Jump to content
Dustloop Forums

NecroTheReaper

Members
  • Posts

    2,444
  • Joined

  • Last visited

Everything posted by NecroTheReaper

  1. At least our OD combos work on her, I'm tired of 214B wiffing in the corner. All in all though, doesn't seem so bad. Granted, RYO never needed to use backstep to escape pressure, but we can't all be RYO. I need to learn wise mashing, so much shit cpuld be punished if I just mashed A.
  2. First off, don't IAD in this MU, at least not in neutral. All of her tools can blow up IADing. Now, a delayed air dash into 5A CAN beat her 6A, but it has to be a really low to the ground air dash. Anyway, she can't deal easily with superjump height, and at this height, we have a tool that's getting buffed in the patch. j.214B, use it. It prevents her from just running up and 6Aing you in the air at every turn, plus, its +19 at least on block (I think). So far, I've played a varied amount of Rachel's, and 7/10, j.214B beats her 6A. Other times, she can 6A early enough to slap ignis or j.214B will just wiff since its hitbox isn't very wide. 214C oki doesn't work 100% on her, but you have other options. Plus, you can baitit even using 214C oki. Just backdash and mash 2A if you feel it coming. Also, she's prone to grabs (depending on bow well they react) since her 2C doesn't beat grabs. Lugia can be used in this MU almost as a guessing game with her. Typically, unless they're zoning or playing keepaway, most Rachel's rely on winded dash to get in on Relius from what I've seen. If you think shes gonna call out 22C from full screen distance with winded dash, 22B. If she does decide to wind air dash, 22A since its fast as hell. Also, they mey wind past her, but ignis is still your best tool in this MU. 214C pretty much is a train ride for you to move as you please on the ground. It won't necessarily hit her, but using 214A and 214B after can catch her doing stuff. If they like to slap ignis (which a lot of players do, even excluding rachel), depending on the situation, 2D or 236236D in their face. 2D keeps her safe, and if they try and mash her out, 22C can convert to a knockdown. 4D also needs to be used. I will admit, I don't use this move enough, but in this MU it shines.
  3. j.D and 5D mid pressure isn't something I like doin against Carl since if he calls you out or properly escape, you just made the round 10x worse. j.D is what every Carl (imo) looks for when using vivace, which having him running around close to his doll makes it a pain to close distance. 5D is just need to use more. 3C range imo is too close, but max range 5B i know I need more of lol. At that range, I'm feelin like I could punish ley attempts, and his only option for a combo would require an RC if Ada isnt near. Thx for the info though. Carl is definitely one of my more painful MUs only because keeping him in line is a pain.
  4. Ggs to arcade lobby. Can someone tell me the secret to quickly reacting to random grabs so that I dont rage at arksys for a stupid grab mechanic? Feels like everyone can tech em but me outside of TRM setups. that, and they didnt nerf yhe right grab. Air grabs have stupid hitboxes and grab punishes can wiff if your not ridin their d. What the hell Dx
  5. What I meant was 5C>6C combos on air hit for him, giving him a full combo. And yeah, sadly if we get forced into the corner, our options are currently 1: smart backdash (good backdash gone next patch) 2: CA 3: lucky vinum that doesn't get baited. His 6A can cancel into pink grab, but I don't think he's able to late chain it, so he has to either commit to using it then and possibly return to neutral if you tech, or let 6A recover and hope you don't mash. While Jin's pressure is good, if you block his 6A's and tk 236Ds you'll eventually find that gap. Also, since pretty much all of his moves except drive moves are - on block, IBing could really help you out here.
  6. I know it could have been a combo, but imo hit confirming a FC 2C is a bitch. If it doesn't FC, you can go straight into 6C for... pretty much the 2C FC path without thr first 2C lol. If I press 2C alone and it didnt FC, I just dropped the combo and might get punished. However, if 2C did FC and I confirmed into 6C anyway, it doesn't really matter, since I'm still at advantage when they tech.
  7. I was actually gonna add that in, but that's not really affected by online play. I could be playing the game at .01FPS and Kagura's... lump of muscles will still look weird. Also, screw laggy stages, ruining those playable 1 bar connections if they were on a lag friendly stage.
  8. Won't give much, since it was one match out of the many, but its one of mine that's actually high quality xD this is before I got my hitbox (and trust me... it made a difference) Me vs Carl https://www.youtube.com/watch?v=ZpLUfzYRZEc&feature=youtube_gdata_player
  9. I agree. Honestly, I don't get why Terumi's character select image gets him so many noobs that think "man this guy is cool". Just look at his arms people! They make him look deformed, these tiny stick arms and somewhat... flamboyant way of wearing a shirt. Azrael is... eh, I could care less since so many people actually play him differently. Still, this isn't a 2 character cast people, but some effort into learning a character you cant mash buttons to do combos xP xD (no offense)
  10. Honestly, my method is really sketchy. There's no way for Relius to avoid a proper black hole setup because he lacks a tool capable of doing so, even with heat. Most characters have one of 2 things to deal with it: a character specific move that is projectile invul or GP, or a DD with enough movement and invul to blow past the black hole before the invul ends (daifunka, amane/terumi sideswap super). All of our defense options have a max of 31f of invul (ley) and none of them move us. Black hole has 200+ active frames, and Koko is invul during all of it cept recovery. No amount of CA's, vinums, or led leys will stop it from hitting you.
  11. I guess GGs to that terumi, idk. First two rounds on a lag friendly stage that he chose, then the third round he choses auto and does some grab spam in some somewhat bad lag. Im sorry you fell for duo bios bait burst, but ddon't make the game unfun xP.
  12. Sadly doesnt seem to matter anymore, I ended up getting stuck at home Dx
  13. Thanks. I don't necessarily have trouble with the MU, since the ones that win are obviously just better players. Was testing out my hitbox, and since Azrael has to use somewhat obvious jump-ins for mixup, or go unsafe with drive mixup, felt like he'd be a better character to practice against.
  14. Maybe the wrong choice of words, zoning and keepaway are the same thing to me. Id get the doll to hit, run up, they wind to the other side of the world xD. I won the matches, but they were sooooo time consuming. Every match was down to 10 seconds or less.
  15. So stuffs happenin at the normal place tomor... later today? I havnt been goin long enough to know when there is or isnt somethin goin on xD;
  16. Ggs to arcade lobby. I never knew that Rachel could be so damn annoying if she actually zoned. I had sooooo many time outs.
  17. Maybe on Tao, against Valk, seems like the most disadvantaged game of paper rock scissors ever. You IAD forward, he can j.B and get you to the corner with roughly 3k hp gone. You attempt a 214A at round start, he 5C ch's you for 3.5k plus and are now in the corner. You 5B at round start amd hope to get a 5B CH (which does nothing from round start positions) and he 5Ds which somehow magically makes our 5B wiff and he gets a w5C CH into the corner. I guess its that there's no reward for Relius to get outside of a 214A CH from starting positions. Damn lauger wiffing at max range. Edit: before I get carried away with something that would be better placed in the MU thread, I will say this: OD yoyo combos are badass. Anyone else just pop OD in neutral and spam the hell out of 214A until you get the yoyo combo for 3k+ (you know... the combo where 214C pops them back toward you). Worked twice for me today. First against Terumi, next against Rachel.
  18. I just feel like lack of an actual air to air and good anti-air makes these MU's a lot tougher than they'd be with EITHER of the two. Most of the time I feel like I just gonna run back and land a magical 4D CH
  19. I think the only difference is that it can be used in the air, but 214D may not have been alone in what did it, which could imply it -might- be unlmited specific. Anyway, out of curiosity, does anyone else struggle in matches against movement based characters like Tao and Valk as bad as I do?
  20. Hitbox is a bit weird on the half circle inputs (notice all the 6C>nothing?) But a loss is a loss xD I think most of our Relius players here are better at thr Relius v Relius MU.
  21. Also take into consideration that I think all characters were unlimited in that video. 214D is a gimmicky tool, but if you're playin a bit defensively, setting it up full screen can catch people who dash into low block. Still not very useful sady
  22. Ggs to myoro who down ranked me xP granted, I was already halfway down messing with random characters last night xD. Dio bios duet was the greatest moment of all time. Ever.
  23. If you want a combo route that works regardless of starter midscreen, x>3C>63214B+6D>6B>j.B>j.C>j.236C>j.214B Edit: so I was messing with this one combo path, I couldn't get it to work more than once so I was wondering if anyone else could figure out the requirements for it. 5B>3C>41236BD>5B>5C>j.C>j.8D>j.236C>j.214B>j.66A>5B>2C>4D>3C. I believe that's what I did.
  24. Because its the most rediculous looking low hitting move, since it can smack them in the face but still claim to hit low. What is this, guilty gear dust moves? Its really funny how many people stand block 236D when she's in the air.
  25. I'd also advise on ignis-less 6B route: xx>6B>j.B>delay j.C>6B>j.B>dj.B>j.236C>j.214A. You'll mostly use this if you're tryin to keep pressure with ignis desummoned getting meter back.
×
×
  • Create New...