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Everything posted by NecroTheReaper
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Regardless about other games, they were just used to say that Xrd looks great as far as remakes into a different style go.
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Saying something is awful because of a visual style change is saying "Zelda: WW sucks cuz its cell shaded". Still a great game even though it lacks the seriousness of the other games. I think that not playing a game because it -looks- different is kinda unfair to the game. Only valid case of this was DMC reboot Dante's looks.
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It said grounded combos will have issues. I think her corner combos will be alright since every time I've been corner comboed, I've always been hit by 4B mid combo airborne.
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Well, I don't know the formula for damage scaling so I'll leave the p1 and p2 negotiations to the side. Either way, doing combos isn't really what Tager thrives on, even though it did give him some heat.
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But the only change to his jabs was their worth as combo starters, plus can't you only use 5A once per blockstring? I dunno about 2A (honestly I hardly see this move since his 5A is soo good)
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P2 doesn't mean anything here though... unless that's a typo fir p1. I don't know tagers frame data.
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Well 4B is like the meat of all of her combos, since it goes into her straight through. This seems like it'll make corner carry combos more difficult (honestly, Litchi was my least troublesome top tier matchup). Its not like she's got pre-CP oki.
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Was anyone really discontent with CP Bang anyway? Seems like if they thought he was doin alright and everyone else doesn't have an issue with him, a few minor buffs won't hurt much. And I didn't use to play bang at all, but did he get more fun to use in CP or somethin? Seriously considering pickin him up
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Dammit, I hate my phone sometimes, but I also managed to jump out of his regular one. Its inconsistent as hell (like 1/4) but I think its either with the timing of the moves hit or the timing of the RC. I was able to jump barrier after blocking an odd first strike (is this thing 3 hits?)
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Its funny cuz I don't play any of these characters, but I managed to jump out od Jin's yukikaze
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Now Mac, I'm not a Haku expert like yourself, but shouldn't tk Agito beat out all his grabs and AA's cuz its just that kinda bitch move? lol
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Couldn't you always just do the pink grab cancel to combo return to neutral after a blocked 6A? I don't play as Jin, but it was always odd to me how he can cancel his overhead into his grab lol. I guess it does make it harder to force people to block high though before 50 meter. Still, getting back to Jin's good neutral game seems better than eating that Ragna 4k combo.
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Honestly, playing Tager is like taking a two question test. Every time you screw up, it shows in your hp lol. If you don't screw up, your chances of winning are almost perfect. If you scew up, your chances just dropped by like 60%. Most obvious thing is don't stay in his grab range (which by your double S tier character selection shouldn't be too hard lol). Haku can zone him all day with C pokes, and just face it: if played correctly no one can catch Valk cept Tao and MAYBE Hazama. You could lame it out by landing a wolf j,A and run away for the rest of the match lol. Also, like others said, command grabs are guaranteed if you get grabbed. Jumping beats them, and both Valk and Haku I think can just do either j.C or j.2C (respectively) to beat his 2C and AC.
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I can understand if you go for a more burst safe combo to do burst baiting if they have like 3-4k left, but when you're burning through all your resources I still find it funny lol. With Relius, if I think someone will burst bait, I end the combo early with a move that can give good oki, even if the combo only did like 2k damage.
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I don't burst when I'm about to die because its funmy to watch how many times someone tries to burst bait you. They waste like all their heat and drop small combos just to get you to burst rather than just use a DD. I'm not givin you the satisfaction of baiting my burst if you'd rather do that than eat that last 600 hp up with a DD.
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Bursting depends on the matchup. If its vs a character that relies on heavy momentum, burst early, but its still subject to change because everyone plays differently. I tend to burst early against Valk and Tao since they can corner carry from one mistake and get rediculous in the corner.
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[CPEX] Relius Clover Gameplay Discussion
NecroTheReaper replied to HARD_BREAD's topic in Relius Clover
Indeed, TD explained it to me pretty well before. His real mixup is being able to do anything he wants as long as ignis is out (barring dp characters). The ones I posted were basic mixup, but leaving intentional gaps, well if you play as Izayoi too then you should understand that pretty well, just Relius doesn't get punished as hard for it. -
You have to do a micro-dash after the j.B so its j.B>662C>6C>214C
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Pretty much just translates to Azrael gets better the better you get at Azrael. I don't play as, but I've played against tons of Azrael's, and some give me trouble, some dont. I think its because he can transition well between solid offense and good defense that good players think he's average and great players think he's good (no disrespect to anyone).
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[CPEX] Relius Clover Gameplay Discussion
NecroTheReaper replied to HARD_BREAD's topic in Relius Clover
His mixup is mostly the same, but it works better for reasons unknown to me lol. These are all the various mixups I've used/seen used. 5B>6/2D>6A 5B>6D>crossup j.2D 5B>3C>6D>late IAD j.B>j.C 5B>6D>Crossup j.B 5B>6D>crossup back IAD j.B>5C (if they jump out, becomes crossunder AUB) 3C>j.C>RC>IAD j.B>j.C 3C>j.B>dj.C (corner only fuzzy) Any empty jump>2B/grab Then you have lots of frametraps that can be made anywhere with ignis, without ignis here's a few. Most of the ones I use is from 5/6C. Some aren't really frametraps, but I use em for various reasons 5/6C>214A 5/6C>236C 6C>236A (beats dp's) 6C>41236B (use sparingly, gives you a good combo on jump out, frame advantage on block) Just know that your pressure doesn't really end until you run out of ignis meter, and after thinking about it, its probably better if you wanna extend pressure to dismiss ignis when you have 50% or MORE since if they can tell you don't have ignis, they'll mash on you. Still risky since any ignis dismissal is all based about respect from your opponent. -
Stylish mode encourages highly defensive play, random AA's into perfect confirms. Also the fact its in perma-barrier mode. Just don't rush down a stylish player, its not like they're capable of mixup on offense. Still having issues with CA's and getting random 5A/B mash. Luckily I'll finally be getting my Christmas hitbox 2 months after christmas @.@
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Good heatless, ignis-less corner combo that gives oki. Works with any N starter that can go into 6B (5B, 2B, 5C) 5B>6B>delay 5C>236C>5B>2C>6C>41236B>3C [3007/21%] May be some character specifics involved, idk
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Honestly, pink grab spamming plats bother me because even on Vita's Extend... every frikkin Plat player used pink grabs. Its like because plat is a loli and pink is cute, she lives off pink grabs. Its between her and Noel who I think abuse pink grabs the most, though luckily I havnt had to tech mid combo since CP started. This makes it easy to react to Plat's mid combo grabs though, no guessing involved.
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Eh, there's the most basic pro orochi has in that its unburstable, but that's not a huge +
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If you could use OD orochi though, you could use his dp better. OD orochi is already limited to a round finisher, which 632146D does better at and 623B has good min damage for combos.