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Myoro

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Everything posted by Myoro

  1. Known loketest 1 changes Relius: - Command throw added. - Zein does not wall-bounce, but brings the opponent back in front of you. - Lugia's start-up is longer? - Exceed is lame. - Active Flow is not activated with pressure. - Mom gauge is bigger now.
  2. I think overhead been confirmed to be 214C. Also it doesn't have drive properties, in the trailer it gave Terumi 8 heat and Ragna 5 heat, so it doesn't have the usual effect.
  3. You gotta delay 41236C to when they've wall bounced a little. It makes them float higher and you have more untech for 5B.
  4. 214A/214B gained Recovery for Rel and Ignis. 214A got faster though it doesn't do much for you in terms of reward outside of it's initial damage/blockstun. 214B also got a hurtbox on the blades and is pretty trash outside of oki. 214C's recovery is the same as it's always been. The best way to move Ignis in is j.2D/j.4D/214C those won't really steer you wrong. when she's not quite in you can 214A them if they're getting overeager or run forward and poke/anti-air them. Remember that when she's in you mix them up with 6D/2D/4D/214C/delay 214C
  5. I theorize that it'll be usable as a unblock as Relius can act independently in its duration. They have to jump to evade grab, if they jump you can hit their jump start-up. Easy unblockable. (Polt, Necro, you should totally join the Skype chat when you get the chance.)
  6. I've heard airdash academy, something that tried to do something similar, get panned for lack of credentials/accuracy. If we were to start something like that we should have an open script that can be edited by the community to buff out any misinformation. Between the all of us we ought to be able to put something great together.
  7. It's true you may have started at a deficit, but with a better mentality you can actually accelerate your skill growth at the game to catch up! Well I find the best way to go about this is to compare yourself to yourself. Simply try to do better each match then you did the one previous and you'll eventually grow very powerful. Keep track of how well you do match to match, and be give yourself time to improve. Nobody gets strong overnight. A useful tool is the replay function, which can be used catch and iron out mistakes in your gameplay. As always, asking questions to people who are experienced or doing something different with marginal success will yield results. And don't be afraid to ask your opponent what you can do better. Try to set other goals for yourself aside from winning. Goals like "Use this combo in this situation" or "Use this frametrap or oki option properly." You'll find that even if you don't win initially you'll get a sense of accomplishment by improving your skill set in this way. Finally, remember to relax and enjoy yourself. It does wonders believe me. I wish you the best of luck from this point on. Keep up the good fight. Other people here prolly have some great sage advice and I'd strongly recommend listening to what they have to say. EDIT: Sorry a bit more. When chosing a character it's important to make sure it's someone you have fun with. They will take you much further than someone who's good or simple but boring to you. That said there's no shame in alternating and using both. When fighting very strong people you have to go in with different goals, winning not being one of them. Try to learn from what they do during the match; absorb the wisdom and experience in their tech, and sure if you think you can, win.
  8. I'm just trying to wrap my head around how to abuse such a thing. If it is a command grab proper, could it not be paired with a 5B used a frame later to catch evasive jump start-up? How could we apply it fullscreen? does it work in mid air? We know that if is a command grab, it's not one of those sissy ones that whiff on low block as Carl was crouching in the trailer. but what is unknown is if the Carl was blocking, or if we can combo after the initial 1.2K damage. Relius is very clearly able to move whilst the move is active, so it's really a matter of if it'll let you hit before it techs them or not and what kind of starter it gets. What is also unknown is what input this command grab will use. The only free inputs Rel has are 623X 421X and 22D really. Unless it's one of those something's prolly been replaced.
  9. Hit effects and sound effects are changed. HUD is different. OD has a countdown timer counting how long you have left in [seconds:nanoseconds] When a burst is used there's a number in the center. Does not seem to indicate time before regen, as it ticks up as regen goes on (although it could be counting to 10) Could be my imagination but hitstop seems to be back to pre-CP levels. Several new moves for existing characters. Terumi notably has a overhead. It's a drive move from the looks of it. gets a fair bit of meter and special cancels. It looks like they gave Ignis a freekin' command grab. Nine Naoto and Hibiki confirmed OFC.
  10. ~214A>5A+B>236C~214C>66C>214C>OD>41236B>5B>2C>TKj.236C~j.214B>66A>214A>662C>4D>cross-under>3C>2363214C>6C>236D>66~Delay>6A>632146D it's neta as a 93 starting guage, <10%HP OD, ~214A meaty combo can be, but it breaks 8K and looks stylish doing it [8020DMG/-98HT/-3500IG (initially)/<10% HP OD] another version is possible with more HP, but has difficulties of its own. ~214A>5A+B>236C~214C>66C>214C>OD>41236B>5B>2C>TKj.236C~j.214B>66A>214A>662C>4D>6A>2363214C>2C>6C>632146D [8001DMG/-100HT/-3500IG (initially)/<30% HP OD] The second 6A in this version has to hit them exactly as they hit the ground from 4D to work. 5B>3C>236C~214C>662C>j.C>j.236C~j.214B>5B>2C>6C>41236B>5B>5C(2)>OD cancel jump + 4D>cross-under>6A>2363214C>6C>236C>66~delay>6A>632146D does roughly 6.8K from 50% HP OD (I lost my exact numbers) If there are ny damage adding alterations to these please speak up. It'd be awesome if we could break 7~8K from 5B or 9K from ~214A.
  11. Well 5B>3C>6D>662C is easier to confirm, it's the same as a blockstring might be from 3C and right at the point where you press 6D you know if they're in a combo or not. with 5B>3C>41236B+6D you ether have to be certain they're in a combo by the 3C or have to play with that situation where you're +! after (not so bad I know, but not as good as being like +6~10) which 3C>6D is roughly That aside 5B>3C>6D>662C>6C>41236B>2C>SIAD>j.B>j.C>5C(2)>SJ>j.B>j.C>j.236C~j.214B does 3539 damage and 5B>3C>41236B+6D>2C>SIAD>j.B>j.C>5C(2)>sj>j.B>j.C>j.236C~j.214B (The most damage and carry I could get from 41236B+6D routing for the same price) does only 3355 damage and has a good bit less carry. If you're having trouble with the 3C>6D>662C link I offer this advice, use 6D always at the last possible second before they touch the ground. That will give you more than enough time to 662C. If you just like 3C>6D+move routing, fret not; 5B>3C>5A+B + 6D>662C>6C>41236B>stuff is the optimal crush trigger combo midscreen
  12. You can always 5B>5D or just stagger 5B or 2A. both are safe although negative (Except 2A which is +1 on block). Really as solo Relius the best confirms you'll get are 2B>5B>236C and 5B>2C at close range. if you're feeling daring, reset them into crush trigger and reap the reward.
  13. Well for fighting Az in general you'll want to IB what you can; it makes him a whole lot hazardous if you can do it consistently. Stuff like 2C>6/3D ain't safe, you can mash it or DP it chicken block it or whatever you want. A lot of the general advice for blocking still applies to the man, and a lot of the posts here have valuable nuggets of info on how to discern 3D from 6D. Still the best way to not get hit by Azrael is to not afford him the opportunity to mix you up. Hazama historically has a much more dominating neutral than Azrael which you can use to your advantage, although I don't think I've played the Haz vs Azrael MU a lot at all, so other people's advice can help there. Post any issues you have in a place like this and you'll usually get good ol' informative posts in a day or two. Other threads in the character forums are equally great to post in if not more so, if you detail any issues or questions there, you'll get the info you need and you'll be one step closer to a really solid player. I wish you the best of luck!
  14. I think cheap exists in FGs. Azrael isn't it though. If this friend has a genuine interest in learning and you really want to help them block mix-ups, sit them down and teach them the often neglected basics of recording playbacks in training mode and have them set aside a little time for it. Tell them to focus on instant blocking him and they'll see improvement if things go well. Or if they're resistant or you don't particularly care and just wanted to vent about them here, do the easier thing and get them to fight a strong Valk and say "at least I'm not playing that character" like the rest of us. >_> I'll say the same thing I'd say to your friend: you've been faced with something you don't like, what are you going to do from here?
  15. When in Rome, do as the Romans do. Also is this a thing? I've not heard anything about it.
  16. The combo thread, she is beautiful now!
  17. Click the * by the character's names for all the juicy frame data bits! http://www.dustloop.com/wiki/index.php?title=BBCPE/Carl_Clover/Frame_Data ^for your convenience. Some of the data is old/wrong/missing, but a lot of it is reliable.
  18. Character combo rate also plays a role in things. As a result there are many situations with a good P2s but small damage into a high damage move will break even or even have less damage output than just one or two moves into said high damage move even if the P2 on the preceding moves are worse. Between character combo rate and the division of moves in your combo timer, for a lot of characters "less is more" in terms of number of smaller damage connective hits to damage. Also jab's P2 is often around 70~75% which is pretty terrible by itself but comes paired relatively minuscule damage. If you can avoid jabs, do so. As a general rule, standing moves have better proration and damage values than their air and crouching counterparts, and unweildly larger start-up moves tend to be better for your combos.
  19. Well the character just got much better then. Awesome news! =) I couldn't imagine Relius with constant blue Regen on Ignis. Kruh. How much stronger would you say this makes Haku, if we were to quantify it?
  20. I can't do stuff like P1 or P2, but I went ahead and documented changes to Relius damage and minimal damage of distortions and such as well as which "Strike Projectiles" de-summon Ignis now. j.C damage was nerfed by 100 now does 660DMG airthrow damage was buffed by 100 to 1400DMG ~214C (Id Zein) does 1200DMG and is Rel's strongest single hitting move now OD vinum does 220 damage per hit and does 6 more hits, but lasts roughly the same amount of time. opponents are forced into crouch on any hit and no matter what move is used it seems they cannot be teched out of Vinum. OD adds no damage to any moves whatsoever, except distortions Tedo's minimum damage seems to be 1035DMG OD Tedo's minimum damage seems to be 1322DMG while normal vinum seems to have a minimum of 350DMG OD Vinum seems to have a minimum damage of 429DMG Normal Bios seems to have a minimum of 800DMG OD Bios seems to have a minimum of 960DMG The rest is basically correct on the wiki.turn's out j.B's damage is just the same lol. Noel's entire moveset now with the exception of 4D, optic barrel, j.236236D, and 632146D gunshots seem to hurt Ignis now Jin's 623D(1) and his 5D now, but she's unaffected by j.D and 2D still Terumi's 5D j.D and j.2D hurt her now Amane's 5D, and j.Ds desummon her. 6D and 236D~X still do nothing to her Kokonoe's 5C and j.C now desummon Ignis Arakune's 5D now desummons her Azrael's 2C and growler now desummon her Bullet's 5C now desummons her Space parry doesn't interact with Ignis aside from guard-pointing her attack, but the follow-up can desummon her Litchi's 5C(e) desummons her now :Rachel's 5B and 2B now desummon her On a happier note 2B has a better midscreen confirm from max range by following into 5B>236C>2D>5B>2C>6C>etc It's more damaging and more cost effective than using 2B>5B>6D>663C>6D>662C. The 2D buff makes this possible (It's like they gave Ignis 1.0 Gad Leis) I may make a list of moves that do not affect Ignis if nobody beats me to it. stay tuned!
  21. Oh right, it's been so long I forgot about 236BBC>214AA. Yeah do that one. (I need to get back into this game)
  22. Grab>OMC>5AA>2B(2)>2A+B>236B>B>A>(optional moonsmash) is generally what I go for. Grab>OMC>5A>5B(1)>2B(2)>2A+B>236BBA also works sometimes I think you can also get away with 2A+B>DP>236236B or occasionally 2A+B>236B>DP>236236B if you need that special in there.
  23. I play BB when I can (Which with me taking a summer semester has gotten rarer.)
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