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Everything posted by NecroTheReaper
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Some characters rely heavily on their backdash for defense though. When they kinda just decide "meh, lets make em all crap" a lot of characters get screwed hard. I'm not sayin everyone should have a good defense, but sayin "learn to IB" isn't a great alternative.
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[CP] Bang Combo Discussion and Posting Thread
NecroTheReaper replied to superscience890's topic in Archive
If its in any way similar to j.5B>j.5C>5D, if you hear him squeak on the IAD after 6C, you won't land on the ground soon enough to follow up with anything really. That's the only audio cue I know about, rest of it is just timing. 6C>IAD shouldn't have that weird jumping noise Bang makes when he jumps if you do it fast enough, then its just a precise delay on j.B. -
[CPEX] Relius Clover Gameplay Discussion
NecroTheReaper replied to HARD_BREAD's topic in Relius Clover
Unlike patch notes for other characters, ours didn't get an imcrease in air time. So far its been specifically said if the air frames were increased, and ours didnt Dx. -
[CPEX] Relius Clover Gameplay Discussion
NecroTheReaper replied to HARD_BREAD's topic in Relius Clover
So, thinkin back on a lot of my matches vs DP characters, I realized I never go for mixup off a 214C oki. So, if they have a DP, is there any option that gives you somethin to beat rolls WHILE baiting dp's? I can handle neutral/delay/quick getup, since they're still in the corner, but I'm so afraid of eatin DP's and losin my momentum because there's a 1f gap between the 2nd and 3rd hits of 214C (and usually they IB the 2nd hit). Does 2D while blocking on wakeup beat forward roll? Edit: btw Myoro, backdash change still only has 7 invul frames, and it travels less distance. The second those invul frames end, you're eatin a tager buster if he's in range -
Can I ask a small favor of Lich or Hard_Bread if either of you get on and see this if one of you can update the OP? Our wiki's kinda empty and the first post is kinda pointless atm.
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Its cool. I at least got that first win on you... following like 6 losses lol. Still got some basics to learn, like confirming safejumps and learning to just... not use an air attack while falling right onto an anti-air xD
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Gah, I'd like to come out more often but I always get bodied by like everyone when I do... (granted its been since like october or November). That and everyone is a good 30 minutes away from here.
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When some pink square goes to your booth/arcade/whatever, beats you 4/5 times, then messages you "wow I don't think I've seen a player this bad". I just messaged back "ikr, must be a world record or somethin" but why people gotta be bitches?
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If you do it early enough, you -can- use ley on his mixup, byt they usually have the same duration as ley, so using it on reaction just lets you dodge one mixup attempt. Plus you could just mash out between most stuff>6/3D and get a combo.
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Felt like some of these needed some posting in. The Neutral Game So nothing's goin on from either side, you'd have the advantage with or without ignis imo. His only safe way of getting in is through the air or tryin to force through with gustav. 214x series can keep him back (especially Tus) from ground approaches, and if he jumps it, his air mobility isn't great either. If he comes in from the air, just watch out for the dive kick. Also, with Gustav, while you can beat it out with neutral jumps, be careful. A CH gustav can lead to 3.5k+ damage, so while it is a risky choice for him, its definitely rewarding. Long Range: Your Tools vs His Tools 214x and 22x are all especially good tools to use on Az, and unless he manages to somehow growler 22x (I havnt seen 214x give him phalanx stocks) you should be able to do whatever you want. His air game can be ruined using 4D too, just make sure if you're at neutral, you try and keep to this range with the life lead until you get to pressure. Also, even if he gets a phalanx stock, ignis>almost all projectiles (damn you Jin super wave). Medium Range: Your Tools vs His Tools So, at this range, 5B is good. It beats almost all of his ground based options, but can leave you vulnerable if he tries to IAD in. Honestly, if I'm in this range, I just throw out a 5B until I score a hit or make him back off to return to long range. If he does go for the IAD, the most you can do is either forward dash if he does a crossup (works occasionally) or use 6B since 2C wiffs on IAD from this range. Now, if he tries to stuff your 5B with 236/214D, the super armor lets you ley through it, though with the way I've seen super amor work in the past, 5B>5C might stuff it. Close Quarters: Your Tools vs His Tools This is not a range you want to be in. All of his normals are good at this range, having good startup and great frame advantage. Even on pressure, Relius uses a lot of frametraps, and if youre this close, he can Growler you out of a lot. Stick to midrange for pressure, long range for neutral, and you'll be fine. Safe jumps work ok at this range however, as long ad you can keep him locked down safely enough to mixup/score CH's with appropriately spaced moves. Also, be aware that he can get out of this range easier than you can with his godlike backdash. In The Air: Your Tools vs His Tools j.A I've honestly used frequently in this MU. Az's best poke for air to air is j.5B, which if it scores a CH can give him a nice combo. j.xD series also works well when appropriately spaced, and gives you a possibly good reward on CH. Offense Your Offense: Stick to max range 2B unless he's commited to barrier blocking. Going for FC 6C's is mostly safe at this range with ignis, as growler has a really short range. Most of the time it wiffs going from 6C>214A or 6C>41236B. His AA is moderately slow so high/low stuff is mostly safe if you keep it basic. Also, if he goes for 2C and you block, most options after are unsafe, so you could possibly mash out after blocking it. His Offense: This is bad for Relius. Backstep and ley are both easily stuffed since Azrael's moves have short recovery and high actives. On block isnt much better, with many of his moves having frame advantage. If anything, stick to barrier guard to force him to gustav and try to jump out after. Just be careful of his 5B which can hit you out of this easily if he's close enough and lead to great damage. Sadly if you barrier, you make it more difficult to mash out of his dash through crossup pressure. Luckily his mixup isn't all that great with high/low stuff, but his crossups can be tricky and rewarding. Just pay attention and try to get out as fast as you can. Don't be impatient though, getting CH'd is the last thing you want to happen. Defense Your Defense: As said before, backstep and ley are next to useless in this matchup. If anything, just barrier and try to get away or look fot his more risky mixup attempts to mash out of. His Defense: Growler and backstep are his main ways of dealing with pressure. Luckily, if you stick to midrange pressure, growler wiffs and if you think he's gonna backstep, you can use 214C for a pressure reset or possible punish for a good 4k. If you don't take this opportunity though, he could hurt you easily. In the corner his options for growler get a bit better, but his backstep options become more risky with its long duration. Gimmicks and Resets The 22A>2D path works on az midscreen for up to 3.7k without heat. Its great if you get a hit without ignis summoned midscreen. Match Summary Depending on if you keep him out or if he gets in on you, I'd say 5/5, at most 5.5/4.5 our favor just cuz we can zone.
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Is there any way to punish a winded tech out of 214C oki? I kept falling for Errol doing that so mamy times, but I didn't know exactly what I could do to stop it. Also, interesting fact. IAD j.5A seems to beat her AA if you'd hit her under normal circumstances (in other words, dont IAD over her. Whether or not this is normal behavior, idk lol).
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Ggs to Errol, so many odd air grabs... and I'm sure you noticed that I picked up a bad habit of backdashing on wakeup lol.
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I was just bringing up speed since everyone was talkin about what makes an overhead fast.
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Normal standing overheads only, I see only 3 that are 20f or faster. Bang (18f), Jin (19f), Plat (20f). (Honestly, I think there may have been 1 more, but i forgot)
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There's like 2 or 3 people with an overhead that fast lol. Relius has the second or third slowest at 26 frames, so 22 frames is definitely fast.
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Just a tidbit of info, trying to combo off a VS starter would be the same as comboing off a CA or green burst, so pretty much all combos are restricted to A>B>C>done. Even my main Relius cant do a meaningful combo off a CA unlike Ex. It'd go CA>2D>combo drops. So very doubtful that you can do that combo.
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[CPEX] Relius Clover Gameplay Discussion
NecroTheReaper replied to HARD_BREAD's topic in Relius Clover
Yeah, Relius seems to have gotten a slightly vetter neutral game and is being directed towards more of a rushdown style with the negative penalty and bel lafino changes. Lafino having 100 p1, 92 p2, and status as a N starter means we're gonna be gettin some nice damage off it. Also the fact that its at least +19 on block makes it a slower but more rewarding Agito. -
Can someone tell me what the hell a bamboo basket is suppose to be? I keep tryin to trabslate this, but the words "bamboo basket" keep impeding my progress. I know its obviously not bamboo basket, but what is this suppose to translate too? xD;
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[CPEX] Relius Clover Gameplay Discussion
NecroTheReaper replied to HARD_BREAD's topic in Relius Clover
OK, so here's what I believe the CP 1.1 changes for Rel to be (self traslated, may be wrong) - Backdash duration 13 frames->22 frames, reduced distance - Negative Penalty reisistance from 6->4 - j.6/2/8D p1 100->90 - Gad Leis ground bounces on air hit - Bel Lafino untechable on CH - OD Duo Bios hitstop reduced (first half down to 2 frames, second half... idk?) - OD Vol Tedo will now only kill with the 2nd hit... was this an issue? Lol I'll edit this when someone good at translations posts somethin lol. -
I've just accepted it as the way arcade lobby is. I mean, you cant enforce lines in it, so essentially its first come, first serve. Other people may not like it, but when someone takes my spot or my challenger's spot I'm just like "hm, ok."
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While we're on subject, does tkj.2D not combo into 5A? I can do 5C>j.2D>665A fine, but off a raw j.2D it doesnt seem to work unless I'm falling,
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Idk, I passed by GG games plenty of times, thinkin about getting it, looked at the back to see the gameplay, and went "eh, doesn't look as cool as the cover lets on". Granted, I was like 10 or 12, but nonetheless, I feel like 3D GG is more eyecatching than 2D. That flash factor helps pull in newer players unless they're a really retro gamer. I wasn't entirely convinced avout getting BB for vita 2 years ago until it was like the only anime game available for vita.
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I don't think the argument here was against people who like sprites over 3D, but refusing to play what would be an otherwise great game because of it is just silly.
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I feel like watching Arpeggio of Blue Steel gets you more comfortable to CGI anime. Doesn't necessarily have anything to do with BB, but I felt like the animation in Xrd reminiscent of Arpeggio, and it felt more comfortable after seeing what a well animated 3D anime looks like (if others didn't like this animation, that's fine, but it felt like a good comparison). If BB were in 3D though... I feel like I'd spam Relius' twirl and doll super, just to see all those animations. Especially the doll super.
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That only makes me curious about how they'd integrate dusts with BB mechanics. I know a lot of things are similar between BB and GG, but an extra button is quite the difference. Aaaaaanyway, this is a different subject. So are these updates about character balances getting released chunk by chunk? I was wantin to see what they're doin to Relius' backdash