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Everything posted by Myoro
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Dang, I have to respect her neutral... Then where do I get out of her inevitable and excruciatingly long blockstrings? or does Relius only get a word in if he's lucky enough to get the first hit despite her neutral? Oh I did manage to find one thing that helps in this MU; that broken OD attack and defend gimmick is completely defeated by our 236A+6D gimmick, so if you can see it coming (they just popped OD in neutral so you know when it's coming) you can get her blocking like a good little girl.
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Relius has a few Tager only gimmicks, (but then again who doesn't) some things I use with much success is Led ley.. if you train yourself to Led Ley any time Tager flashes yellow on the ground, the result will be you've just avoided a spark bolt, or Tager's just pulled you through himself for a humongous punish opportunity. So long as your timing isn't too late you should recover in time for a 3C counter hit into the good stuff. I've also seen Relius do 5B->3C->236C~214A->22C->2D->airdash->followup work from midscreen. So If you have any trouble getting Ignis summoned for whatver reason, fret not there are ways to do it mid combo against Tager. 214B is great vs those who use sledge to move around. Use it toward the end of their sledge, and they'll be forced to follow up or take a 214B CH to the back. if they do follow up you'll be ready with a 3C counter on their whiff.
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I am having an especially bad time here. Any idea of how to fight her? Are there any openings in her usual pressure that we can take advantage of? Someone tell me how they deal with this match-up cuz I'm feelin' like I'm being backed into a corner even before the match starts.
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BlazBlue Question Thread - Ask your questions here!
Myoro replied to KayEff's topic in BlazBlue Gameplay
Where do you want your opponents? If you want them close by so that you may punish them, use instant block as it leaves your foe closer than normal block. Instant block even reduces your blockstun so that you may attack sooner for some tasty counter hits. If you want the opponent far away because they are doing some autopilot blockstring or you have the advantage at mid/long range go barrier. Barrier block pushes the opponent farther than normal block, but INSTANT BARRIER blocking will push the opponent even farther than that, which usually leads into one heck of a stumble by the opponent. When deciding how to block also consider your situation. If you're in the air most "non A button" that your opponent has will be AIR UNBLOCKABLE, which, contrary to the moniker means you can only block them with a barrier block. It is always a good idea to keep enough Barrier to keep yourself guarded in the air (and against crush triggers too.) Barrier is also used to negate chip damage, and so sees much good use in fights against Kokonoe and Amane (especially when your health is at extremely low.) An important thing to keep in mind is that when an attack is barrier blocked you (the defender) do not recover from blockstun for an extra frame, which can amount to a lot. Another important quality of instant blocking is that it gains you additional meter! So should there be a time when you're stuck blocking a multi hit attack you can make the best of it and mash block for a bajillion instant blocks and upwards of 50 meter for free! (Nu's Legacy edge, Tager's Magnetec wheel, Valkenhayn's Sturm Wolf, and Bang's steel rain are examples of when you'll be doing this.) -
Hey guys, found something kind of nice, a set of midscreen combos that make use of those pesky 2C fatals that hit grounded opponents. Only combo: (FC)2C->5A+B->665B->6B->jump->j.B->j.C->2C->6C->42136B->5B->5C->s.jump->j.B->j.C->j.236C->214B->airdash (3657 dmg,-10 heat) wants put away: (FC)2C->5D->665B->6B->jump->j.B->j.C->2C->6C->41236B->5B->5C->s.jump->j.B->j.C->j.236C->j.214B-> airdash (2943 dmg, +21 heat, +full bar) You can also use (FC) 2C to summon and continue into a combo, but I've got no Idea what's optimal there :/
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Ah, there's been a misunderstanding about what I meant. I was talking more about moves like Relius' 5C or 6B which start and end on the ground but can be jump canceled on hit. As a rule jumps (from the ground only) can be nullified by command specials for the spit second after they start up. Overdrive is counted as a command special by the game, so jumps from the ground can also be nullified by overdrive. because of which the following is possible for Relius: 6B->jump cancel~>Immediately overdrive->5A->2C->etc... As an added bonus canceling a jump with overdrive doesn't invoke an "Overdrive Cancel" meaning you get a full OD even though you essentially did just cancel a move into overdrive.
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Ah thought so, sorry bout that.
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I don't know if I'm late on discovering this, but if you use a jump cancel-able attack and go into Overdrive right as the jump cancel starts, it will not be counted as an "overdrive cancel" and the jump will be stopped leaving you on the ground to continue your combo. I don't know how useful this'll be as it's a little difficult to follow up without 5A in most cases, but you get full overdrive for the rest of the combo. If it doesn't have a name already I propose IOD (Instant Overdrive)
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Blazen! ~ BB:AM Abridged - Episode 04 (RELEASED)
Myoro replied to Shadow Draygon's topic in Zepp Museum
Was episode 1 funny? yes. Funny like that taste in your mouth after you wake up from being blacked out in the ball pit of a Chucky Cheese's. Funny like the subsequent realization that you live nowhere near a Chucky Cheese's and didn't actually do any drinking the day prior. That kind of funny. Suffice it to say I enjoyed it immensely, please keep up the good work! -
The other enders for midscreen standing foes is: 236A->5D~A or C cancel. A cancel puts you right smack in front of them at and essentially starts a game of, will they DP or can I do more stuff? If you've got any respect from your opponent (and I mean fear) you can go for throws/tick throws, another 2A into pressure. Of course if they DP you block and 2C for great justice. C cancel (hit or block!) put's you at advantage frame wise but at disadvantage positioning wise. You create a game of do they have an anti air/DP waiting for my decent. Normally you'd decend from the skies with a j.C or use a j.2D~B->B+C for a throw setup. If you suspect anti airs you can air backdash->j.4D for a tastly counter hit. if it's a DP, I think Barrier or another jump will work. The great thing is use of one conditions them to react the wrong way for the other, so mix it up!
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So I'm back from the lab with a find and a request. first the find. You all remember that 4D corner reset I've been searching for? found it, and I think it's even better than I could have dreamed it. It can be converted into from grabs, 2A's, and normal combo routes alike so long as; A:Ground Id Lauger has been used. and B:the combo usually ends with 4D->3C The trick is instead of the microdash->3C combo ender, you use microdash->Id lauger just as the opponent is about to touch the ground. The SMP'd combo ender flings the opponent into a sweet spot where no matter how they tech they will be forced to block Ignis' 4D. If they do not Barrier guard they will be forced to eat another combo, If they do they'll be put back in the corner for all sorts of nasty mixup stuff. If they are hit by the 4D reset, you can use this combo to desummon and completly recharge Ignis: (falling from wall bounce 4D)->236C->RC->5D->66B->TK236C->2C->6C->42136B->3C(->Tedo) for roughly 3000 dmg (or 4000 if you've got the meter needed for the job.) on top of the 3500-4500 you delt before the reset. So now the request... I have a REALLY crazy reset sting brewing that would work off of 5B in the corner requiring full Ignis health (it would provide it's own meter for usage!) But so far it's incomplete and I need help. So far it goes: ACT1: 5B->3C->236C~>214A->665C->jump->j.C->j.236C~>214B->falling j.b->2C->6C->41236B->5B->5C->4D->66-> (low to the ground) 236C. notes: approximately 4500 dmg and 30-40 meter gain in this stage. 4D reset hits ACT2: (while opponent is falling from 4D) crossunder 2C (you are now facing out of the corner)->6C (launches them behind you back into the corner)->214C->44->236C~>214A->66B->236C~>214B->(whiff)2363214C. Notes: approximately 3500 Dmg and 22 meter produced then 50 consumed in this stage. total damage is about 8000, net meter gain is about 2-12% This stage takes advantage of that one recent video's find with the glitchy rec vinum unblockable setup that summons gears even when they tech. So at this point I need an act three, something that can pick this up from the unblockable setup in act 2, preferably uses Overdrive (because setting up the unblockable will push ignis' health to 0) and does that last 5000 damage so that this production can kill the whole cast. Much thanks for any help given, Myoro =)
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I've very occasionally used Nose after val lanto or a Nadias ending to threaten the opponent while I get in, I find it useful for opponents tht have gotten wise to Val Tus and 22C. I THINK they want us to use it to set up unblockables after evading a poke with led leys (it moves Ignis out of the way of ground moves.) OR it's to be used in the Corner to threaten jump outs while Relius gets ready to block a Dp or continue pressure. Other times I've found it useful is during my pressure when I randomly pull it out (my muscle memory wants to use Tao's cat jump after 6C but am playing Relius) and my opponent jumps and backdashes to get out of my pressure and eats a Nose to the face. Also sometimes I use it in neutral and my opponent randomly down backs midscreen as a fear response to a move they never see, and they just... take the hit... Quite astounding really. O_o
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Recently I've developed a deep seated grudge against grabby people online. Ether it's the game speed, the online lag, or me just being bad, but I can't tech them for crap now. (wasn't a problem in Extend) Like, I'm blocking their Jin's auto pilot mix-up perfectly, they cross-up j.2C->land->5B->delay. I yell aloud "I CAN SEE YOUR GRAB COMING JIN!" I dynamically hold my controller up to the sky and hover my thumb over B+C. They grab. It goes through. 3000 damage. On the plus side, my Haku-men friend I play IRL (while I'm wide awake no less!) can't grab without me immediately teching. I attribute this to this game's "DBZ style 100X gravity training-esque" online experience.
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I'm sig-ing this as we speak. Comedic gold.
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I always thought Hakumen was way more chill than Jin, it's as if those 90 years he spent frozen in the boundary gave him time to cool down. Puns aside, it's nice to see a visual representation of what they meant, the Power of Order (or PoO for short) has always just been this intangible thing to me.
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*_* this is the most amazing thing
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BlazBlue Question Thread - Ask your questions here!
Myoro replied to KayEff's topic in BlazBlue Gameplay
Ah gotcha, thanks. also I don't believe FC stacks with crouching (as I dont know of any FC+crouching only combos), but a good way to confirm would be to try to append a confirm to a FC that would require the two extra frames. -
BlazBlue Question Thread - Ask your questions here!
Myoro replied to KayEff's topic in BlazBlue Gameplay
'Nother question regarding frames, whats the conversion to seconds? That is to say how many FPS is blazblue when not laggy? -
Finished testing it. The max hight 6C->41236B connect doesn't work on the following: Makoto, Hazama, Relius himself, Terumi, Azrael, Noel, Izayoi, Amane, Arakune, Rachel, Valk, and Mu Valk and Carl deserve special mention here. Midscreen 5B into 6B doesn't work on valk. Also I had no way of testing the max height 6C->41236B on carl because the little scamp gets juuuust barely out of 2C's range in my combo path making it unworkable. For the majority of these trouble makers you can simply alter the combo putting 236C in place of 41236B, but it nets you roughly 500 less damage and a feeling of emptiness. for Carl I just do a microdash 6B after the falling j.C then the ol' air ender but that does even less damage. I wouldn't even attempt this combo on Valk, but if you had your heart set on it, a falling j.C->6B is called for instead of a falling j.C->5B->6B. Seriously if anyone has any intel on how I could get 41236B to work on everyone here that'd be swell.
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Forward... 6C goes right off screen so neutral might help, but I can easily see the first j.C whiffing as a result... To the lab! experimentation ho! Addendum:So my combo I posted here earlier works off of falling j.B and j.C starters so long as you microdash as soon as you hit the ground making it a bit more conveniant. But this good news comes with a sad note, I am having a bit of trouble working this combo on Makoto and Ragna as 41236B doesn't hit them twice as it does with others like Jin Haku and bullet. I'm not completely sure it will work on them, does anyone know some way to cleanly connect 41236B from a max height 6C on such characters?
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Tragic thing is I havent gotten 2C to connect to 6C in the corner with this route, but I don't know if that means it's not possible.
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So I don't know if anyone has found this yet, (you all probably know of it or something better) but Relius can get approximatly 3000 damage in a solo meterless combo midscreen. The input is: 5B->6B->jump cancel->j.B->j.C->2C->6C->41236B->5C->jump cancel->j.B->jump cancel->j.B->j.C->j.236C It requires you to be close enough to your opponent to connect 5B to 6B which isn't always practical, but I assume that 6B and onwards can be done from any 6B confirm with good proration.
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Ah thanks! =D
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So I finally get this game and the patron god of Relius locks his video... Does anyone have any working links to this one, it was GDLK last time I watched it and I really need it now.
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[CPEX] Relius Netplay, Critique, and Self-Improvement Thread
Myoro replied to NecroTheReaper's topic in Relius Clover
So Relius back in CSE Relius became my first main, naturally I was exited to find out he apparently got leagues better in CP. After a while of playing the game I've come to the conclusion that I suck with the guy, and I think it's because I'm still playing him like I played him in CSE. When I play, Ignis dies way too fast when I try for pressure, my old party starter Val lanto seems to be a disheveled shell of it's old self, now taking her more time to recover on hit whiff so I can't follow up with 5B->3C->5D the way I used to do, and I can't 4D immediatly after to get some wise guys who think they can dash over my semi incumbant wife. The old resets patterns and gimmiks that I loved so all seem ineffective (which should be natural since this is a new game.) The problem I figure is not that I have lost the old tactics and tricks, but rather that I have nothing to replace them with. I need someone to spell out what I can now do with the father of the year that makes him so good now. Can someone tell me his new gimmiks, how his zoning works, what to do to start pressure now that Val Lanto is the way it is, how to get through the opponent's guard without Ignis dying so quickly, what to do since her regeneration takes such a long time to kick in? I have so many questions and nothing I do with the man seems to answer them...