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Everything posted by Myoro
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"Gonna Take You for a Ride" starts playing Got any vids of the new characters in action? or just that one link?
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[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Myoro replied to Anne's topic in BlazBlue Gameplay
I'd prefer Skull Girls style teams honestly. Imagine it, my team of Litchi Mu and Rachel turning the screen into a complete freekin' mess. It'd be called "Team Occupy Screen" Or I could go team doll with Carl Cel and Rel. Krug, I kinda want this even though it'd mean every other team would get an inferno divider assist... -
Historically it's been to offset the chip and unconfirmed hits high movement characters avoid that the more sluggish characters have to block and endure. Other reasons I can think of are if a character has a few strong defensive options or generally safe high yield pressure or a play-style that revolves around dominance at fullscreen. I can't really speak for how changes in value as trivial as 50~100 HP would factor in to anything. It's prolly for flavor or something. As for Seth, Numbers were crunched and his health was buffed to somewhere between 8750~10000 HP now.
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If you're looking for an easy answer, play Nu. She doesn't often put herself in situations where she can be DP'd with most of her mix-up options now being mid~far range. learn how to keep them out of that range and bully them, and at that point you only need to call out the most yolo of DP-ers, who use the things as pokes or counterpokes.
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[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Myoro replied to Anne's topic in BlazBlue Gameplay
May want to check the PS-store website, I find a lot of stuff archieved there that isn't on the US PS-store, like Dissidia012 for the PSVita and so on. I selected "United Kingdom" for a region on that website and still managed to find what I /think/ are all the BB games for sale sans CPEX (I say think because without an EU PSN I don't think I could buy these and fittingly haven't been given the option to do so. I did find the hilarious tagline "Experience respect, honor and ultimate fighting on the PS3" which made the whole thing worth it for me) -
His 6A is very important this time around, as its hard knockdown sets up really good unblockables. 214A and j.B seem to be less relevant, and 5B and j.xD have had an expectable rise in usage with his dash buffs and j.B nerfs. 3C is still usable as it's only about -4 on block now. As always 6D is godlike for pressure strings and frame traps, only this time around it can't whiff for being too close. 2C is good for resetting pressure on ones lonesome or in tandem with use of 6D all because it jump cancels on block now. Tus is still good from 3C and 6A knockdowns catching most options from knockdown, and when used after j.xD it can still be applied at neutral with 4D and 2D and 22B/C as alternate options to catch people trying to work around it. uhhh did I miss anything guys?
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Ah! thanks a ton!! =)
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Not sure if it's what you'd meant but I added an ad to my sig. Time to usher in the Relius era!
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[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Myoro replied to Anne's topic in BlazBlue Gameplay
One way around this is to meaty with the ~214A follow-up after a severely delayed 236C (to the point where they tech'd and you're almost at the last cancelable frame) from there you can do 5B>236C~214C>665C(1)>jump>j.C>j.236C~j.214B That'll be all 3 follow-ups. -
Does Tao have any safejump set-ups off of anything besides jump loop? like off of 3C or j.4D(1)~A oki?
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Thanks for the reply LordSpectreX! Not sure if this is the right place to post this, but Dusty, SWD, and I started a Relius Skype group. If anyone wants in PM me or post or something, we want people to join.
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This numbers among my favorite changes in this edition. I'm guessing 5B is still S though, what with it being faster than her 5A.
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Did 2B get changed from an S starter? or is this combo just really tight?
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The problem with that is that 6A is still 6A. 26 frames of noticable start-up, can't be feinted. j.C is 12 frames and can transition better into barrier feints and such while cheaply continuing into pressure from said feints. Also j.C nullifies certain DP options such as Tager 360/720 and Relius 2363214C I believe, making it a better option in those situations. 6A would be better for damage but there's a reason it's not used in unblockables.
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no prob! I'll search for it, it the mean time keep trying!
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Just do 6A>236D>2B>(5C or 2C)>j.C on 6A knockdown what this does is forces them to tech or get another combo started. If they don't neutral tech (meaning they just lie there, quick get up, or roll) they will get comboed into 2B>5C>2C>TKj.236C/236C>whatever, or if they do tech 2B will whiff, 5C/2C won't come out, 2B will recover, you can jump and j.C them on the way down as 236D's yoyo comes back. The j.C still loses to DP iirc but whatev'. This is my understanding of it. I haven't been able to test this specific OS myself, but it's comes recommended to me by a very trusted source. Let me know how it works. As for the perfect unblockable, there's a couple ways to get something that's truly unblockable. there's the conventional way which is to meaty with both a high and a low, the unconventional way of just timing it on a blocking for and hoping they don't jump, and then there's the floating Geara Act trick which I'll explain right now. Floating Geara Act is kinda a unique set-up that transforms Geara Act from a low to an unblockable. Basically as the name implies you make Ignis use Geara act while airborne. What this does is make it so Geara Act cannot be blocked low because it will whiff, and it can't be blocked high because it retains low hitting property, also because it can't be blocked low it doesn't lose low property until it hits as it can't be removed with blocking. As a result any time while Floating Geara is active you can hit high and they can't block it because if they stand they will be hit by the unblockable Geara Act. EDIT: I've been informed that you hit them with rising j.C after 2B and that you have to hit them from a certain height with 6A to get the amount of untech that makes this work. you meaty their neutral recovery with j.C and 236D and barrier if you think they'll DP.
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[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Myoro replied to Anne's topic in BlazBlue Gameplay
I think the property of Teru's D moves got altered instead of Ignis. Most projectiles will still get eaten by the wife with no damage done to her. I think Teru's j.D and 5D may have gone up a notch on the spectrum of proj ~ phys, but then again I remember Noel's gun normals desummoning her recently (got clipped and de-summoned by a j.C I think?) so who can say? I wonder if Jin's 5D/2D has had a similar effect now... Hard to say right now. -
Thanks for the response! I'll continue to try it each time. Admittedly in cross-up scenarios it seems a little counter intuitive, but I want to get good to the point where I can 2C to catch a jump out then SIADj.B>j.C>2C>6C>214C/241236B. Mid combo every bit of carry is important, and could decide the difference between getting 6A and getting j.214B oki, (or worse me whiffing 6A oki 'x') so if there's even little things like this that I can do to optimize my Relius play I'll take them. On to my next subject though, what are you guys doing at neutral? I find that 214B is too slow and has become easier to poke Ignis out of (as she's gained a hurtbox on her blades a couple frames before she completes the attack,) I find that 214A is too high cost and too low yield to use as a poke (and now is much less safe.) And 214C while still fantastic is harder to put into key areas and also whiffs more due to its bigger, but sadly more realistic hitboxes. On the topic of sandwich, I found something smooth as heck. the first few frames of summon transition into sandwich, so jump>airdash~j.D>crossover with airdash momentum will put you into sandwich state for free. On another topic I believe the CH hitstun of air hit j.6D and air hit j.2D has greatly increased. So much so that confirms into damage are almost too easy. I need to know how to use j.xD more effectively in my air to air in general. Contrary to its intended effect stalking stops 214B>airdash>j.8D from winning my air combat for me as Ignis dawdles at the opposite side of the stage. I also feel like once the opponent gets air superiority it's over for Rel and he has to block, no hitboxes that hit above him is really rough. Relius has 5A 5C 6B 2C j.A dash under>5B j.B+C and block as effective responses to air attacks, but is there anyone who's found a method of winning air to air with Relius? Perhaps I could follow up 214B with TKj.236C to make an opponent who's used both their air options to block, what with its large anti-air hitbox then use Ignis who's on her way back from stalk mode to keep them blocking and put them in pressure... Iunno.
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[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Myoro replied to Anne's topic in BlazBlue Gameplay
Well one thing is that 5D/j.D seem to de-summon Ignis now, which feels pretty big in the match-up. -
how do you Super IAD well off of 2C? I can't get anywhere near consistent with it, and before I develop muscle memory for 5B>2C>3C>6D>662C>6C>41236B>5C(1)>2C>sj>j.B>j.C>j.236C~j.214B I want to learn this superior version instead. Also is it possible to 2C>SIAD>j.B>j.C>662C>sj.B>j.B>j.C>j.236C~j.214B for cross-up? Any advice helps!
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[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Myoro replied to Anne's topic in BlazBlue Gameplay
This game is killing me, blockstrings in CSE didn't change for my character much in CP, but in CPEX are way different. How do you make your old habits vanish super quick? Because this is getting me slaughtered. The little things like 2C instead of 3C for blockstrings, and j.B not covering air to air the same way are messing with my head super bad. I'm going to keep practicing, but is there anything beyond that that you guys do when transitioning games to help develop new muscle memory patterns and set-play? -
I find that 5B>3C>st.6D>662C>R.6C>214C works just as easily w/o the led ley. I find it hard not to do this sometimes...
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It's more about putting delay into 6C than 41236B in most cases, however if you 41236B instantly you will doom the combo. This will help, try the combo but when 6C hits don't follow up. You'll get a feel for how long you have to delay the 41236B and you'll see that it drops them quite a bit further than you'd expect. During any given 2C>6C>41236B chain, the goal is usually to hit on the last frame possible as it keeps them low to the ground and this combo is no exception. So from TKj.236C, your combo should look like this: TKj.236C>5C(1) at last moment possible>2C as soon as possible>6C at last second possible>41236B at last second possible. Using this method I've gotten them almost touching the ground after 6C During both 5C(1)s in this combo should be delayed so that they hit an inch off the ground, as it helps the timing of everything that comes afterwords. This combo isn't without its flexability though, as TKj.236C offers a large window to correct past mistakes, and 2C>6C>41236B has a bit of leeway as well to help pick up any slack. If all parts are done perfectly the opponent will be low enough to be hit by 2363214C after 6C which is also a height where 41236B will work every time.
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[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Myoro replied to Anne's topic in BlazBlue Gameplay
Rock 'em Sock 'em Robots? -
So 6B>j.B>j.C>delay>>>>>5B>5A+B>2C>TKj.236C>5B>2C>last frame 236C>665B>2C>6C>41236B>3C>2363214C>5C(2)>2C is an applicable answer to challenge 20 for Relius. Still has 50 Gauge at the end too hilariously enough. Relius' new dash is glitchy as heck. Try dashing, walking backwords for a half second then standing still, you'll see Relius slide forward for a moment while standing still. I wonder if this can be used... That 4B+C combo I did earlier also works BTW. Still need numbers on it tho. Also super weird is the fact that non summoned 214B comes out quicker than summoned 214B to the point where 2C>6C>214B only works if Ignis is de-summoned.