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Everything posted by Myoro
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Need advise on not having to block forever.
Myoro replied to crimsonstardust's topic in Beginner Mode
I've got some advice for ya! 1. Depending on who you play and what games this concerns this conversation becomes veeeery different so if you could supply that info that'd be super. 2. Concerning BB, because that game is all I really have any hint of expertise with, do you ever find yourself with a surplus of gauge? In BBCP counter assaults are a very reliable option for those who do not wish to be on the defensive. 3. Your instinct to block is not wrong, but you may lack the tools to take proper advantage of it, as stated earlier Instant Blocking and Instant Barrier are powerful defensive tools and can be employed to obliterate one's foes. Instant Block (or IB) reduces the amount of time you're stuck blocking and leaves the foe closer for punishment. This can be used to make almost punishable moves in blockstrings punishable, for instance Hazama's 2A->5B->3C->214D~A is pretty solid and is + on block so can be recycled neigh infinatly, the only place I as a relius can get out is by using 5A on 214D~A which doesn't yield a lot of damage for all the effort and concentration it takes to pull off. By IB-ing the 3C I now have enough time to use 2C to catch his 214D~A and get a fatal for a metric ton of damage. Instant Barrier works differently, as you may know Barrier pushes the opponent further away than a normal block. Instant Barrier (or IBar) pushes the opponent much further away. This is useful to catch close range fighters off guard. If you Ibar the attack before an overhead attempt, more times than not they'll end up hilariously whiffing for much punishment. 4. My final piece of advice is to learn every character to some degree so you have a good idea of what they'll do next, so you can take the appropriate action while blocking. -
So I did something almost not to be believed in this fight, and it's somewhat relevant here. We're all familiar with Bang's new DD grab by now, it blows up jumping and zoning pretty good. What isn't common knowledge is: TUS BEATS IT!!! That's right if you zone using 214C and Ignis is behind you, his distortion will get blown up because Ignis will immediately slash him for extreme justice. I haven't had the time to lab it for consistency, but it is at least possible.
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Would any other impoverished gentlemen be in attendance of WSU? or is that just me?
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Problem here is that if it does take OD to combo from, then it's gonna be obvious which one you're gonna use in which situations. Additionally, one should not be using OD out of combos in the first place, much less for an already risky resource consuming telegraphed mix-up. It might be good to use with left over OD after a combo, but I can't really think of a situation where you'd not have used all of your gauge or OD by then.
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What if it had redonkulously good P1, or maybe reverse prorate? They gotta do something with it, cuz not being combo-able kinda defeats the purpose of it mixing up... Also I know it's speculation at this point, but I'd bet the farm that OD "A" Orochi was combo-able and the two of them have a yin/yang thing going on. "B" combos out of OD "A" combos in OD.
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Urp, you may have missed something. That said, I've just detailed my experience in this matchup to give the guy a general gist of what to do, my statements are by no means the final word in all of this. I've been brushin' up on main man Relius, and have neglected my subs as of late... ( eheheh...) But seriously, if someone who was actually competent could get down here and help, we wouldn't have problems. I think.
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Herp Derp, I meant to say the only moves that don't tip you off by having her crouch. It's the indicator I use to stop prowling.
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Now ya see, the problem here is if you use the wife to get in the Hazama can ether B-cancel out of the way, or possibly even D-cancel because you're still locked in animation. Usually by the time Relius covers half the screen to punish a whiff chain, Hazama is in sunny Mexico.
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How do I deal with this guy's command grab gimmicks? For someone who gets in so easily against us, he shouldn't have Bloody Fangs... >_< In fact, how do I play defensively against Hazama at all? I can't Anti-Air him because ?D->j.B/j.C/j.2C is somehow legit at beating 2C. And when he gets in all his stuff is ether plus on block or cancel-able into landing, jumping, or 214D~A. I want to do to him what Relius did to him at the end of his CSE arcade mode. Tell me how to make this happen. Heck, I need more than just that. I need to know when Hazama is at his weakest and how to take advantage of that, because against the standard Hazama I see no openings.
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Does prowl work to avoid w.j.A? if it does we can get out of pressure free.
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There's the Relish Crowbar way of doing things. Bowling ball his wake-up and defend until he blocks that, then overhead him to make him stand and lose his charge, or get hit and combo'd. Or be a MAN and use j.236236D to OUT DP HIM.
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Gah! what are people doing that a scrub like me has to come to the aid of those in need? Sorry for the delay! Anyway, let me preface this by saying that you should take this discussion and questions of this nature to the \Matchup Threads/ for those who may have the same questions in the future (so other folks who've got the same questions can find their answers!) Without further ado, Mu-12's range is definitely something to be respected, but as a Tao player you have forsaken respect by default. Let's discuss the big players at work here; 5C is a huge and quick hitbox with a dirty little secret, it can be low profiled. Use prowl to make Mu look foolish for using this move and close in for a punish. It's not a bad idea to start a round out crawling, as the only moves she has that can hit you crawling are sword of decimation, her DP, Distortions, and lazorz. J.C: If she's trying to win air to air with Tao there is something seriously wrong here. I suppose the way to beat this is to get higher up, which isn't the hardest thing with Tao. After you accomplish that j.B/j.2B/j.4D/j.2D/falling j.C are all applicable. j.2C: Mu's air to ground, if you're in her face like a good kitty, then this is a non issue. It's slow as molasses but hard to anti-air. Iad j.A this for giggles, or just crawl under it if you don't feel like dealing with it. 2C: your biggest problem, The god anti air. like all others it can be baited with jumps and backdashes, always keep aware of this. Sword of Decimation: If they're using this in neutral, they may want to get a brain scan. During pressure If they get smart and charge for unblockable, you can time a backdash I believe, or just strait up CH 6C them. Steins: ever play bullet hell? no? well just dodge about and close in on Mu, if you tap her guard, the Lazers go away. If the stein is horizontally parallel with you, then you can prowl it after it fires and CH mu for a little damage as she rushes in. These things really can't keep up with you if you are bouncing across the screen like the crazed beastkin you are. That tacky electric ball: Aim for where it is not for where it will be and you'll be fine most the time. The DP: her last line of defense, bait it as you would any anti air. Then crush her dreams. OOOOOkay now for Hazammy... (Spoilers cats beat snakes) Don't let him fool you with his anti airs and his Serpent's Infernal Rapture, he is a rushdown character, who is outclassed in this fight. His tools: 2A, 5B pressure is annoying if they do it right, it's a game they win if they catch you mashing and you win if you catch them dashing. 2C: scary scary, this anti air is really good, but is extremely punishable, analyse his patterns bait and destroy. 214D~A: this move is + on block, so don't mash after it, 5A will beat it I believe, but you can IB the previous move for a better punish. 214D~B: this is neigh unpunishable if you block it in the air, and boy do they know it, use ground approaches to get around it or make it whiff. Ouroburos: Most characters have problems with these, but we're talking Tao so we don't give a flying cat. Learn the dead angles of his attacks and dart between them. I don't know if prowl->6A still works on his 5D, but if it does make use of it for a nice air unblockable counter. IB chains to make 6A work better. Serpent's Infernal Rapping (err... Rapture): Does he have 50 gauge? Did you just knock him down? Cat jump->4A+B for a bait that doesn't get soggy even in milk. Bloody Fangs: his command grab (ugh.) you'll be in the air 90% of the time so this'll be when he has pressure on you, just chicken barrier and watch out for airgrab attempts. AAAAAAAAAAANNNND that sums up my knowledge as of right now. For general Tao tips consult someone else here, (Because I haven't really dove in since CSE.) Best of luck to ya!
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So I'm almost certain this has to have been found by now, but on the 1% chance it hasn't I'll post it here. 6D, and Overdrive 6D are counted as different moves and don't get Repeat Proration from one another. also the first hit of 6D doesn't experience repeat prioration, so the near corner combo trick where only the first hit hits and the follow-up doesn't come out can still be continued with another 6D later on.
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Close low air tech? You all know what that means! 4DReset Citayyyyyyyy!
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Ooh, Relish's new groundbounce Gad Ley is weeeeeiiiirrrrrd: http://youtu.be/AOeMJ1pE-tM 14:33 for one example of it, but there's another earlier on. I wonder what we'll get from it?
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And you would be wrong there scout, Only Koko and maybe valk have matchups that bad. I'd say this matchup is probably 5.5-4.5, or 6-4 at worst. What Makoto has in versatility she lacks in range one IB Barrier any you're out of her range and she's into yours. Conversely 214A is great for rushing her down, but you have to establish pressure for that. If she's dashing in a you 5B and 2B are your answers. In CP Makoto's dash starts out slower but gains speed, which makes it more difficult for a Relius to gauge when to use his moves to keep her out. Timing these is of the essence, because after she gets hit by or blocks one of these is just about the only chance you can get to start your momentum and win the match. Tips Always hold on to 50% meter so that if she corners you, simply counter assault something that is lengthy and not jump cancelable for great justice. This shouldn't be too hard to do because you should almost always have the Ignis meter you need for her combos, as you won't need to use any of it on ineffective zoning, so for the most part you will not need the 50% gauge for solo Relius combos. When she neutral techs a 3C ender there's about a 60% chance a corona upper is coming, so be prepared for that. Tus can keep her in place after a knockdown, so don't be afraid to abuse it to recycle your pressure.
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It's different when you actually work on a game. Me, my friends, and other co-workers are having trouble balancing an turn based RPG we're making of all things, I'm really glad we didn't start out trying to make a FG, because we would have been obliterated by the daunting nature of that task. And to tweak things still requires that you know the full picture. Nerf character "A" in way "B" so that characters "C-F" stands a chance may seem simple, but then character "A" has a impossibly bad time against characters "G-K." And when you consider that you have to do several changes to several characters the whole ordeal gets more complex.
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A group, always. Heck, if I had solitary control of any FG it'd be very different and probably not likable, and I consider myself one of the more fair people out there when it comes to decision making. If you're trying to make a game for more than one person, it should be tested by and altered by more than one person.
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To be fair, I think you or I would be salty if our character actually got nerfed.
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That's a negative ghost rider, the input is just A+B+C. But if you want it to be easier, just go to button options and change it to r# or something (that's what I did and I'm lovin' it) Ninja'd
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*A face of true despair* If this is true I'm not going to download this patch.
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Big question: Are they gonna make new challenges? for some characters, this patch removes the possibility of the challenge mode combos working.
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Maybe the SMP will get moved to a later hit and you can use it to ground a foe in a combo.
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[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Myoro replied to HiagoX's topic in Makoto Nanaya
Who knows? maybe 6B ground bounce was all she ever needed all along? Whatever the case, she's in my prayers. -
[CP1.1] Makoto Nanaya's Gameplay Discussion - When's 2.0?
Myoro replied to HiagoX's topic in Makoto Nanaya
The plot thickens.