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Myoro

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Everything posted by Myoro

  1. Does Lanto not work? Try lyra, that does wonders for backdashes and you don't risk going near Ada or putting Ignis in harms way. If Ada's trying to 46D you I see no reason not to punch her if she's in front of you (use 2B from a small distance to not get 623D'd, and combo into Lanto to catch carl) If she's behind you then just keep dashing at Carl until you're out of her range and bait his backdash with 5B->6D or somethin'. If being near the corner prevent's this use led ley->6D to bait this, because Carl can't get away.
  2. If I'm at neutral I usually just keep rushing him in a way that j.XD will hit/ make carl block and tank the projectile simultaneously. If I can't physically set that up it means he's far enough away for me to safely jump over it. If for some reason he's got one out while you're pressuring him 6D/4D depending on direction it's coming from is good, but jump/ley+ignis move is just as good. 214A can steam roll it Nirvana and Carl at the same time. You might also be able to "catch" it with 22X like we can with Izayoy's sonic sabres. For the lolz you know.
  3. Ah thanks Angry Guy! I know what I'm trying when I get home. So far my highest damage has been AHFC2C->665C->2C->6C->41236B->5B->5C->Superjump->j.B->j.C->j.236C~>j.214B for 3100 damage. I wonder if I can replace the 5B for a 5C to get even more from this or maybe put in an extra jump->j.B->j.C->land->6B or something. Other characters get 5000 off a Fatals with much better hit boxes, so I'mma try make this one as worth it as possible.
  4. 214A would also work on ground FC2C so really it works on all FCs 2C is kind of a nuisance cuz it needs to get confirmed 5 different ways to be optimal. Let's let AH=Air hit and GH=grounded hit AHFC2C needs ether a dash 5C or 2C or Tus (if that's what your into) GHFC2C needs 5D cancel->665B/66B or 5A+B to connect optimally AH2C needs short delay 6C GH2C and blocked GH2C needs 3C and blocked AH2C needs delayed 3C But all of this can be easy mode-ed and confirmed into 214A to at least get them blocking at the cost of a ton of Ignis meter and your Sayan pride. Now I've got questions of my own, what's the most damage off of AHFC2C Relius can do without confirming into Tus? also what kind of FC corner combos do we have? I've just been confirming into my normal routes. In fact, I haven't really used the FC property for more than getting 5C->2C->6C->41236B to work and for solo 6B->j.B->j.C->2C->6C->41236B shenanigans. Does it actually let us get damage that we couldn't get before?
  5. Most of the stuff you're using is pretty good, for 6A you can also just use 6D->665B->3C->jump+6D->falling j.B->2C->6C->41236B->5B->5C->superjump->j.B->j.C->j.236C~>j.214B->airdash from light starters like jabs you can: 5A->5B->3C->jump+6D->falling j.B->2C->6C->236C~>214B for alright damage midscreen in the corner off a 5A->5B->3C-> or a B+C-> you can go into: 236C~>214A->5C (one hit)->jump->j.C->j.236C~>j.214B->falling j.B->2C->6C->4D->3C (optional distortion) For FC 2C I recommend using: air hit FC2C->665C->2C->6C->41236B->5B->5C->superjump->j.B->j.C->j.236C~>j.214B->airdash as it does the most damage I've been able to get with it so far. As for the Vinum glitch reset, you can convert any 41236B from your everyday corner combo into a SMP'd 236C~>214B->vinum
  6. Good midscreen Bnb is: Anything>3C->jump forward+6D->falling j.B->2C->6C->41236B->5B->5C->superjump->j.B->j.C->j.236C~j.214B (Though if you have 4+ moves before 3C or you started with a jab you need to turn 41236B into 236C~>214B) An addendum to Poultry's corner combo: 5B->3C->236C~>214A->665C (one hit)->jump forward->j.C->j.236C~j.214B->falling j.B->2C->6C->41236B->5B->5C->4D->3C->(optional DD) is the optimal no-OD corner damage route. If there are any hits before 5B you need to annex the bolded parts, and if it's a jab or a throw starter you need to get rid of 41236B too. 6A->236C can also go into the full version.
  7. GGs OmniSScythe I spent most of those matches trying to download you and got destroyed for it while feeling almost no gain for it. Usually I can see what needs to be done to defeat an enemy by match 4 but... =P It must be that you're genuinely good at this game, unlike me who's just got general knowledge of Relius, you actually know how to play a fighting game.
  8. If you look at the damage being dealt, you'll notice it's insane. Definitely some abyss vibes going on here.
  9. B-but that's fighting dirty. Pride's like the one thing we've got right now. That and abad_lime apparently.
  10. I'm surprised more players here aren't joining G-FAX side for the challenge of it...
  11. God........ dangit. I thought we were out of the woods with this one, but that's arount the distance most Black Hole set-up are anyway no?
  12. Kurushii you are the actual best! Thank you!
  13. I think I heard Koko's sliding Hitbox way expanded so that folks didn't have to change combo paths just for her, (Like Relius' 236C~214A->665B has to become 662B to pick her up right now) can anyone confirm this for me?
  14. I can only tell you my experience with it, once you change a color you get placed on a scale of wins vs. losses against your own color. for instance Player "A" and "B" become yellow squares. Player "A" and "B" now must ether win 10 times to become orange or lose 10 times to become lime green. Player "A" wins a match against player "B". Now player "A" can only have 9 wins or 11 losses before they change color, whereas player "B" must win 11 times or lose 9 times to change color. That's how it's seemed to work in my experience, although I have no hard fact to back it up and I don't know the exact number of wins and losses needed to change, or it they are weighted in a 1:1 ratio, or what the cap of stored wins you can have as a pink are.
  15. All I know is that most the instakill combos have to be redrawn for Shadow Kanji, the new king of damage sponges.
  16. Guysguysguys. Take a look at the character select page. Where do you think Rise and Ken would be put on there? Most likely in one of the FOUR static-ey boxes to the sides of the current roster. My guess is that an additional two characters will be added to fill the other slots as DLC or otherwise. One will probably be Adachi as he's been teased relentlessly. While it admittedly is not much to go on, Arc hates redesigning the character select screens, which is what led me to accurately guessing Kokonoe would become playable in BBCP.
  17. I never much cared for CSE 214C. However I was madly in love with CSE 214A As long as Relius himself isn't canceling the recovery of a move it's normal OD.
  18. Vinum gives you time to summon Ignis and then use 236D which costs very little if she's out. And if you're in the corner you can just jump over them and do 236C->214A->2C->6C->22A->4D->3C->unblockable setup.
  19. When supposedly bad defense characters like Kokonoe get frame 4 head invuln and a good hitbox on a 6A that confirms into more damage on normal hit. At least it could be worse, they could just force us to anti air with 6B...
  20. Nope you've brought me right back to pet peeves. Who's big idea was 7th Frame head invuln on an anti air that has worse vertical reach than most character's 5Bs??
  21. What's risky about 2C in this situation? if it catches a block you just delay a second cancel it into 3C, then a jump cancel if that's blocked too. (Works every time for me) If it whiffs that would mean she's been blown over you and the wind has in all likeliness blown her out of punish range, or through some oddity they undershot where they were trying to go and still can't reach you in time.
  22. When did this happen? I always thought 5A was 6 frames on startup and 2A was 5. This changes things I guess. Time for some solo Relius Hazama like stagger BS methinks. Doesn't really change that 2A is better in almost every way, but if they're running in why are you jabbing in the first place?
  23. Does this have to do with Terumi? (Why even use 5A? 2A is faster and hits crouching enemies too.)
  24. ^This+Mac's avatar creates a very lulzy effect.
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