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Myoro

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Everything posted by Myoro

  1. Clearly that was the imagery I was trying to invoke. This went exactly as planned.
  2. beat me to it...
  3. Arakune is the next in line for most quality, after Tager that is. Edit: added link EditEdit: more links
  4. So does anyone know a good corner combo that leads to the opponent air teching in a way that lets you reset with 4D? In CSE I remember (5B->3C->236C~>214A->6C->214A->5C->jump->j.B->j.236C~>j.214A->falling j.C->2C) working extremely well. It didn't abuse Ignis much, did about 4000 damage and often left the opponent higher up believing they could do a forward air tech over you to escape, as Relius looks as if he is stuck recovering from lengthy crouching move with no plausible route to punish his airborne adversary (except of course for Ignis who is lying in wait.) This time around though 2C seems ineffective because it's been made better! 2C now forces the opponent to tech lower to the ground, which only in this case, is bad. Because Relius is right in front of them when they tech in the corner, he still remains both a threat after they tech so they don't have the illusion of freedom to tempt them to forward tech into Ignis' trap. Even worse, Relius' presence close quarters makes the opponent's instinct to barrier guard, which would ruin the reset, that much more compelling. Ignis is also fully visable which also encourages further caution.To top it all off it the opponent neutral techs they will tech so low that 4D will only graze the very top of their hitbox and the wall bounce will be so low that following up with (236C->Rapid->5D desummon->5C->stuff while Ignis regens) is much more difficult, (however it is worth mentioning that if they barrier block the 4D after neutral teching Relius can get a very good mixup opportunity because Relius is free to do any high low shenanigans he so chooses as they descend into the corner) That being said the prime reason reason I find 2C is not effective is the fact that, as they are Teching in close proximity to him, he is vulnerable to Invincable reversals like inferno divider which will just plow through your reset and kill your momentum. Logically, we need something that techs the opponent closer to where the old route did. The more discrete, damaging, and Ignis efficient the better. Because 236C and j.236C also tech the opponent pretty low, I was thinking an SMP'd version of the two might work, but if the reset always takes place off of something as conspicuous as a SMP'd id lauger, which is obviously meant to end a combo, people will catch on quick and ready their defensive measures. Also an good combo from (4D punish->236C->Rapid-> Desummon) into damage and Ignis recovery would be nice, if anyone has one. Thanks in advance for any help!
  5. As far as I know burst baiting usually consists of jump canceling and blocking after a hit that you think your opponent will burst. Some characters have other ways of killing and punishing anticipated bursts, Relius can Led Ley right through them, Tager can use his spark bolt charge because it deflects projectiles, Bang can use his drive, Theoretically any projectile invincible, guard point, or catch move will work but I don't know for certain. Another option is using a move that will keep you out of the burst's hitbox (Hazama players sometimes follow 236236B with 214D~B because people have a nasty tendency to mash burst after Houtenjin, this leads to a whiffed burst and humongous damage.) The key is identifying your opponent's burst habits. Do they immediately burst the first time they get hit? Do they only burst when cornered? do they like to burst to fling you back into a corner (I do this)? Do they burst when they get reset by you out of saltyness? If you know when the opponent will burst all you must do is figure out a method that works with your character.
  6. Yeah, when that happened I was thinking "they're already deviating from the plot quite a bit... maybe, just maybe..." I was sorely disappointed. I don't like noel in the games, but I can deal with her. The anime one just needs to die.
  7. No sane man uses 2D against Haku and isn't airborne immediately afterwords (or so I'd like to think.) But yeah, BOLO for Reliuses players like me who bait haku's 2D every time with a jump. In the matches I've had, against my Haku maining friend, 623A (his command dash, I think it is,) really has worked out for him when trying to get past my neutral. Could just be that I'm scrubby enough never to expect it coming and call it out though.
  8. When will fruit stand guy be playable? He's clearly the villain behind everything.
  9. So where's the guide to using Japanese playstation store? I have the code to download Terumi but I've no idea of how to use it...
  10. This is what the world has been missing. I eagerly await the first episode.
  11. Thanks for the speedy responses! ^_^ This is beautiful, I need to add this as well as many other tricks to my gameplay. My fundamentals have been good enough to win matches with bullet, but my mix-ups and mind-games as of late haven't given me the ability to dominate matches. Any other tips tricks or gimmiks? or places I can find them?
  12. So I read on the wiki in the okizeme section that her drive is apparently canceled to follow up with normal mixup if the opponent keeps guarding. Do they simply mean that I should holw the button until the drive expires? or is there some input that actually cancels it?
  13. This one Thanks! you're the best!
  14. But... she's been out one day and people have already got unblockable setups, 5700 meterless in the corner + oki/chip setup, and that accursed black hole move... The fireball disappearing on block is good to know, as well as the fact that most of her normals are slow, despite her high speed. I don't know what it is, but having watched Kokonoe, something about Relius' match-up in particular unsettles me...
  15. Can we get a v.s. Kokonoe match-up thread up, alledgedly we're getting bodied, blitzed, unblock-ably resetted, and then killed. Please help (I'm scared:sweatdrop:) Exactly what can Relius hope to do in this match-up to win? I do have some useful stuff though. I think, based on footage cuz my order hasn't arrived yet, J.8D will devour her kokoball, making her subsequent rush in, other tactics somewhat less safe, it can also cover your entry via air dash when a kokoball is in play. Anyone care to test stuff out?
  16. Thank you so much everyone! ^_^
  17. Liar Haze (22C I believe) Has invincibility? can it be used to bait DPs? Is it also throw invincible?
  18. So, been a while since I checked up on UNIB. There're some things I wanted to ask. Is there anywhere I can view the characters movesets and explanations akin to the Dustloop Wiki's coverage of GG BB and P4A characters? Is there a place where the various systems and terminology in the game are explained I.E. Veil off, guard vorpal, etc.etc. Is there an archive for tourney videos? or perhaps a youtube page? Any place with a ton of vids I can enjoy, without sifting through pages and pages of stuff? Finally, and perhaps most importantly, why is Akatsuki nicknamed "The Jew Puncher?"
  19. @necro It all depends on whether you have Ignis gauge or not, If you do, by all means dash in. If you don't have Ignis meter then you still might want to dash in if you think the opponent can be easily pressured or you can get past their defensive options and do a 236->RC combo to restore Ignis and put your opponent in the corner. However, if you think you are better off recovering Ignis gauge from afar then do the extra jump->j.b. I personally go for the extra jump-j.b against Makoto and Tager, because at a distance I feel relatively safe sitting 30 feet away waitin' for my kill juice to return. Tager takes a lifetime to make up that distance and can't wake-up command grab you from half a screen away, also from that distance his sparkbolt can be leis'd on reaction. Makoto, from that distance, has to cross your mid-range reach again, which is a pain for her every time. That said j.214b->AD should be what you go for most times.
  20. Can anyone make headway in this matchup? It seems to be insanely in his favor. His mixups are insanely quick, unpredictable, and for the most part safe. Relius' lack of defensive options has us hurting here, once he's on you he'll probably get through your guard in no time flat. Led leis, god love it, is useless here because all of his neutral consists of moves that will recover long before you finish your twirl. If you do twirl make sure you use 2D to cover you as Ignis will be jabbed out of all else. His lack of defensive options are pretty exploitable too, once you touch his guard you can pretty much do what Relius does best with impunity, however your mixup options are worse than his and your pressure is on a timer. Attempts at zoning are easily stymied by his ability to take flight as a wolf, (as I'm sure you're aware, 90% of relius' zoning goes away when your opponent is airborne.) 2C and 6B being situational here also does little to help against his air approaches. After you're knocked down, and believe me you will be, If Valk tries to get oki in wolf form he cannot block your gears distortion, make use of that fact as it is often a move Valks forget about. My best advice during this match is to make any hit count for as much as it can, do not get bursted or counter assaulted, and above all else, never relent and give Valk a chance to get momentum. To this end combo resets and close range solo Relius stalling tactics (IE Air dash j.A, elongating blockstrings through delaying inputs, and the ever important 3C->jump cancel 9->falling j.b/j.c pressure reset) are invaluable. keep this monster pinned or taking damage.
  21. So does Relius get any shiny new reset combos? does anyone know what is optimal for leading into them? Does anyone know what should be done from the reset?
  22. How sure are you 'bout that?
  23. Bowling Ball when the opponent's knocked down midscreen. In the corner do a well timed cat jump (214D)-> j.C when your opponent is about to wake up. It overheads crouchers, auto corrects if the opponent rolls out, and can be barrier block is possible throughout the whole cat jump animation if you suspect DPs. If for whatever reason the opponent isn't all the way in the corner Cat jump will cross them up too =3. After cat spirit 2 finisher you will most likely land before them. Anticipate how they're going to descend and make it hell for them all the way down to the ground. Use an air unblockable if they think they can simply descend normally, 6C is fun if you can send them back into the corner. If they even think about barrier blocking your air unblockable stuff, get ready with an air grab and make them regret it. If they try to do air attacks to cover their descent (a common technique with tager and Hakumen) cross under them and use 2D. they won't be able to turn around mid flight, so they won't be able to hit you out of 2D, and meanwhile you'll get a delicious counter hit. I have no idea what to do with encore enders. (I don't have this game yet, so the strategies I've listed here are from CSE, but still functional to my knowledge.) Get used to Tao's various methods of moving around the screen; Cat jump, sticky kitty, ESPECIALLY CRAWLING, the often forgot about [2]~8D, Triple jumping/double air dashing, all of the drives and drive cancels, you know, the good stuff. The goal of Tao when she's on the defensive is to not get hit, and to not have to block. You'll want to return to neutral, where you are hailed as a god. Most times this is accomplished by avoiding the enemies attacks completely. So work on that. other than that get combos, blockstrings, n' mixups down and yer golden. ;D
  24. Yo, so anyone else in Michigan preordered BBCP and not had it arrive yet? I preordered waaaay back in March, so if it's just me I'mma gonna get worried. I'm super pumped for Youmacon, but if it doesn't arrive soon people there are gonna blow me out of the water.
  25. That's why he's got a magic circle immobilizing it. The circle shows up in Hazama's and Tsubaki's too I think.
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