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Everything posted by NecroTheReaper
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I'm always available really, but I suck xD
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The issue is still the bow animation though, which his current orochi doesn't have. It'd have to have a lot of wallbounce untech time to be comboable.
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I realized that someone in here was eatin up all the bandwidth on internet radio and videos so that might've been my issue
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Has lag for anyone else been notable lately? 2 bars feel bad today
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Now lets watch it have a ridiculously easy to notice sound cue for if its high or low xD
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Be a great mixup tool lol a combo-able high into oki, or an uncomboable, no oki low that gives 4.5k raw
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I enjoyed it on vita, really doesnt make sense that its not on usa psn -_- but I still have money left on my jpsn for it. Though 5 buttons sounds difficult for a pad player... can you vita remote play it? xD (as if thats viable)
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So I've been wantin to get into GG for a while now (have +R on vita). This game have enough life left before xrd to be worth buying? Been depating the hell out of it because I have no clue when Xrd goes to consoles
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My thumb hurts... curse you ds3 half circle motions Dx. Had a lot of rounds with a Noel today, surprisingly actually needed the MU experience.
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Meh, oh well lol. Back to Relius then.
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Its mostly the oki I was workin on, the combos could more or less change.
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Pardon me if this had already been posted, been workin on this pain in the ass midscreen and thought it was pretty good. 5B>5C(1)>j.2D>665A>5B>5C(1)>j.2D>665A>5C>5D>6D>2D oki [2304/52%] 5B>5C(1)>j.2D>665A>5B>5C(1)>j.2D>665A>5C>3C>22Clvl3>6D>3C [2858/50%] Decent damage, good meter, and good (lol) oki for Terumi imo. Dropping it doesn't really screw you up either and can lead to easy resets. Also, you can do a delayed 2D after 22C lvl 3 and I think it beats everything but delayed tech.
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I will agree with that. Always funny though when they go for said gimmicks and you CA lol. Honestly, I wish the jump cancel window on 5C was a bit bigger, not for mixup, but for combos
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HF>ID is a frametrap, not 50/50 mixup. Even if he RC's, chances are he has to use a falling arial to keep you in blockstun. And meter is precious for anyone not namex Hakumen or Terumi.
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Thank you Baka, finally someone agreed with me :D
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I thought the purpose of discussing this was about it being an S starter with unknown damage. Regardless of how the mixup should be to compliment Terumi's heat gain, if he blows 100 heat on a move with an S starter, unless it has a base damage of 3k or more, he'd get at most 15-30 heat back (heat gain CD) and negligible damage/oki.
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-sigh- i got my eyes back just to realize how awful ds3 feels. Can someone tell me why sony makes bad dpads? Seriously Dx
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It seems like a more costly version of Tsubaki's 6A/6B mixup or Az 6D/3D, just less rewarding since it apparently doesnt even give oki on raw hit, so I'd hope its at least a good combo starter with an RC.
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I used the generic camo one that looks like its made more for a phone than a gaming console and it works out fine.
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Usually it never lags the game for me when I get into X40s room. I have between a 0-1 bar connection and it doesn't give me issues.
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I dunno if its assumable that the low is a S starter as well, mostly because its while it is a DD, its still a standing low. Lookin through the frame data, almost all (if not all) standing lows have good p1 and a N starter. I wouldn't understand why this standing low should be different.
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DD's can have way too much animation for people with bad internet, so it can be 50/50 really. GETB lasts for fawkin ever, so honestly I wouldn't be surprised if both were happening lol.
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I see this as a round of who can make the other screw up more. Lets assume you already have ignis out. If he's full screen throwin chains, jump and start advancing ignis witg the j.xD series. If it blocks a chain, Hazama either has to deal with ignis as his pivot point or recover and toss out another chain attempt, which can then be used to start another j.xD. For his pressure, it's gonna be difficult to not be caught by his command grab occasionally imo because he has so many options of punishing jump-outs. If he gets in and goes with a really basic string, say blah blah>214D~A, sometimes you can just mash 2A and get a small combo. Since a lot of his moves have short range, use barrier as well. He'll be forced to use stagger 5B, which, while good, is obviously filled with gaps lol. He also night try to use a chain to get close, and I think you could dash barrier closer so his chains get mininal blockstun, or you may even have enough time to 214A him if he's close enough to the ground. Its really tough though, since he has like a dictionary on "how to ride your opponent". He's that homoerotic
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Honestly, there's still too many confusing things going on with the patch all because of the supposedly universal jump attack buff. Proration doesn't matter much, no, but either way, so many things in these notes dont make sense, or else Relius would have a starter that has a p1 higher than 100. Somethins not right here (doesn't wanna see valk disappear lol)
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[CPEX] Relius Clover Gameplay Discussion
NecroTheReaper replied to HARD_BREAD's topic in Relius Clover
Ok, so someone brought up a good point that I failed to notice recently (and lately all I do is look at frame data). One of our changes doesn't make much sense right now, specifically the j.xD buff. Currently it has 100 p1. If it increased, this would be absurd unless the across the board "buff" to air attacks was a "nerf" and this piece of info just keeps it at 100. I wish we could get a p1 of like 105, but its probably not happening xD that's broken as hell. We're not Unlimited Az here. So I think at least one change was misprinted/mistranslated. If its not a proration increase, I could only think it'd be a level increase (which makes more sense but still seems broken). I mean it has 18 frames of blockstun, so it'd be a near gapless mixup attempt coming out of.