockdown with relatively low meter gain. His air normals all have unimpressive hit boxes with the exception of j.D which is slow as molasses. When you are in the air he is at a great disadvantage. Terumi has three tools to deal with you when you are playing neutral right. He has his great speed, which he will likely use to aim for your landing, he has his 6A which is a great anti air but leads to crappy damage if he doesn't confirm with a counter or OD or 100 heat and 5A, his secondary anti-air which while smaller is still strong and hard to punish. The first is the most difficult to deal with, his speed means he will most likely be on you the moment you land and it will also cut off attempts to use bowling ball at neutral to improve your situation, even at full screen. He out-ranges you on the ground and in the air, which means you have to out maneuver and trick him to secure an advantageous landing. Clever use of j.214D~6, j.4D~A/B/C, j.D~C, jumps, and airdashes can throw him off the scent or even score you hits or pressure. If he tries to meet you in the air, get above him and he can't really hurt you (Unless he does a call-out j.623B) His speed will be the only problem to contend with at neutral. Next is his anti-air 6A. This has a god-like hit-box, and you will have to bait it often in all likeliness. It does have a good bit of recovery, so if you can make it whiff with a jump you can get a j.4D/j.2D/j.2B/or j.C punish free of charge. Take Terumi's 6A into training mode and learn the timing to punish it. It will leave him with a standing hitbox, so take that into account when deciding your punish route. It can be canceled into other moves to put you in pressure, only block it if you must. If you're feeling ballzy you can use 236236D to outlast his head invuln and beat it straight out. Finally is Terumi's 5A. which is a situational secondary anti-air. It has a less massive hit box no head invuln so you can dead angle this with j.2B/j.B if you are directly above him. You can also just use a set up that makes it whiff if you are punishing mashing. On the defensive you can crawl to disrespect a ton of his moves. His 2A/5B/and 6B which he uses in pressure resets and his 5D which he uses as a poke, can all be crawled. Blocking his attacks will only go badly for you though because he will gain meter and become more of a threat. After blocking j.2D they usually follow up with 2A which can be crawled as we know. Don't get predictable with crawl because you can get punished for it. When you have gauge use counter assault to escape. Here's a couple vids to help with Tao stuff. I'll let other Tao experts take over or correct me from here, if they ever do show up. https://www.youtube.com/watch?v=RsPMIYVhs4o https://www.youtube.com/watch?v=z_QbZRdh6CU Good luck!
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So, um... does anyone have the updated frame data for Terumi? The frame data on the wiki is old/and or missing pieces. I specifically need to know frame advantage and start-up on 6B, blockstun on 5D, frame advantage on 2A and 5B, and the frame gap between 2C>jump cancel j.2D. Many thanks, and sorry if I missed a similar post somewhere. ^_^"
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Awesome!. If you have any questions about the execution or timing or spacing of some of these, ask at any time and I'll get you an answer. (Some of these are kinda tricky) I am so incredibly hype for this!
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The BBCP Gimmick Tourneys #2 Unlimited! (July 19th, 6PM EST)
Myoro replied to Hyderu's topic in BlazBlue Online Play
A strategy I invented. I'm proud Hyderu-chan. PSA: To get rid of the highlighted text thingie and weird font, highlight the thing and click the pink and white eraser in the reply toolbar. I only just figured this one out a week ago. -
The BBCP Gimmick Tourneys #2 Unlimited! (July 19th, 6PM EST)
Myoro replied to Hyderu's topic in BlazBlue Online Play
Just got real -
The BBCP Gimmick Tourneys #2 Unlimited! (July 19th, 6PM EST)
Myoro replied to Hyderu's topic in BlazBlue Online Play
Good luck non U.Makoto. NVM. That D spam tho. -
So I don't suppose anyone knows of a appropriate place to post or ask for U.Relius Combos, I just beat U.Mars for the tourney tomorro...err today. I've made a hilarious screen carry loop with him, god he's too much fun.
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There are various ways around the pitfalls of Relius' neutral. during air to air, you can get a much bigger range on your j.6D by instant backdashing and using j.6D, as the backdash pushes Ignis in front of you. If their move whiffs and j.6D or j.2D connects, or better gets a counter hit you can land and use an instant Tus (as j.XD will have put Ignis right on top of them) and you can get in for free. Other than that, try to be above the enemy using j.A/j.B/j.C or directly below them using j.B. For anti airs, add j.A, 5A, and j.B+C to your stock to fill the gaps and learn to use 2C to the very best of your abilities. Or just hold out for a CA. Relius is pretty bad on the defensive... When you have space and want to seal air mobility, do superjump and then land and Tus and Ignis will fly through the air sealing their air options while you rush in on the ground with your god poke 5B. 214B is a fun tool it doesn't get hits very often, but if blocked you get in for free, and if dodged they are between you and Ignis. On her way back to you you can do 214A/214C/236236D while she's right over them to do an instant version of said move or 4D to snipe them out of the air. To not get hit out of 236A, wait until the actives of their move are over before using 6D or use 2D. For air to ground approach bait out anti airs using j.D or j.xD. Umm that's what I got right now, if you find it insufficient, ask again soon and I'll have more info for ya. =D
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Combos I would like to add to the video. 5B>6B>j.B>j.C>2C>6C>41236B>5B>5C(2)>superjump>j.B>j.C>j.236C~j.214B>airdash [3257DMG/+23HT/-1000IG] "Myoro's Midscreen Solo" (ignis summoned) CH3C>5D>665C(2)>2C>6C>41236B>665B>5C(2)>superjump>j.B>j.C>j.236C~j.214B>airdash [3400DMG/+24HT/IG=9000] "Myoro's Ignis Reprieve" 5B>6B>9>immediate j.236C>5B>2C>236C>5B>2C>6C>41236B>3C>5D/j.D [3373DMG/+24HT/no IG] "Myoro's Corner Solo" (Ignis summoned) CH3C>5D>j.C>j.236C>5B>2C>236C>5B>2C>6C>41236B>3C>5D/j.D [3596DMG/+25HT/+full IG] "Myoro's Ignis Corner Reprieve" 5B>3C>236C~214A>665C(2)>j.C>j.236C>5B>2C>6C>41236B>3C [4011DMG/+28HT/-1000IG] "Myoro's Ignis Saver" 5B>3C>236C~214A>665C(2)>j.C>j.236C>5B>2C>6C>41236B>5C>2C>4D>3C [4316DMG/+31HT/-2000IG] "Myoro Ignis Saver EX" 5B>3C>236C>Rapid>5D>665C(2)>j.C>j.236C>5B>2C>6C>41236B>3C>5D/j.D [3781DMG/-33HT/+full IG] "Myoro Gauged Ignis Reprieve" (back to corner) 4B+C>41236B>6B>TKj.236C>5B>2C>6C>236C>3C>5D/j.D [3134DMG/+22HT/IG free] "Myoro's Back-to-the-Wall Gamechanger" Pick any you like leave the rest, these are my favorite. Here's a neta one for funsies: 236D>236C>(236D hits)>5C(2)>2C>6C>41236B>5B>5C(2)>superjump>j.B>j.C>j.236C~j.214B>airdash [4155DMG/+29HT/-2500IG] "unnamed flashy combo #1" ^I guess it does have a use; it can punish Arakune's 236236C midscreen without having to tank the ground hit which would let him rapid
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Ohey, I watched your video! My combos aren't especially super flashy, but there are a few that have already posted here that are great for your vid! I've also have a few new ones that I'm brewing up! Necro should give you his full screen combo as I don't know the final transcript for it.
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I believe so. If you can get halfway through them by the time they fling out their second move you can beat it completely. I remember successfully testing it on a meaty deadspike, I've also beat a Ragna's meaty 2B>5B by pulling it out randomly, but I haven't been able to get it down pat in the lab since... It should work the same way as Haz's 2362366B, having frame 1 invuln, and I KNOW that one beats meaties.
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Nah it just takes some good quality time to do well with him. Also you have to overcome the limitations of the puppet bar and his sub-par mix-up and defense.
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Turns out, 3000+ damage anywhere any confirm, near infinite pressure, customizable frame traps, one of the quickest longest and most damaging pokes in the game, unblockables, strong neutral and zoning, godlike oki, and the other plentiful miscelaneous tools Relius has like j.xD and led ley baiting, harmonize very well. Thanks to the addition of Gad leis he can even do solo combos from quite a few confirms, gauge-less if he's point blank. I'd put him near Koko post patch, but that's just me.
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Near top tier, if not in the top tier.
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Allow me to bestow upon thee the ancient secrets of the perfect micro dash and the microdash special. The perfect microdash is easy, you of course only have to tap 6 twice, but the pacing at which you do it is relatively lax. The secret is, do the first tap of 6 near the tail-end of your moves recovery, then EXACTLY when your move's recovered (or you just landed from an air normal) you tap 6 a second time. Then as you lift your finger off of the 6 for the second time press the B button and you'll get the perfect 665B every time. Microdash special moves are interesting. anything ending in a 6 can be turned into one (So for us 236A, 41236B, 236236D, and 632146D) First discovered when I watched one of Ctrl-Alt-WTF's Hazama videos, If you input any of these specials as 2366A, 412366B, 2362366D, or 6321466D it gives a small bit of dash momentum to the move. It's more difficult than the perfect microdash and sadly for us it's not nearly as useful, but it definitely exists. If you want to see if you've truly got it try doing 236236D or 632146D and check to see if Relius moves off center from his emblem during the distortion flash. Most useful I've found from this is 2366A which lets Ley escape things it normally couldn't, like Amane's 236D~A/B/C or 6D, Nu's 214D~C, and a few other things.
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*Random pterodactyl noises* so I did a combo type thing. So I was always like "Gee Myoro, it'd sure be swell if you knew what the heck to do after you did a j.C+236D unblockable" And then I made these! (Take the damage part with a grain of salt, when dealing with 236D you can't easily be certain...) Midscreen 236D+j.C>665B>6B>5A>2C>6C>41236B>5B>5C(2)>sj>j.B>j.C>j.236C~j.214B>airdash [2673DMG/+19HT/-2500IG] 236D+j.C>5A+B>665B>6B>5A>2C>6C>41236B>5B>5C(2)>sj>j.B>j.C>j.236C~j.214B>airdash [3317DMG/-12HT/-2500IG] 236D+j.C>665B>6B>5C(1)>2C>6C>41236B>5B>5C(2)>sj>j.B>j.C>j.236C~j.214B>airdash [2930DMG/+20HT/-2500IG] Doesn't work on Carl or Amane. 236D+j.C>5A+B>665B>6B>5C(1)>2C>6C>41236B>5B>5C(2)>sj>j.B>j.C>j.236C~j.214B>airdash [3740DMG/-11HT/-2500IG] Doesn't work on Carl or Amane. 236D+j.C>665B>6B>j.B>j.C>2C>6C>41236B>5B>5C(2)>sj>j.B>j.C>j.236C~j.214B>airdash [2944DMG/+21HT/-2500IG] 236D+j.C>5A+B>6B>j.B>j.C>2C>6C>41236B>5B>5C(2)>sj>j.B>j.C>j.236C~j.214B>airdash [3511DMG/-10HT/-2500IG] (THE 665B IS MISSING FOR A REASON) 236D+j.C>665C(2)>3C>6D+jump>j.B>2C>6C>41236B>5B>5C(2)>sj>j.B>j.C>j.236C~j.214B>airdash [3079DMG/+22HT>-3800IG] 236D+j.C>5A+B>3C>6D+jump>j.B>2C>6C41236B>5B>5C(2)>sj>j.B>j.C>j.236C~214B>airdash [3625DMG/-10HT/-3800IG] Corner 236D+j.C>665B>6B>TKj.236C>5B>2C>236C>5B>2C>6C>41236B>3C [3006DMG/+21HT/-1500IG] 236D+j.C>5A+B>6B>TKj.236C>5B>2C>236C>5B>2C>6C>41236B>3C [3589DMG/-10HT/-1500IG] (AGAIN, INTENTIONAL ABSENT 5B) 236D+j.C>6B>(236D hits again knocking them back down)>5C(2)>j,C>j.236C>5B>2C>236C>5B>2C>6C>41236B>3C [3058DMG/+21HT/-1500IG] ^This one is 500% awesome I challenge every Relius to try it. 236D+j.C>665C(2)>236C~214A>665C(2)>j,C>j.236C>5B>2C>6C>41236B>3C [3550/+25HT/-2500IG] 236D+j.C>5A+B>236C~214A>665C(2)>j.C>j.236C>5B>2C>6C>41236B>3C [3994/-9HT/-2500IG] 236D+j.C>236C~214A>665C(1)>j.C>j.236C~j.214B>j.B>2C>6C>41236B>5B>5C>4D>3C [3754DMG/+26HT/-3500IG] These unblockable combos led me to another fun solo corner combo. Ground hit FC2C>5A+B>412366B (Dash Gad Leis)>5B>6B>TKj.236C>5B>2C>6C>236C>3C [3621DMG/-10HT/No IG] The 5A+B>41236B is possible and the 236C is easier to time because of the FC.
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Does fighting Ragna stress you out? If so that could be the issue. You gotta take your time ripping apart the enemy.. If you do the first half of the combo perfect it actually doesn't matter if you throw 41236B out the first frame 6C hits, so maybe you gotta give some attention to other parts of the combo...