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Everything posted by Myoro
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I do this and I get 3C looped by Haku-men.
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Can you test this at point blank 3C and max range 3C because I think distance matters and that at closer ranges it may be impossible. (but I have a hard enough time pulling it off as is so I dunno.)
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Good luck Errol! I hope you win it!
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Yeah, I've had matches go instantly bullet-time (no pun here) when I land that turnaround 2C/5B/CA/2363214C, but it was too instant to have been lag switching or something dirty like that. I wonder if divine providence is on their side... I ought to make a sacrifice to gain the lag god's favor. Ever had a heroic moment of overcoming lag to clench victory? Now THAT'S a good feeling.
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I dunno, if you're making more mistakes than your opponent, aren't they outplaying you? Aren't playing better by making fewer errors? You can learn to make fewer errors to the point that you don't make any (lag withstanding.) It'd be like someone who was just told all the combos, set-ups and nuance of playing a character fighting someone who's had practice with the combos, set-ups and nuance of said character. The person who has had practice will likely beat the other guy even though they both have the same knowledge for the sole fact they will have gained precision through practice with that said character, and won't be fumbling their inputs like someone who never has played the character might. I think this would count as outplaying the opponent, because the precision of their inputs was superior. What I'm saying is, you as a player are responsible for everything that leads you to losing, with the exception of lag. If said thing is not a problem for the opponent and they win as a result of it, then they are outplaying you in that regard.
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"(a) 41236B>6B>TKj.236C>2C>6C>236C~214A>(5B>2C>4D>)3C" [3165(3594)DMG/+22(25)HT/-1000(-2000) "(a) 41236B>5C(1)>j.C>j.236C>5B>2C>6C>236C>3C" [3442DMG/+24HT/IG free] It looks like it should work on anyone. You have to hit their legs with 41236B to get 5C to come out after, and you have to neutral jump into j.C if you're near the corner yourself or the spacing for 236C will not be to your liking. How 236C>3C works is that you use the little arcing motion 2C and 6C make the opponent do to make the first few active frames of 236C whiff so that the recovery is lessened and you can get 3C or 5B out. I took the liberty of making s'more combos (a) 41236B>5C(2)>j.C>j.236C>5B>2C>6C>236C>3C [3527DMG/+25HT/IG free] minor adjustment, but unless you're going for j.214B, 5C(2) always seems to net a little more damage. (a) 41236B>5C(2)>forward jump>j.C>j.236C>5B>2C>236C>5B>2C>6C>5A+B>3C [4123DMG/+2HT/IG free] This makes what it spends during the combo. you can start with 0 heat and do this combo. Requires that 41236B hit high enough that 5C can connect. (a) 41236B>5B>5C>j.B>delay>j.236C>5B>2C>6C>236C>3C [3507DMG/+25HT/IG free] I think that this is the safest route though. (a) 41236B>5B>6B>TKj.236C>665C>2C>236C>5B>2C>6C>5A+B>3C [3806DMG/+/-0HT/IG free] you can do this one if you have 1 starting heat. Here's some that actually use Ignis: (a) 41236B>5B>236C~214A>665C>jump back>j.C>j.236C>5B>2C>6C>5A+B>3C [4246DMG/+3HT/-1000IG] (a) 41236B>5B>236C~214A>665C>jump back>j.C>j.236C>5B>2C>6C>5A+B>5C>2C>4D>3C [4615DMG/+3HT/-2000IG] (a) 41236B>5B>236C~214A>665C>jump back>j.C>j.236C>5B>2C>6C>4D>3C [4084DMG/+29HT/-2000IG]
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So WakeUpDP, firstly, what's a good nickname I can call you, secondly are you gonna update the OP sometime?
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Sure does! He can actually do screen carry by having you orbit him until his magnetism runs out.
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I usually do j.B/C start>microdash>any combination of 2A, 5B, 2B, 5C, 2C that leaves me just in range of 3C>3C>jump>BAIT EVERYTHING>j.B/j.C>microdash If I have respect I'll do stuff like 5B>665B or 3C>delay>airdash j.A>j.B>microdash If I wanna get tricky and they're not all the way in the corner I'll do: j.B/j.C>microdash>3C>jump over>j.B crossup (Have a plan for if 3C hits) You can use 41236B off of anything so long as you don't think they'll expect it. max range 5B or 3C>41236B>2A is a good pressure reset.
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3 things, 1.thanks for the suggestion! ^_^ 2. Don't run away, that's the worst thing you can do on just about anyone who isn't Tager or Kagura. after a de-summon the list of best-worst things you can do goes as follows: Best: Solo combo>solo pressure>run away>get hit :worst My greatest recommendation is falling j.B/C their wake-up because you score a free solo combo if it hits, still retain most of your solo pressure options upon landing, can safely guard against DPs. If you're ever by yourself, just keep pressuring as if you had Ignis but be weary that your opponent can do stuff now. Usually the opponent will ether be so overjoyed at their psudo-freedom, that they'll do something stupid like try to anti-air you after 3C when you can doublejump and j.C them for justice, or they'll think Relius is somehow powerless now that Ignis is gone and go for blood while unbeknownst to them you can still use your solo tactics and RC combos. If you can get them in pressure, you can ether waste time with IAD j.A and 5C in your blockstrings, or you can go for a solo combo. Doing ether will get Ignis back in no time while keeping the opponent corner locked. Another simple solution is "Never run out of Ignis" which is made possible by a skillful combination of tight budgeting in neutral and mix-up, Ignis saving combos, and successful Ignis oki leading into de-summon combos for a replenished Ignis. 3. Yes I do. I think most characters will have a potential alternate costume by BB4, and I could see this being Relius'.
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On the defensive, without meter for a counter assault, "block gud" and "Pray" are Relius' two options. An experienced Relius does a combination of the two at all times.
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Soooo, I'm starting to think we should make some optimal corner, and close to corner combos for 4D, 6C, and 41236B starters, because they have SMP and need to be addressed differently. Right now I'm going to use these ones I'm listing, but I want better. Corner: (Ground hit=(g), air hit=(a)) (g)6C>236C>214A>41236B>5B>5C>j.B>j.236C>665B>5C>4D>3C [4035DMG/+28HT/-2000IG] (g)6C>236C>214A>41236B>5B>5C(1)>j.B>j.236C>3C [3494DMG/+25HT/-1000IG] (g)41236B>5B>3C>665C>jump back>j.C>j.236C>5B>2C>6C>4D>3C [4151DMG/+29HT/-2000IG] (g)41236B>5B>3C>665C>jump back>j.C>j.236C>5B>2C>6C>22A [4023DMG/+28HT/-1000IG] (g)41236B>5B>3C>236C~214A>665C>jump back>j.C>j.236C>5B>2C>6C>5A+B>5C>4D>3C [4532DMG/+4HT/-2000IG]---\ }Both make the heat they use (g)41236B>5B>3C>236C~214A>665C>jump back>j.C>j.236C>5B>2C>6C>5A+B>3C [4295DMG/+3HT/-1000IG]-------------/ (a)4D>3C>236C~214A>665C>jump back>j.C>236C>5B>2C>6C>41236B>3C [3579DMG/+25HT/-2000IG] (a)4D>5C>neutral jump>j.C>j.236C>5B>2C>6C>41236B>5C>2C>236C>3C [3403 DMG/+24HT/-1000IG] (This 1000 IG version is tricky for some characters, but I think it may be possible on everyone if you change the timing on the 236C so that it hits on the last active frame. and occasionally add a microdash to the 3C, I know it works on jin) (a)4D>2C>236C>5B>2C>6C>41236B>6B>TKj.236C>3C [3164DMG/+22HT/-1000IG] (^ I think it works on everybody as well, it's a lot easier too. You Have to use 2C to make them go too high and have first few active frames of 236C whiff. This is how 236C>5B/3C works. the key to set up the Ideal height for many cast members is to aim for the legs with 2C not the feet or crotch.) I can't do air hit 41236B starter right now, it's too late at night.
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As of recent Koko's j.A in particular has been the source of my crushing losses. It beats everything I've tried to throw at it, how does one deal with it?
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Dustloop vs. Gamefaqs 10v10 When?! June 20th @ 7PM EST! Date Pushed!
Myoro replied to Nerd455's topic in BlazBlue Online Play
Ugh, we got crushed. I wanna rematch with Peroth. I got completely shut down and I need to know how to deal with that Koko. -
Make's me more upset when they're not honestly. When I fight Ragnas I don't know I fight them assuming they will be, and lose when they aren't.
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So, uh, sorry for double post, but I gotta ask. Necro, is there some special way to get 662C to work after 3C>6D>IAD j.b? They keep teching before I hit the ground -_-"
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It's to get them to the ideal height for j.B to hit them on the way down to pick up the combo. If you use 5C(2) then j.B will still hit, but j.214B will hit them afterwords and spoil your combo. If you're using my Ignis saving combos and do 5B>3C>236C~214A>665C>j.C>j.236C>5B>2C>6C>41236C>3C then you can do both hits of 5C because you don't have to worry about j.214B, however you must then worry about how closely you use j.C, because the 6C has a nasty habit of going offscreen whiffing (This can be solved by neutral jumping or backwords jumping after 5C, as stated before 3C can be swapped out for 5B>5C>4D>cross-up tus/Geara Act oki.)
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WHOA Awesome!!! *_*
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Relius with screen carry? HAS SCIENCE GONE TOO FAR!!? Here's a wonderful co-lab combo Necro and I did for 100% screen carry, no meter, and great seigi: 5B>3C>Jump + 6D>falling j.B>662C>6C>214C>IAD>land>IAD>j.B>j.C>j.8D>land>superjump>j.B>j.C>j.236C>j.214A>airdash [3422/+24HT/-4800IG] and an Ignis saving version that has the same screen carry does 90 less damage and is a little easier to do for me. 5B>3C>Jump + 6D>falling j.B>662C>6C>214C>IAD>land>IAD>late j.B>5B>6B>superjump>j.B>j.C>j.236C~214A>airdash [3310/+23HT/-3800IG] Also if you switch out that bolded 5B for a j.C you get 20 more damage for a bit of execution.
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I have a solution that I use. Fight them once to see if they're super laggy than say, "sorry but I can't play well in lag" afterwords. BTW Necro, we have lag matches every now and then, what do I appear as to you bar wise?
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Maybe someone rolls past you outta the corner and you have 50+ Ignis and punish with 5B?
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Sounds like a solid deal! Should we add it to the 1.1 combo list?
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I think you can get a Tkj.236C~214A out after you land from the 8D if that helps at all
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Could you use ~j.214A at the end to make it go full corner to corner? or maybe 236C~214A>663C after 8D?
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Okay, I think we can we can get even more if we do: IAD at the opponent during the first 2 hits of Tus>land>IAD>j.B>j.C>j.8D>land>SJ.B>j.C>j.236C~j.214B>airdash