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Myoro

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Everything posted by Myoro

  1. So, something interesting that might not have been there before: 236[C]'s charge can be directly canceled into Encore at any point.
  2. Incredibly enough this vid shows us being able to 5B+C>41236B. This is pretty huge for us I think. If anyone sees Rel's EA in a vid link it here. I really wanna see it.
  3. D-did I say he wasn't gonna be in the stream? O_o" Here's how I think this is gonna work out: Basically 236C~214C will still be applicable in combos, but it has to be delayed. Since 2C 236C and j.236C took a base hitstun nerf this will have to be done to keep them low I think. it's pretty clever. it can already sorta be done in this version but delaying that rekka is useless now because it wallbounces them lower which just ruins stuff. Since it no longer wall-bounces it should be good this time around. Also 2C>j.C>j.236C~214B should still work after it as an alternative after ~214C so we might keep our 5K for 30% IG 2C>236C>5B should still work. If 2C is cooperative that is. CT is going to be verrrry important for us, especially if the mid-screen version can combo with a little help from Ignis. It may become a staple of our mix-up. Do note that it still takes the full 40% off of their barrier when blocked. I still have to wrap my head around active flow, but I want to know if OD>2363214C>236236D>EA is stronger than the alternative of using 2363214C>hits>632146D. I feel like command grab is going to be a stronger oki tool than a mix-up tool, after all it replaces an important oki tool. It could serve as both though. =) IDK about summon/desummon taking longer. Does anyone have these streams archieved? I missed most of the Rel match(es?) unfortunately.
  4. I'm willing to bet that's correct. I think we should put them in combos as u.214A for unsummoned henceforth. I wonder how the others have been changed and if similar or different things happen in OD...
  5. Ada seems to take a lot of damage. A Hazama j.B(1) did about a 10th of her gauge, but yeah she recovers in a blink of an eye.
  6. As a rule of thumb I never go easy unless asked to. P: I will try new gimmicks and stuff I've been drafting out if a match is in my favor though. If you can block on netplay you can block anywhere. Try your best.
  7. With the former, all you have to do is show them they're not as good as they think. If you think someone's being stupid show them rather than tell them. It's really the most effective solution to immodesty. I find ignoring them to be fine too sometimes, but it leaves a bitter taste in my mouth. With the latter, just take it as a complement. It's probably the most worthwhile thing you can do in that situation I think. '_' You've done so well that they don't know how to deal with you anymore and have chosen to run.
  8. Another couple observations from myself: Unsummoned 214A seems to slide on normal hit and have much less recovery! It also seems to have a cost of only 20% IG!! Geara Lugia looks to have the same length of animation for Relius... Does this mean that while it picked up start-up it lost recovery? I wonder if it's easier to combo out of now. 22X had a ton of actives and could be made + before, I can hardly imagine how + it would be if it was blocked on the last frame and that was the actual change.
  9. More changes I noted: It looks like 236C has less base untech. 4D>2C>236C let them airtech at about the height 236C first hit. This could be bad. Ignis looks like she comes back to Relius' side much quicker. If I know my stuff, which I hope I do, this is probably going to make space control MUCH stronger with Ignis.
  10. I've wondered this myself. I think it could lead to some tricky oki if we did it one pixel above ground vs on the ground on the opponent's wake-up. Also according to Lich it travels a little less than Tus, I think if we set it up from a distance we can meaty it and 5B a frame after it for a UB. But if it's like Liz's it might keep him locked in animation until it's over. I get the feeling it will be an oki tool, after all it replaced one.
  11. Everything looks blistering fast. Some observations I made: CH j.B floats closer. 2C indeed has less hitstun, but it also has less push-back making it better for pressure. I think you can still get the net worth of the delay float from it, the whole thing just happens faster. J.A looks to have the change SKD mentioned, but still seems very good/unaffected for the most part. Lanto (214A) got even faster, looks to cost 10% IG and slides on CH for a long time (It's a really big slide O_o") Might be smaller though. Haas (~214A) Doesn't slide. Ignis appears on ground level with Relius like she does when using Zain (~214C) Zain looks hard to follow-up 236C~214C>236C didn't work by like 1 frame, but the combo was at 11 hits when that happened so that could be combo timer issues. Mom gauge begins recovering slower, but when it does it's all back within the blink of an eye. Gad Leis basically has 1.0 hitbox issues. But it worked then and should work now. Lauger's float looks different. to me. Relius looked very alive to me in the loke. '_' It's worth mentioning that until I see a better palette, that green one is claimed by me in the name of new beginnings, set-play, and great justice.
  12. Taken straight from SKD's Loketest observations: "Relius: Maybe RIP? New command throw seems pretty useless lol, pretty slow. j.A only hits like 3 times now, gad leis is faster but it seems minus on block. 214A soft kd on more heights now, which is good. 2C less untechable time, combo routes seem a bit more restrictive. ~214C followup to 236C/j236C seems like ass now lol, it sends them straight up and doesn’t wallbounce. Unsummoned 214B (is this the overhead) is fast, but summoned 214B is the same. 22A is slower, 3C 22A will cover everything except for backroll midscreen, and covers everything in the corner. Blue combo if you don’t tech though, which could be bad depending on combo options. Dunno, nothing really seems so stand out, looks like a lot of nerfs. His exceed is cool, he jojos poses while you get beat up and then he does this cool thing that i don't understand." This indirectly corroborates a lot of what Lich says, and the description of Rel's Exceed is a welcome addition. I hope j.A hasn't really been nerfed too hard, but the change to it sounds bizarre. Has the hold time been shortened and standardized like Kokonoe's, or is it the same, but it only hits three times? If the latter is the truth then what of blockstrings? I'm guessing he meant 214D, unless 214B got overhead prop suddenly (which from the wording here I imagine is not the case.) Is it only 22A that is slower or the whole set of three moves? Can 22A be comboed from in this proposed meaty situation? Here's the txt URL: http://www.teamstickbug.com/2015/08/26/skds-closed-loketest-bbcf-info-and-impressions-writeup/
  13. Ah shoot I missed that... sorry >_<
  14. Allegedly her j.B and j.C are brand new this time around.
  15. Coming straight from Lich's observations from the Loketest, to the Rel Skype group and finally to here: 214A and 214B appear to be unchanged. 236D (our new command grab) is a little bit on the slow side, it reportedly moves from where Ignis is. 214D when unsummoned is fast, estimated to be around 24F, Ignis acts before Relius can. Should work in combos. 41236B is faster too. Noticeably about 5~6 frames. 2C has less hitstun so delaying to the point where they float downward is impossible, and 41236B is smaller, making 2C>6C>41236B harder but still possible. 2C>TKj.236C still works, even at late combo. 6C>41236B works on normal ground hit.
  16. My understanding of what that tweet was talking about was that midscreen Zein didn't convert into 5B>2C>6C or 2C>6C. Nothing about corner.
  17. That's a fair point. There's no use in catastrophizing, we'll just deal with it once it comes to pass right? Thanks man.
  18. Allegedly 2C lost hitstun to the point where 2C delay 6C gatling doesn't work. 41236B was also allegedly nerfed and is - on block with a smaller hitbox. We might be boned.
  19. https://twitter.com/Super_Myoro or "@Super_Myoro" if that doesn't work.
  20. Huh, I never thought of Michigan as mid-west, but I just wanted to say GGs to A.X.I.S. and Lunakage for last Friday. It was fun. ^_^
  21. Some things to consider: in CPEX some strike-projectiles were buffed to kill doll, and unfortunately for Ignis Growler and Az's 2C are among those. This means that j.2D isn't as amazing of an approach item as it used to be. Fortunately for Relius, a character who relies a bit on frametraps, Azrael has lost his DP option for now. These are both characters that will tap your guard then keep you blocking until you are dead, however Azrael's movement is extremely limited, so 5B, 6B, 6D and 2C can make his life pretty rough. Relius' disadvantage, having to bring in Ignis, isn't as severe as he can go about it in many ways, but is also something to keep in mind. With both characters having few defensive options when pressured or in oki situations and with both characters having very powerful offense, landing the first confirm into pressure or a combo is much more important than in other match-ups. Overall I'd say that this mach-up has tilted in Relius' favor in this edition.
  22. Necro's been in bedland for awhile. I miss the guy. T_T I'd love it if he were on our team. I plan to look to the Rel skype chat for membership as it stands. Really it's gonna be fun no matter who shows up! I encourage any and all Relius players of skill levels, from beginner to god, to get in on this!
  23. But some strike projectiles like Jin's j.D and Noel's 4D seem to have missed this buff IIRC. I drew up a whole list of what did and did not hurt doll not too long ago... I consider it a buff to the moves themselves really, but that's just a matter of perspective, no real difference between viewing it one way or the other. I feel like I'm getting dangerously close to driving things off topic here so I'mma ask for PMs or if you'll bring this over to the Rel forums if you have more questions or anythin' I can help with regarding doll. ^_^"
  24. It's a weird hybrid, some sorta strike-projectile. Unlike the greater-sum of projectiles, it hurts dolls now, when it didn't in 1.1. I'm pretty sure it freezes him for yukikaze too. In this version a lot of things, like Noel's C buttons and Jin's drives hurt dolls now when they didn't in 1.1 so I'd classify it like those.
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