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Myoro

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Everything posted by Myoro

  1. New moves!? that's alot more extreme than I thought it was going to be.
  2. Info I have still places him pretty low, despite his vast improvements in CP, is that wrong? What I'd meant in my earlier is that awful things tend to happen to the guy, and with his matchups against half the cast still being tear inducingly sad (I'm talking mu-12 here.) and Koko's drive being of greater utility in nearly every way while still maintaining a magnetism gimmick, I'm completely convinced that the Devs hate him. But we can both agree he needs to get buffed some more, but I'm not optimistic.
  3. It's cute that you think Tager's low tier curse will be broken by something as simple as a patch. If that really is your hope you better make a few ritual sacrifices to your luck god of choice. But yeah, if the patch is coming to the PS3 in April as someone here theorized, that means the American version will not have it included, as it comes out in march and must be operating Identically to the Japanese version for Netplay reasons. Edit: Wow, sorry, I really did just come and rain on your parade with this post. I hope I'm wrong about all of this, so you can get your buffs and we can get our patch.
  4. But then there's Goro, who is to Makoto mains what Ryo is to us Relius mains. A mighty god of sorts. Out of all the pro's I've seen, Goro uses Makoto to her highest potential, and while Makoto may not have much, he seems to make every bit of her count. I've yet to see an exceptionally capable Bullet, but I think she may be something scary in the right hands (I can't wait to see a burst get blocked by afterburner's projectile armor.) I think with the upcoming balance patch, and a little luck, we'll see some deadly Bullets.
  5. So a lot of Vita games are PS3 compatible (that is to say you can face a PS3 player with your vita copy of the game.) If that's true of this vita version, then we can expect any updates to gameplay (Including potentially Celica) to show up on the PS3 version as well, right?
  6. I just have burst bound to R3, but you all may be using stick.
  7. Haha, like a blackhole, there is no real escape from moderators Welcome to Dustloop! Learn, Laugh, Socialize, and have a good time.
  8. I started to play Relius because Lanto countered D spam so well. (I liked how he played so I kept going with him) The link in my sig is symbolic of that fateful day.
  9. kinky stuff, I came here in hopes of fighting Necro's Relius with my own, but you've just reminded me that your controllers are all broken... Now who's gonna show me how it's done?
  10. Not even from Arizona, but I have to complement your wit here.
  11. Months you say? It's been a couple years and I'm finally winning some matches legitly, (against the current BB climate no less.) If a couple months have you down, you gotta amp up the enthusiasm. Anyway, you can only learn so much facing your foes repetitively. If you want to get better, take what happened in that last match where got you beaten into training mode until you can dissect the situations that got you damaged in, then practice solutions you come up with. After a while of doing this, you'll notice patterns in your opponent's gameplay, and you can apply your various solutions to counter them with excellent precision. Then you will start conquering your foes. After doing this again and again you gain true experience.
  12. So I've been trying to find things that chain with fatal counter, and for the purpose of making deadlier combos with them I'l write them down here. 5C->6C 5C->lanto 5C->tk lauger 6C, even when Fatal, is well known to screw up peoples combo paths with as it has repeat prioration, and is needed later on in the combo. Using FC 6C->236C->214A->5C(2)->214A->5C->stuff, I've managed to get to get roughly 4200 damage easy, without a distortion. I can only imagine how much someone competent with FG math could get with such links and more. I will test these particular links more as time goes on, but we should at least have a complete list of Fatal exclusive links for the purpose of better combo building.
  13. I don't touch their health, I believe in the good in people, as foolish as that may be. But I am at times rewarded for that belief by people who will alert me to them being back with a backdash or something. If they go AFK you could just go fullscreen in most cases to be immune from that 5 seconds left jab... unless you're playing a projectile user. Anyway, if they have to rely on shady tactics like that there's no way they'll take the other two rounds.
  14. Most of that info is accurate, but by the time you IB yourself 50 meter she'll have nearly that much herself and you'll sill be dangerously corner against kokonoe's neutral. Next time she touches you she won't have to do a unbreakable pressure string to set up black hole it will just happen. Kinda the same argument as "Well you could just burst." That is to say you do have a point that it's not a instant death sentence, but it's pretty darn close. Incidently, Would Instant Barrier-ing her phisical attacks push her far enough away to escape?
  15. You fought this guy too?? (word for word, that is they guy I faced yesterday, he first used Jin, then Ragna, then Koko, which was a mistake because she didn't provide an exploitable DP and was subjected to my unbridled mix-ups and frame traps. 2nd round Perfect+astral->rage quit.)
  16. Unless you're fighting Tager, it's rarely a bad idea to ley when a distortion is used outside of a combo. Ley shouldn't be bad for avoiding j.2D if you can have Ignis clean up the mess left over. Is 236A+2D/6D useful here?
  17. Actually his 2C is jump cancelable on block if I recall correctly, and it goes pretty well into j.2D annoyingly enough. It's super easy to see coming, but I don't think we'll get anything but a tradeing blow between j.2D and our 5A unless you IB 2C. (Incidentally I can't IB for crap...)
  18. This, until they send the hate-mail. (In the cases where the opponent got angry because I kept phasing though their telegraphed DPs and bursts, I keep the hate-mail as a badge of honor. 236A DP dodge->[CH]3C->236A burst dodge 4 lyfe)
  19. The 6D inbetween 41236B is a great tool, but in more situations than not it is a crutch, as with proper timing you can rid yourself of its need, and the Ignis cost is best put elsewhere (I think it will actually hurt the combo's damage and in some cases cause the combo to end premature, unless I'm mistaken.) So while it is good to temporary fix, outside of correcting the occasional timing error, or connecting 41236B first and second hits in situations in which it would normally be impossible, you'd be better off without it. As for timing, just keep at it, once you get the rhythm behind Relius moves, it's so easy that even I can do it.
  20. I never feel like I'm playing this MU right, like Jin I have no clue where to get out of his pressure, but have no trouble blocking it until I get grabbed, but unlike Jin I can never tell how to go about his neutral. Is there any way to get him other than to out poke him with 5B or to 2C his occasional j.D poke attempt? Anyone have any tips at all against him?
  21. Make them afraid to DP. Teach them that Relius is not one to be messed with, and that dependency is a dangerous thing. Ley is a powerful teaching tool in that regard, if you so much as think they are going to ID use it, and get the punish. Once a Ragna has 50 meter the chance they'll use ID increases exponentially, as they can use a rapid to save their hide from the tanning it so rightly deserves, Ley doesn't give them the chance to rapid, so take advantage of the opponent's naivete of this. If you do block and they do rapid, get ready to 4D, because the overwhelming majority of Ragnas will just gracefully j.C their way into a counter hit. Against most Ragnas, I honestly feel that mixup is to trying to trick them into DPing your guard by doing things that look scary. Take note of what situation they're in when they do it, or what move they have just blocked, the next time they're in that situation block instead of attack and they get blown up. I know Lanto is a popular DP bait, as well as 2D(1) (everyone and their grandma knows that you can do a invulnerable move inbetween the gap in 2D, what they don't know is that we know that too.) In the corner, mixup is often as simple as load 236D->forward jump->barrier block as they finish teching. If they don't DP you still have the chance to mix them up.
  22. The reason is the wife. She doesn't care in the least about chains. With ignis out, Superjump->land->immediatly Tus. The result will be a flying val tus that more times than not will make a chaining Hazama's situation get tense. Also keep in mind that if this guy A cancels his chains he's gotta land, and we've got a fun new 22X series to play with. One more thing, something I've noticed, whenever a Hazama neutral techs far away immediately 214B. I don't know why it is, but every Hazama I've faced always jumps backwards too late doesn't guard, and gets hit by it. It's a really weird pattern, but it seems to be consistent and it'll get you in practically free. Final note, 4D like you've never 4D'd before.
  23. Part of me wants to learn the combo to be stylish, another part wants people to not be certain that naiads is the end of a midscreen combo. The more my opponent second guesses themselves the better. Is that combo Valk only??
  24. I may be re-inventing the wheel, or there may be better options out there, but whatever the case I have a Relius only corner combo from CH 3C. CH 3C->jump cancel->falling j.C->2C->236C->665B->6B->TKj.236C->2C->6C->41236B->3C->(optional Distortion) Dmg:3343/Heat+24/IG+full (Dmg~4000/heat-26/IG=9000 if Tedo)
  25. *Applause* To me a game's purpose is to have fun, following that, a fighting game's purpose is to have fun fighting other players. The way I see it, if you're lying that's just handicapping other player's not making yourself better...
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