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NecroTheReaper

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Everything posted by NecroTheReaper

  1. Ggs again to lobby... which I think i only went against shadowclaw and rawrgoesnyan. And man Surf, that last thing you said kinda made you seem like a dick :/ makes you sound like a guy who'd go around and stomp on noobs and say "lol you suck, why you even play BB?"
  2. When my 5A wiffs on a running animation x.x why?
  3. Now the button is mash backdash xD; though one it gets punished I have learned to 4AB. Every once in a while though (mostly on air tech) the C mash shows its face sadly
  4. Well there's not exactly a healthy supply of izayoi's to get some MU exp with so I try and play my usual game... which with how high Izayoi's jump is, doesnt work very well xD also that CA is so... idk the word for it. Ggs though :O
  5. Personally I play the AI until I'm able to use pokes and such accordingly as well as working on hit confiring. I don't use this as a way to get better as much as I use it to learn spacing, since imo, that's the biggest change when switching characters. After I feel confident enough, I play that character against friends online
  6. Vol Tedo should be used as more of a call out than a reversal. Its got invul, but only like, the 8th frame. Works great on people airdashing xD. But Vinum... yeah, they just wanted to make it stupid with the transition from Ex to CP. There was nothing wrong with 632146C, it was reliable and quick to put in. Now it just takes to long to hit the input.
  7. Well Gad Leis is becoming more reliable in 1.1, but if Relius had a meterless reversal he'd be rediculous. Granted, I think they should give Vinum some more vertical reach, like have some gears form walls on both sides of his body. When characters like Valk and Tao have better super reversals.it irks me xD
  8. Well now we just gotta wait for the patch so everything will give us oki xD
  9. So, slightly off topic (sorta like a personal wish) anyone wish 214D had like a 45f startup, useablr in the air, and moderately tracked even if it meant a 6A nerf (idk how it'd be possible to nerf an overhead this bad, but you know)
  10. I just felt like specifying 214C since its our go-to oki tool. You bait their dp first, bait there delay tech next, then do the greengrab combo third xD
  11. So goin through the roster tryin to find myself at least one dedicated sub, I picked up Nu in training mode to see how I liked her combos and such, and I was wondering what should your combos end with if a gravity well combo doesn't put them in the corner? I see 5C>6C>236C on almost all of the combos in the OP and noticed it wiffs if you're not close enough to the corner.
  12. Interestingly enough, if you 214C immediately after a 3C knockdown and they emergency tech, doing a meaty grab will ALWAYS greengrab combo into it. Granted, a lot of people delay tech Relius' pressure, but if you mix this in on those who you pick up a new combo on and/or mash dp, gets you 4.2k meterless. Edit: aorborn hit 3C alters the timing -very- slightly so its not as straightforward as I thought.
  13. Just tried it and they tech before j.236C can connect :/ I guess if I really wanted that 3C oki I could just go 41236B>3C but I worry if the combos long enough to regen ignis Edit: itll regen even a bluebar ignis to at least half, guess this should be my go to combo xD thanks.
  14. I forgot to clarify solo combos xD; usually when I resort to throws, its during stagger pressure while ignis recharges, so I'm stuck by myself and 50 heat. Corner as well btw.
  15. So out of curiosity, anyone have a corner throw>lauger RC combo that recharges ignis and gives some oki? Best I could get was grab>236C RC>66B>2369C>2C>6C>22A, but I'd rather get a path that that ends with 3C obviously
  16. Ggs Chemical_Love, I thought I had a pretty good grasp on the neutral for Relius vs Kagura. Oh well, I got one of my finest moments recorded, a successful jc.OD combo even though it blue beat.
  17. Lots of things in BB are taking advantage of the devs screw-ups. Biggest case: Kokonoe. And this is less of a glitch and more of an exploit of a small moment of opportunity in Bang's arsenal. Kara cancels in general are somewhat of a glitch, people use em.
  18. There's hard links that aren't practical at all, clearly not intended to be doable. All I'm sayin is you can't just say "glitches are cheats" when there's plenty of games that use them in a competitive environment.
  19. Especially when you have to put in a rediculous amount of effort for the glitch, I mean, 3 successful attempts out of a probably exaggerated 100? Sounds more skill based than anything else lol.
  20. If you're in the air right on top of her, pretty much any j.D move will beat out her D moves. They all have projectile attribute and ignis absorbs projectiles. j.214B is a great tool to bait a lot of her stuff and its getting buffed in the patch. Also, outside of 50 heat for gatling gun DD, she can't do anything except anticipate or jump out of a meaty grab setup (and you can just OS jump with BC+4D). Optic Barrel can be a pain, but it has gaps, and Relius can exploit those gaps. Full screen away, her C optic barrel cant hit, so if you backstep it (dunno how many actives it has, may be impossible) and hit 214B after, she either has to block, jump, or get CH'd trying to get another optic barrel out. If you wanna make things simple, just try to stay at or slightly outside of 5B max range and use j.xD moves to close in. Noel doesn't have a poke to really challenge us (though she does have a better air to air game). Also, a 214C in pressure can bait her drives hard. If she 2Ds, I think ignis' crossup hitbox tags her, and if she does 4D and doesn't cancel it into full through, she'll get CH'd. And no, you cant wiff punish drives with 236A because they're cancellable on wiff. She'll just go into a move with long actives and get you with a painful CH combo.
  21. Yeah, easiest imo to time is 214B after an emergency tech, but its still not gonna do well in lag. What's nice also is that if they block, you still get a green grab. You'll hear the block SFX and see the blue shield show up, but still get a green grab. Seems like it could make some tricky TRM setups if you can do it.
  22. Its not high quality, but this should give enough detail https://www.youtube.com/watch?v=aAOER8rrUd0&feature=youtube_gdata_player Seems like it'd be really good for meaty 214B oki, everything else seems a bit more situational.
  23. Glitch time: found a glitch involving Nose that works similar to Izayoi's throw RC>CT glitch. If you grab the frame 214D hits (very precise timing) you'll get a green grab with Nose's base damage and starter time. Managed to do the standard OD path out of a grab, as well as actually use 41236D in a standard combo. OD combo damage was about 5300 and normal combo was about 3800. Also, dunno if I just gave out too soon, but it doesn't seem to like smaller hitboxes. Tried it on Tager, Az, and Jin, and to my surprise (sarcasm) it didn't work on Jin. Like I said, maybe I just quit too soon. Edit: got it to work on Jin. Edit 2: 214B works as well, also much harder to see coming. Go 214B oki if you wanna combo into grabs xD great heat gain too btw, and 5500 OD combos. Edit 3: it works with ignis normals xD so I assume it works with ALL ignis moves, but its impossible to time 214A and C to where they're not blocking, and 236D seems to be very very strict. LET THE GRAB GIMMICKS BE BOUNTIFUL!
  24. Thr ground version can occasionally hit you if you time it wrong, and sometimes its a trade that's maybe barely in your favor. Anyway, the ground version is the only one that's + on block. The air version from what I could tell from the frame data will be at most +2 if you barrier blocked it. Any other time, its got 18 blockstun with 18 landing recovery, so if they do it from higher than tk height, they'll end up being - on block. In other words, time 2C on ground version, block or preferably IB air version.
  25. Since RYO hasn't used lafino really at all, I dunno how much untech it has. It'd need at least 20f untech I think to combo into 214A.
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