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Everything posted by JoshuaVv
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[CPEX] Relius Netplay, Critique, and Self-Improvement Thread
JoshuaVv replied to NecroTheReaper's topic in Relius Clover
I put your suggestions into consideration and this is where I've come to. My execution still isn't where it should be, but that'll come with more practice. I'm trying to be more liberal with Ignis as suggested, and it's certainly been paying off, I think. Any other major issues? Anything I'm doing well and should try to maintain that kind of style? Something still missing? Thanks guys, your advice helped a lot before, so if something new comes up, please let me know. -
https://www.youtube.com/watch?v=54znjsgf-xE That's my cheating way of doing it, since I can't IAD. I delay j.b and j.C a lot, and it seems to work. It's pretty much my replacement for IADing and has worked most times I use it in combat. Not as much distance, but it's... acceptable.
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When those hot colors won't give my green ass the time of day. I mean, I know they're all probably as hungry for a challenge as I am, but man. I at least give people the time of day- a few matches to see if they're worth playing. So many yellows and up keep denying me games, just cause I'm green. How am I supposed to get up to your level when you won't even let me grind? Very upsetting.
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Oh man, that would be fun. The damage still suffers, but if we can just use it for set-ups for chain/5C, then it would still be great. Edit: Just read that normals aren't at all effected by SMP, so I guess it would depend. I'm gonna assume it'll end up something like it did in CSE more than anything. I doubt they'd give us back CS2 craziness, as fun as it was. Although it's making Hazama sound more and more combo centric than chainy, which honestly sounds kinda boring. Although going for time scams would be hilarious like that. Makes me wonder if we could just poke someone real quick then fly off and sit there the entire time. All the more reason to think the chain is gonna be changed, but it's a funny thought regardless.
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https://www.youtube.com/watch?v=ypeaatiE_J8 this is a pretty easy solution to 20
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[CPEX] Relius Netplay, Critique, and Self-Improvement Thread
JoshuaVv replied to NecroTheReaper's topic in Relius Clover
https://www.youtube.com/watch?v=o_3F0UTaiUE<- me vs a Jin https://www.youtube.com/watch?v=of3D0O4JRBM<- me vs Az(Ziggy specifically) https://www.youtube.com/watch?v=36AdERmF0Cs<- and finally me vs SWD's Valk Any and all comments are super welcome, I want to know what I'm doing right and what I'm doing wrong. I think what I'm most worried about is my neutral, because it feels weak and why I lose vs chars like Valk and Jin when I do. I need to work on confirms I think, so help on that would be great as well. That's what I saw right away, but if you guys can see more, that would be amazing. Thanks so much. -
No, I think they mean it goes like this: no stock> throw chain> hit> get stock> follow up> lose stock. It's basically how it's always worked.
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As of 7/18/2015 - Ouroboros now only has 1 stock. - Gasaishou deals 2 hits and 600 damage, launches the opponent upwards. - Orochi's last hit wall-bounces. - Green Ressenga doesn't bounce on air hit. - After using an Ouroboros follow-up, it's impossible to follow it up with other attacks for a while. - New Jagai special staggers at least on ground normal hit and automatically goes into Jasetsu. You can mix up with Jagai > Zaneiga/Ressenga: though there is a jab-wide gap, Ressenga beats 2A and Zaneiga beats 5A. A combo goes something like 2A 5B 5C Jagai Ressenga/Zaneiga 2A 5B 5C Jagai into ender. - Since the throw after 5C 5DD j.2DD is purple now, it's possible that the guard stun on close-range Ouroboros is longer now. - You go into Active Flow by landing 6A three times. - Green Ressenga now forces crouching, connects into 5C. - No changes to OD Mizuchi. - You can score about 3400 damage from a green Zaneiga, might get better with research. - You can follow up Gasaishou with both B and C moves. - Almost all normal cancels into Jasetsu are gone now. Instead of that, most normals can cancel into Jagai. - If Ressenga hits, it makes the opponent stick to the ground, so you can follow it up with C moves. - CH 3C still connects into Zaneiga, so feel free to practice CH 3C 66 Zaneiga in CP. - It's just a hunch, but it feels that Jameijin's untech time is shorter than Hirentotsu's. - If you land j.C too high, it might not be possible to follow up with Jameijin. - Ouroboros's length is now infinite, so it can go outside of the screen. - Ouroboros only has 1 stock, which is consumed by using any follow-ups. - If you have no stock, you can still use follow-ups on hit or block, though you do not recover it in that case. - The stock recovers after about 3 seconds, even if you are in the air. - In OD, the stock recovers automatically, and you can use as many follow-ups as you want. Thank you, SoWL for translating. I think it's safe to say Hazama, at least according to these changes, has been nerfed, but not badly. Stock coming back in 3 seconds regardless of in air or on ground isn't too bad, but what that does mean, is unless we hit the opponent every time we throw a chain, we can't follow up, which restricts shenanigans quite a bit. Also unable to stance off most normals hurts our mix-up quite a bit, since it'll be easier to predict. Jagai, seems like it's gonna be acting as a big "WARNING, I'M ABOUT TO DO STANCE STUFF" which really sucks as far as mind-games and predictability comes in. I guess, if we really want, we can also use a close D, cancel into stance and try stuff that way, if the guardstun is long enough. Speaking of D, it being infinite seems like a bad thing overall, because if it truly IS infinite, that probably means we NEED to use A to cancel it, doesn't it? Maybe it's set by a timer and not just length. Combo potential, and damage, however seems like it'll be as good as ever. I mean 3.4 off charged Zaneiga is less than usual, but still plenty good. Ressenga sticking probably helps it overall, since it seems you can follow up with 5C green or no, but it can't be prefaced with a hit Jagai? Though, if 3C CH> Charged Zaneiga still works, we might still be able to do something off GashÅkyaku. Even just a hungry coils (english name ftw) would be decent for position purposes. So, overall there certainly seems to finally be some REAL steps in nerfing Hazama rather than just a bunch of horizontal sliding and hidden buffs. However, I think, with where we're at now, he'll still be plenty viable. It'll just be harder opening people up. Thoughts?
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[CF] Relius changes, loketest news, other stuff
JoshuaVv replied to Poultrygeist's topic in Relius Clover
Overall I'm liking the changes so far, in addition to 5/2/6C being faster (if that's confirmed.) Sucks that exceed is apparently lame, but bigger gauge with faster normals sounds great so far. I don't feel like Zein not wall sticking will change too much, if anything it just sounds like it'll work better mid-screen. Lugia's slower start-up could potentially be better, too, if that means opponents higher up can be caught. Might have to adjust some timings, but I could see that being better for Relius on some applications. Unless, of course, that also means comboing off 6C isn't a thing anymore, but I can't imagine that. We don't know, of course, but it all seems promising. -
I'm having issues with dealing with things at full screen, and I'm pretty sure I shouldn't, especially against characters like Ragna and Terumi. So, let's say the situation is Ragna and I are a screen away from each other and I want to get in on him. I've tried throwing Ignis at him with 214A/B/C and either jumping to try and cover his jump or 22A/B/C, but I feel like I miss that a lot. I'm getting the feeling this isn't the best option, so what is, or if this isn't bad, how should it be timed or set-up? Also, have the recovery times for 214X been adjusted? I feel like I can't close in as quickly as I used to before (which could very well be part of my above issue.)
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Yeah, 6C is fine as it is. The rewards for hitting it are pretty good as is when considering the rest of Terumi's character. If anything, I'd just want them to adjust the stun/bounce on lvl3 stomps. It feels pretty inconsistent on some of it's follow ups and the window for dashing to snakebite is pretty tight. Maybe this just shows my lack of ability when it comes to this, but not even just plain 6C after the bounce always feels guaranteed on some chars. I just want a bit more consistency, and whether that adjustment needs to be in the game or in myself, who knows. Otherwise, unless they absolutely ruin him more than he has, I think that headbutt has already helped Terumi enough to where we're back to being a real character.
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With this new OH can we get a DD where he just bashes his head against the opponent over and over again?
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[CF] Valkenhayn General Discussion Thread
JoshuaVv replied to Kiba's topic in Valkenhayn R. Hellsing
#BringBack2CAntiAir But I agree, my first thought when seeing that new OH is 6C is gone as an OH. Makes sense, since it was big and dumb, but did at least get over throws and lows. I'd almost call it a buff, but a very slight one at best. 6C will still have it's uses by beating stuff, wolf canceling, and in combo/carry, so losing OH won't hurt it. If you're using it for that stuff, you won't need the OH property anyway. Although I am curious what the command for it will be. Most typical OH commands are taken by other moves, so it'll probably 4A/B/C. -
Well, just going based on the reveal trailer the new stuff seems super beneficial for Az. If his rekka still has some serious ground-slide the slam will be a nice alternative to that to maintain pressure. The new super seems kinda weird, because I'm not sure what kind of utility it has. BHS already does great damage and scud gives points... maybe Az will be able to combo off it? Or, maybe since they go up into the air it'll be a sort of AA (could apply to the special as well)?
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Neat. PSN: SonderVv Availability: 17:00-when I sleep US EST Hazama main, but could also use advice for Relius, Terumi, Azrael, and maybe Valk if I pick him back up.
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[CF] Relius changes, loketest news, other stuff
JoshuaVv replied to Poultrygeist's topic in Relius Clover
If it is a command grab, however, that would be a pretty damn strong addition. I'm only an ok Relius at best, but having an option like that would help him a lot, maybe too much. He's always been good, but having that would bump him up to really good. That is, of course, assuming the rest of him is more or less intact. I can imagine it taking a good amount of Ignis meter, or maybe it not being able to follow up without meter, anyway. Regardless it, it's a nice tool that helps round out his moveset more, so I'm excited to see what else they've changed. -
BBCSE coming to PC next month (one step closer to CP?)
JoshuaVv replied to Jotamide's topic in BlazBlue Gameplay
I bought this and became PC's Pisces Albafica. Remember folks, if you beat me, you just beat my cousin. -
UNIEL Netplay Tournament (August 3, 2014 @ 3PM EST)
JoshuaVv replied to MastaToken's topic in UNI Online Play
Fuck it, I'll try. -
: https://www.youtube.com/watch?v=5lhjlkY6OIA
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UNIEL Netplay Tournament (August 3, 2014 @ 3PM EST)
JoshuaVv replied to MastaToken's topic in UNI Online Play
Oh man this'll be interesting. PSN: SonderVv Location: New York -
GGs to VSlackerV, Venus-Litchi, AMN_REDD, Akutare and shout outs to net getting unstable as fuck when about to fight Ctrl
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Generally, how useful is Relius's OD?
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GGs arcade lobby especially to Grove the carl player I did lots of X-Matics with. I was clearly out of my league, but they were fun regardless, if just to learn the match-up a bit.
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GGs to Blactrcity and OmgItzMendoza thanks for exposing me. I needed it.