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Everything posted by NecroTheReaper
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[CPEX] Relius Clover Gameplay Discussion
NecroTheReaper replied to HARD_BREAD's topic in Relius Clover
If it had of worked, I would've abused it every round start lol. I tried it, it still lost, cuz its forward range doesn't compare. Typically there's the rule of "if spaced right, its good" but all of Relius' air options need you to sit your ass right on top of them. There's no "spacing" while in the air, its usually use j.xD to keep them blocking, but obviously, this isn't 100% reliable. Maybe about 40-60% reliable xD, but this also implies that people are mashing buttons at a range far enough that j.xD would hit them without getting tapped out. -
I don't mind the nagging too much, but man. Every time I hear somethins goin on, there's also somethin local happening xD we have a local festival goin on over here. Luckily no one actuallh expects me to go sonce we'd br there for.hours and I'd probably die of sunburn
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[CPEX] Relius Clover Gameplay Discussion
NecroTheReaper replied to HARD_BREAD's topic in Relius Clover
Your j.A would still stuff our j.B out of startup. Its also still got a more forward bitbox even thougb it does have a larger hurtbox to accompany it. Do you remember how many times I tried to figure.out how to beat your round start wind dash j.A before I found out 5A was the only thing that could do anything about it? -
[CPEX] Relius Clover Gameplay Discussion
NecroTheReaper replied to HARD_BREAD's topic in Relius Clover
I think it'd be cool if ignis move costs were halved or even removed entirely for the duration of OD. She already doesn't die in OD, so its not like it would change it too much, but we could get more damaging or more full corner carry combos without using any resources outside of OD. Armor on moves would be cool too, but I feel like it could get outta hand. Also, what if we could special cancel ignis normals while in OD? Like 6D>214C. Anyway, we're sorta in the midrange of ODs, so I wont complain too much, but I feel rather than ours being too weak, its just a matter of others being really strong. What I'd really like is a legit functioning air to air. Something that doesn't get beat by every j.A. fighting Ragna's has made me hate our air to air because he can j.A us out of anything, even if he wiffs a j.C (corner, me above him). Maybe we just need a more forward j.A hitbox, but losing most air to air fights is frustrating. -
I'll try and show up for once. I got nagged at anime fest to come to locals more often than never xD. So, P4AU good? It was kinda dead when.I tried the first one, a fresh game sounds great to get into, but I preordered the English ed since.it comes out this month.
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Yeah. In short my post was saying its a useless mechanic with a cool outcome. Gapless pressure does kill people who'd rather DP though.
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Guard bonus does sound like quite the useless mechanic. The only characters I can think of that are capable of making gapless pressure more than once per blockstring are Relius and Rachel. Relius would have to give up mixup in exchange for gapless pressure, plus a lot of doll meter, so its not really gonna happen from him. I don't think Rachel is able to keep up her gapless high-low stuff running long enough for guard bonus to even kick in since its like 5 seconds with NO gaps. The only way I could force the AI to get guard bonus in Ex was doing Tao 5B>j.A>j.2B>j.C loop on a standing, blocking bot. Its a cool defense mechanic, but so few characters don't even have the means to cause it to happen.
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I'm curious about a different part of the same combo. Is there a reason to use 236A over 236B? Somethin about using 236B made things easier for me, specifically when trying to pick up with dash 2B (his dash drives me insane). I decided to try out Carmine cuz everyone was telling me that being a Relius and A.B.A main, I'd love his gameplay.
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Ggs to Blackwing, SenaxLuna, and anyone else I played in ranked today. I just recently started applying dash barrier to my play, and its actually done stuff. What? No clue, but its done stuff.
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Because we all know no characters in BB have a vortex -sarcasm-. But I suppose that if its only against characters that have a vortex, its less of an issue so I'll stop myself.
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But thats when they require IBing to play defensively, which in a game with as much netplay as this, is kinda unreasonable. Offline its a different story, unless your monitor/tv has delay, its all your own ability. That's why I had brought up having a larger IB frame buffer for netplay exclusively.
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What I wish they'd do is fix heat gain on the defensive side. I can go from 100% to 10% and not even reach 40 heat. So if a high mixup character like Valk hits me, the only thing I can do is die?
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I havnt seen all of Hazama's notes, so I can't say too much. I suppose from where he is currently, since 2.0 isnt out yet and a lot of what we know is based on a single loketest and assumption.
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I don't like to pretend to know everything about a character, so what would you suggest Blackwing to even up Hazama to a standard B+ to A- tier?
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I'll agree with that. Mostly because what's the purpose of the meter if Hazama doesn't lose any options if he's used up all his resource? Especially when he gets it back instantly if it hits. I do think though that if they're gonna touch Haz's neutral, it might be fair to make combos a bit easier (not better/more damaging).
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Yes, as in all of a character's provided moveset meshes well and gives them their playstyle that WORKS. Making all the tools of the character work in the way as intended. I'm not sayin there should be no bad matchups, but bad matchups because the tools aren't working together shouldn't happen.
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Mac knows what hes talkin about.
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I'd say a good point to try and bring people either up or down to is the level of Jin. He was good in 1.0, got some small nerfs in 1.1, but was still balanced and better than he was in Ex. I think the fact that his damage went UP in a game where average damage was lowered, but he's not broken ass OP or trash tier.
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His pressure is really good, its his mixup that's bad. Its all based around multiple simple mixups that try to make. Anyway, I'm content as long as the 3C stays the same. Nerf other things that make people upset, like how they already did away with the corner only fuzzy guard by reducing j.B's attack level. Anyway, I feel that barrier pushback kills too many characters as it is now. My character excluded, a lot of people get shut out almost instantly when barrier is brought to the field. When bad pressure characters are forced to go with even more unsafe options, its a sad day. Also, while i doubt this would get put in, it would be nice to have an extended buffer for instant blocking while online. Its what, 5f right now? Maybe 1 or 2 frames more would make online less of a pain. Anyway, none of those were really a huge thing, so I guess I'll end here.
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If you think nerfing those three while nerfing every other character is in good balance, you... I can't even say anything. Dont tunnel vision on the higher tiers, cuz lower tiers got wrecked as well.
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I can't tell if you're making fun of me or emphasizing my point... -cry- xD Balancing to low tier rather than to an agreeable midpoint just sounds in bad taste.
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I'm not accustom to being better than everyone, otherwise why the hell would I sub Kagura? Point null and void. You lack sympathy because you always bring up ypur character and complain about her being low tier or everyone else being better. WE GET IT. But comparing a 26 charactwr cast to one low tier character when there'smore characters better than her than not better.iisn't gonna help things. She needs help, not nerf everyone to her levels and below
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I liked Ex better than CP, but thats neither here nor there. But yeah, a lot of people don't seem like they're liking the patch. Some bad characters only got worse, and some good characters went straight to terrible, its just a mess.
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Holding every character to the standard of Tsubaki is also silly. What I'm sayin is they did a lot of changes from Ex to CP to speed the game up. Now they're removing a ton of threatening aspects of characters and making their gameplay more difficult to run, which is kinda counter intuitive given what the changes were made for.
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I want everyone to be good. This patch doesn't seem like it did that. Making everyone terrible just makes things sound... not so fun. So far it looks like instead of a character having a strength and a weakness, they just butchered their strength and didn't give much to compensate for it. Honestly, I really hope the patch isn't finalized. This is really gonna kill my enthusiasm for playing if there's only a handful of characters left intact.