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CuyoSentinel
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I'd teach you if i had a Ps4 and/or the game, are you getting the Pc version?
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Iron Savior reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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[CF] Loketest News (NEWS ONLY OR INFRACTION)
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Iron Savior reacted to a post in a topic:
[CF] Loketest News (NEWS ONLY OR INFRACTION)
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Iron Savior reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
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BlazBlue Official Art Thread and Directory
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BlazBlue Official Art Thread and Directory
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BlazBlue Official Art Thread and Directory
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GG official art and sprites (and chibi GIFs) thread
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I haven't been around lately, i don't even have the new version, but while looking at combo videos in an action game discussion, i noticed something cool Relius can do 3c>Lauger>Zein>meterless unsummon combo as seen in this video https://youtu.be/X5VkrRgHTeE?t=2m39s
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There's a combo in this version that recovers Ignis without meter in the corner, it's in this video https://youtu.be/kajRIYUmq68?t=3m16s 5b>3c>Gad Leis+6D>5b>4d>(dash)5d>2a>2c>TK Lauger>2c>6c>236c
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I finally got Xrd in the sale, and i'm thinking about trying out Bedman, how should i get started?, i remember someone had a post with some basic tips
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[CP] Kokonoe - Gameplay Discussion (Discuss Videos/Combos/Questions/etc.)
Iron Savior replied to Kurushii's topic in Kokonoe
I think i posted these a LONG time ago, but they should still work [collapse] Here are the ones i use First of all, 2c(also 6c) is your best normal combo-wise, it has the best follow ups, you can go into 2c if your opponent is crouching, and on CH on most b and c normals, and after 22b hits Your best combos usually use 2c/6c>stuff, and you can generally apply them to a lot of situations Midscreen 2C > 6C > jc > j.B(2) > j.C > j.6/9D > j.236D |> 66 > 6B(2) > 22A , 6B(2) > 236B This one works off 22b, and close 2c hits 2C > 5D > 5B > 5C > 236D , 6[A] > 22B , 5A > 5B > 6C > jc > j.B(2) > j.C > j.6/9D > j.236D |> 236B Even tho the guide says close 2c, this one worked with far 2c in 1.0, if you can't time the 236b at the end, place a gravitron in a direction of your choice and launch a fireball, and i haven't tested if this one works off 22b, but if a 22b hits you should be able to run up and do the close one 6B(2) > 5C > 2C > 5D > 5B > 5C > 236D , 6[A] > 22B , 5A > 5B , 6C > jc > j.C > j.9D > j.236D |> 236B Same thing as the combo above, if you can't time the 236b at the end, you can..... Also, i don't think it works on Jin [AA] 6A > jc > j.B(2) > jc > j.B(2) > j.C > j.6/9D > j.236D |> 66 > 6B(2) > 22A , 6B(2) > 236B This one also works from j.B forward throw>8d, 2C>6C>jc>j.C>j.236D l>6B(2)>236B This one does less damage than the ones on the combo page, but i find it easier to do Backwards throw>7d>6c>j.8d>j.236d>l 6b(2)> 22a> 6b(2)> 236b Same thing for this one, i just couldn't do the ones on the combo page, and the 7d is supposed to go away from your opponent Note that you can replace 6b>236b for 6b>236c if you want more damage on some combos Corner c.2C > 6C > jc > j.C > j.D> j.C > j.236D |> [6A]>22b, 5B > 5C , 6[A] , 5C > 236B , 5C > 236C If you are really close, the [6a]>22b>stuff will put you in the corner, and if you are anything like me you will probably drop the combo so i rarely use this one 2C > 5D > 5B > 236D , 6C > jc > j.C > j.D > j.236D |> 6B(2) > 236B , 5C > 236C If you can't time the 236c at the end , like me, it will hit anyone who techs without a barrier, you can also use 22b for oki Corner forward throw>9d, 5c > 2c> 6c> jc>j.C>j.236d l>6b>236b>5c>236c Corner backwards throw>9d >sjc > j.B(2) >jc >j.b(2)>j.C>j.236d l> 6b(2)> 236b> 5c> 236c Input the 9d towards the corner For corner combos, you can replace any 5c> 236c enders(which are focused on damage), with 5c>22b enders, which are better for oki An oki setup i like to use is: stuff>3c>22b>2a(beats rolls and delay tech IIRC)>5b>22c You are supposed to do 22c really fast, so if 2a misses(probably due to a dp) and 5b doesn't come out, you will teleport away and bait Dps, just don't do it on Tager since his 50% meter dp hits behind him If you aren't afraid of dps, do a delayed 22b, no one ever blocks it [/collapse] Also, a mini Kokonoe guide i did a long time ago, in case you are interested [collapse] 2a has excellent range for its startup, 5c has very good range and leads to big damage on counterhit, and it is also very safe, 3c stops almost anything on the ground it it is properly spaced, but it is risky to use since the opponent can jump to avoid it, j.a and j.b have good reach, and j.a seems to be pretty infamous among Relius players, your drive gives you control of the screen, it attracts things to it, you can activate it to make stuff go flying in the opposite direction, you can launch fireballs to it, you can teleport to it with 22c 6a is an amazing anti-air, you can charge it, and you can confirms it into an air combo, 3c is a godly poke/footsie tool, just be careful since it can be easily avoided by jumping, 5c has very good range, and on CH it staggers, giving you plenty of time to follow up into a combo, 2c is + on block, fatal counters, and is very good as a frame trap, just be careful using it against people with good reversals, j.b and j.a are both good air normals, i don't know if j.b remains a good air poke with the nerfs to it, but it was in 1.0, and j.a is very fast, the first few hits are overheads, it has a lot of active frames(that you can extend by holding down the button), and can cancel from and into j.b, if you do j.b>j.a close to the ground you can mess with your opponent since j.a is an overhead That is what came to my mind at first, but just read her dustloop wiki page, and you should get an idea Your drive is also very useful, it attracts stuff in the stage to its location, and you can do many antics with it, you can place it anywhere on the screen with a direction+d, http://www.dustloop...._Kokonoe_5D.png By doing 236d with one out, it will drastically change the gravity to the opposite of what it was, in other words it sends stuff flying, depending on your spacing after activating one, many things can happen, for example, if your opponent was between you and the gravitron, they will end up in your face,with a one way ticket to an all you can eat mixup buffet, for some strange reason, most people don't block here, but some have hit me out of it by poking after the activation, so be careful Your drive also attracts your 214a/b/c fireballs, something fun you can do is baiting your opponent with fireballs, i like launching one, them placing a 5d(gravitron next to you), you'd be surprised by the amount of people that hang themselves in this scenario by running into your fireball, if they don't run at you, you can send it forwards with 6d(forward graviton), and get a free blockstring or combo if it hits You can also activate the gravitron to send the fireball flying, if you are lucky, it will hit your opponent, and its really satisfying whenever it happens The fireball game is particularly interesting with Azrael, you can launch a fireball into a trajectory where it won't hit him to bait Growiler and make the Azrael feel really stupid You also have an invulnerable teleport you activate with 22, due to the command, it is immune to cross ups, you can use it to go trough very obvious distortion drives, like when an Azrael tries to use Black Hawk Stinger with both weak points, and Koko has some really strong counter combos, so you are getting some juicy damage off that If you have a gravitron placed, your teleport will move you to its location You can use this to escape from the corner if your opponent is far away, place a 6d(forward gravitron), and react depending on what your opponent does, most try to chase you, and you can teleport to the gravitron, or do some fireball antics http://www.dustloop....=Kokonoe_(BBCP) You can also set traps on the field with 22b, they detonate whenever someone gets close, do some decent damage, and you can combo afterwards for about 3k-4k These have many uses, you can use them after a knockdown midscreen with 3c, and be amazed at how many people hang themselves in this scenario too, you can jump and barrier to bait dps since it detonates whenever they get up, place a 6d(forward gravitron) if you think they will backroll and do some fireball antics, again you can get creative Something to note is that if you hit someone with 2c while a trap is set, the following combo will do massive damage You can also activate a gravitron to launch your opponent towards your trap like Tetsuwo does in this video http://youtu.be/aJ4uie_-3To?t=25m50s And 2a is a really good poke, 2a>basic string has won me a surprising number of games despite its small damage [/collapse] Some things i told a guy over Pms when he asked for some tips [collapse] There's more to a character than neutral and combos, you have to learn the kind of stuff you can get away with against blocking opponents too And what you do during neutral is entirely dependent on your spacing and your opponent, for example you don't want to 22b when you have a Ragna charging at you from half-screen, he'll get there before your 22b becomes active, and even if you are fullscreen, there are some characters than can punish you if you try it, like Relius with Val Lyra(214b), or Geara Lugia(22c) So don't use your traps or fireballs if you are really close, they are really unsafe, and jump back>fireball isn't a reliable way to get a fireball out instead, use her normals, Koko has a variety of pokes that work in many different situations, 2a, 5c and 3c are her main pokes IMO You use 2a, or dash 2a when you want to get close in the ground, its fast, has decent range and priority, and is an all around good move 5c has a lot more range than it appears to have, and it staggers on Ch, long enough to run up and 2c/6c with decent timing, so its good as a punish and as a longer ranged poke, and its pretty safe on block I like to use 5c as a round starter, it works really well against people who don't know Koko Its flaw is that the startup is kinda slow if you are close to your opponent, but that's what 2a is for 3c is completely different and less reliable than the above 2, while it has its uses, i suggest not overusing it Pros:Has massive range, combos to 22a>2c(iirc) on CH, great for combos Cons:has a huge blind spot in front of you, is easily avoided by jumping, is horrible on block, since the only other options after it are more unsafe than it is, so you are in a very disadvantageous position if it is blocked It has its uses, like being able to hit some characters put of their attacks pretty easily, trapping people that thought you were gonna do something after a blocked 2c, and being generally good in combos, but i suggest you use it in moderation Also, don't ever use it if you have a Gravitron out, they tend to mess up your spacing and make you hit with the blind spot About her traps and shit Her Gravitron is really good since it allows you to effectively control your opponent, for example you can use jump back 5d>236d to get your opponent away from you, i like to use it as a round starter sometimes Remember that your 236d pushes opponents back really hard, so you can also use it to push them towards you if they are between you and the gravitron Something fun when you have a 22b set and an opponent at full-screen is using 6d>236d>22c, if the opponent is between you and the gravitron, they will fly towards it while you teleport to its previous location, crossing them up Like i said, its really fun, and a lot of people fall for it Here's a fireball trick, do 5d>fireball, the fireball will stay next to you, acting like a shield, a lot more people than you'd expect run into it, and if they don't, you can reposition it with 6d or something to go on the offense When you are up against Azrael, harassing him with fireballs is really fun, try doing fireball>nothing, or fireball>4d, most Azraels try to Growler your fireballs on reaction, and Growler is really unsafe so you can punish them and make them feel like idiots Once you've done this a few times, they'll be afraid to Growler you, so you can do fireball>6d without much worries, but be sure to mix it up That's what comes to mind about her neutral, but i have a little trick for blockstrings If you ever manage to land a blocked j.b, it can cancel to j.a, and j.a has a lot of overhead hits, so the opponent might block low to early, or too late and get caught by 2a/b We could play some games, and if you have something blatantly wrong with your neutral(like using 6b as a poke for some reason) i could tell you, either way i suggest you check out her frame data, and avoid using things that are very - on block, like B Broken Bunker, which i've inexplicably seen used outside of combos And i suggest you learn some Gravitron combos(combos that you use when you have a Gravitron out), i thought they didn't seem very useful at first, but you'll be landing them more often than you think EX:stuff when you have a gravitron out>236d>6[A] > 22B , 5A > 5B > 6C > jc > j.B(2) > j.C > j.6/9D > j.236D |> 236B Even tho the guide says close 2c, this one worked with far 2c in 1.0, if you can't time the 236b at the end, place a gravitron in a direction of your choice and launch a fireball, and i haven't tested if this one works off 22b, but if a 22b hits you should be able to run up and do the close one Hope that helped [/collapse] Very sorry if all that isn't compressed, i hope i used the right /collapse code, also sorry if i repeat stuff, i didn't proofread it all again since it was a lot Hope it helps -
This might just be a habit of the particular Kagura i played with, but watch out for his 2c, it looks like it has a huge recovery and it really punishable, but its only -7, and he can charge his dp while doing it, so trying to punish it or whatever is really dangerous The other thing he followed it up with has his sword slide that's a low, i think its 2d-b
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So 2c is now our jump canceleable move?, i don't see why they would change it from 3c, but if it was jump canceleable on block, this update wouldn't be as horrible as it seemed, at least for Relius
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[CP] Kokonoe - Gameplay Discussion (Discuss Videos/Combos/Questions/etc.)
Iron Savior replied to Kurushii's topic in Kokonoe
These are Kokonoe's loketest changes in 1.2 from what i hear - j.A can't be held anymore. - You float backwards after j.C (kind of like Carl's Alegretto) - 6[A] > 22B > 5A doesn't combo anymore - 6B (1) bounces - 5B startup slower? - corner j.C > j.D > 236D doesn't work - Seems to take a while to recover a Graviton stock after 236D. - ground 236D > 6[A] still connects, after all. - Graviton bar recovery rate seems reaaaaaally slow -
[CP] Tager vs Relius: Sir you are too old to play with dolls.
Iron Savior replied to A.X.I.S.'s topic in Archive
By saw, do you mean the Yoyo saw(236d), or the attack in which Ignis turns into a huge saw(214a)?, the former is the unblockable setup, the latter beats rolls While i don't remember any in particular, people have escaped my 236d in a number of ways in the rare times i use it, the one i use that sometimes works is jump and either barrier until you are safe, or throw Escaping by jumping is so common that some Relius don't bother doing the j.c and instead throw you, or barrier expecting you to dp, air throwing works especially well in the second case Also Relius has some very safe jump setups if Ignis is out, so you might want to think carefully before using your 360, i've beaten a few pro Tagers once by using his jump setups, but gotten bodied once they understood what i was doing Edit:i see some other, more active Relius players reading this topic, hopefully they can provide better advice than i can -
[CP] Kokonoe - Gameplay Discussion (Discuss Videos/Combos/Questions/etc.)
Iron Savior replied to Kurushii's topic in Kokonoe
Here are the ones i use First of all, 2c(also 6c) is your best normal combo-wise, it has the best follow ups, you can go into 2c if your opponent is crouching, and on CH on most b and c normals, and after 22b hits Your best combos usually use 2c/6c>stuff, and you can generally apply them to a lot of situations Midscreen 2C > 6C > jc > j.B(2) > j.C > j.6/9D > j.236D |> 66 > 6B(2) > 22A , 6B(2) > 236B This one works off 22b, and close 2c hits 2C > 5D > 5B > 5C > 236D , 6[A] > 22B , 5A > 5B > 6C > jc > j.B(2) > j.C > j.6/9D > j.236D |> 236B Even tho the guide says close 2c, this one worked with far 2c in 1.0, if you can't time the 236b at the end, place a gravitron in a direction of your choice and launch a fireball, and i haven't tested if this one works off 22b, but if a 22b hits you should be able to run up and do the close one 6B(2) > 5C > 2C > 5D > 5B > 5C > 236D , 6[A] > 22B , 5A > 5B , 6C > jc > j.C > j.9D > j.236D |> 236B Same thing as the combo above, if you can't time the 236b at the end, you can..... Also, i don't think it works on Jin [AA] 6A > jc > j.B(2) > jc > j.B(2) > j.C > j.6/9D > j.236D |> 66 > 6B(2) > 22A , 6B(2) > 236B This one also works from j.B forward throw>8d, 2C>6C>jc>j.C>j.236D l>6B(2)>236B This one does less damage than the ones on the combo page, but i find it easier to do Backwards throw>7d>6c>j.8d>j.236d>l 6b(2)> 22a> 6b(2)> 236b Same thing for this one, i just couldn't do the ones on the combo page, and the 7d is supposed to go away from your opponent Note that you can replace 6b>236b for 6b>236c if you want more damage on some combos Corner c.2C > 6C > jc > j.C > j.D> j.C > j.236D |> [6A]>22b, 5B > 5C , 6[A] , 5C > 236B , 5C > 236C If you are really close, the [6a]>22b>stuff will put you in the corner, and if you are anything like me you will probably drop the combo so i rarely use this one 2C > 5D > 5B > 236D , 6C > jc > j.C > j.D > j.236D |> 6B(2) > 236B , 5C > 236C If you can't time the 236c at the end , like me, it will hit anyone who techs without a barrier, you can also use 22b for oki Corner forward throw>9d, 5c > 2c> 6c> jc>j.C>j.236d l>6b>236b>5c>236c Corner backwards throw>9d >sjc > j.B(2) >jc >j.b(2)>j.C>j.236d l> 6b(2)> 236b> 5c> 236c Input the 9d towards the corner For corner combos, you can replace any 5c> 236c enders(which are focused on damage), with 5c>22b enders, which are better for oki An oki setup i like to use is: stuff>3c>22b>2a(beats rolls and delay tech IIRC)>5b>22c You are supposed to do 22c really fast, so if 2a misses(probably due to a dp) and 5b doesn't come out, you will teleport away and bait Dps, just don't do it on Tager since his 50% meter dp hits behind him If you aren't afraid of dps, do a delayed 22b, no one ever blocks it -
When doing 3c>6d>j.b, you can input the 6d as 9d and you will jump with Ignis covering you His 22x is reealy good, the c version catches a lot of people unaware(sometimes multiple times in a row), and the b version is good for stopping people who charge at you People can grab you out of 236a, do don't spam it, and if you have Ignis out, you can use any of her attacks that isn't a special, 2d has armor in it so it is also good for oki
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With Ignis i guess, i don't remember if Lauger launches people far enough to count as a fulscreen knockdown But what i mean when they fall for it is they try to tech but don't even block it and they get knocked down again, multiple times in a row even! And what determines where 22c will come out?, i usually use it fullscreen, but i've had it come out when the opponent isn't that far and still hit
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What is it that makes people fall for 22c after a fullscreen knockdown so much?, it's so easy to avoid!, but i've won matches thanks to it somehow
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[CP] Kokonoe - Gameplay Discussion (Discuss Videos/Combos/Questions/etc.)
Iron Savior replied to Kurushii's topic in Kokonoe
Im just gonna copy some stuff from a previous post i made that might be relevant, basically: 2a has excellent range for its startup, 5c has very good range and leads to big damage on counterhit, and it is also very safe, 3c stops almost anything on the ground it it is properly spaced, but it is risky to use since the opponent can jump to avoid it, j.a and j.b have good reach, and j.a seems to be pretty infamous among Relius players, your drive gives you control of the screen, it attracts things to it, you can activate it to make stuff go flying in the opposite direction, you can launch fireballs to it, you can teleport to it with 22c ^i have no idea how to remove that quote, if it is visible, just assume i'm quoting myself Some important normals 6a is an amazing anti-air, you can charge it, and you can confirms it into an air combo, 3c is a godly poke/footsie tool, just be careful since it can be easily avoided by jumping, 5c has very good range, and on CH it staggers, giving you plenty of time to follow up into a combo, 2c is + on block, fatal counters, and is very good as a frame trap, just be careful using it against people with good reversals, j.b and j.a are both good air normals, i don't know if j.b remains a good air poke with the nerfs to it, but it was in 1.0, and j.a is very fast, the first few hits are overheads, it has a lot of active frames(that you can extend by holding down the button), and can cancel from and into j.b, if you do j.b>j.a close to the ground you can mess with your opponent since j.a is an overhead That is what came to my mind at first, but just read her dustloop wiki page, and you should get an idea Your drive is also very useful, it attracts stuff in the stage to its location, and you can do many antics with it, you can place it anywhere on the screen with a direction+d, http://www.dustloop...._Kokonoe_5D.png By doing 236d with one out, it will drastically change the gravity to the opposite of what it was, in other words it sends stuff flying, depending on your spacing after activating one, many things can happen, for example, if your opponent was between you and the gravitron, they will end up in your face,with a one way ticket to an all you can eat mixup buffet, for some strange reason, most people don't block here, but some have hit me out of it by poking after the activation, so be careful Your drive also attracts your 214a/b/c fireballs, something fun you can do is baiting your opponent with fireballs, i like launching one, them placing a 5d(gravitron next to you), you'd be surprised by the amount of people that hang themselves in this scenario by running into your fireball, if they don't run at you, you can send it forwards with 6d(forward graviton), and get a free blockstring or combo if it hits You can also activate the gravitron to send the fireball flying, if you are lucky, it will hit your opponent, and its really satisfying whenever it happens The fireball game is particularly interesting with Azrael, you can launch a fireball into a trajectory where it won't hit him to bait Growiler and make the Azrael feel really stupid You also have an invulnerable teleport you activate with 22, due to the command, it is immune to cross ups, you can use it to go trough very obvious distortion drives, like when an Azrael tries to use Black Hawk Stinger with both weak points, and Koko has some really strong counter combos, so you are getting some juicy damage off that If you have a gravitron placed, your teleport will move you to its location You can use this to escape from the corner if your opponent is far away, place a 6d(forward gravitron), and react depending on what your opponent does, most try to chase you, and you can teleport to the gravitron, or do some fireball antics http://www.dustloop....=Kokonoe_(BBCP) You can also set traps on the field with 22b, they detonate whenever someone gets close, do some decent damage, and you can combo afterwards for about 3k-4k These have many uses, you can use them after a knockdown midscreen with 3c, and be amazed at how many people hang themselves in this scenario too, you can jump and barrier to bait dps since it detonates whenever they get up, place a 6d(forward gravitron) if you think they will backroll and do some fireball antics, again you can get creative Something to note is that if you hit someone with 2c while a trap is set, the following combo will do massive damage You can also activate a gravitron to launch your opponent towards your trap like Tetsuwo does in this video http://youtu.be/aJ4uie_-3To?t=25m50s And 2a is a really good poke, 2a>basic string has won me a surprising number of games despite its small damage Dunno how relevant it is to your request, but hope it helped, the full post is on page 14, and i only omitted some combos Is there a way to spoiler thing on this site?, i'd like to compress my posts -
I don't know about other Kokos, but whenever a Relius uses Duo Bios on me, i like to escape with a teleport I imagine its really unsafe, but it's something to look out for the next time you are fighting one, you might want to stand idly by ready to punish one Its easier to escape with a teleport than with other reversals, since the teleport can go trough Ignis if shes close Dunno it it's common knowledge, i haven't fought a lot of Kokos as Relius