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Critical Edge

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  1. Sounds good, I'll post what I can.
  2. Yeah, I tried the TK as well. It doesn't work at all on crouching characters. In other news, here's some neat stuff I tried with Relius was 2C anti-air FC combos. 214D, 214C, and 214B hit with varying difficulties, timings, and usefulness. 214D: Example Combo #1: 2C(FC) > 214D > 66 > 5C(2) > (HJC)jB > jC > j8D > JC > jB > jC > j8D > #IdNaiads 3298 DMG Example Combo #2: 2C(FC) > 214D > 66 > 5C(2) > 4D > (HJC)jB > JC > jB > jC > #IdNaiads 3201 DMG Example Combo #3: 2C(FC) > 214D > 66 > 5C(2) > jB > JC > jB > jC > #IdNaiads 2869 DMG 214D is easiest to hit, combo, and crossover with. I'd choose this path if you need to switch sides. Damage is also fairly decent. It's also impossible to crossover when you use this move with Ignis already activated. Personally, I like how 214D are easy to combo with, but then again this particular move after a FC might not be worth it. Oh well, I find it quite cool anyway. 214C: Example Combo #1: 2C(FC) > 214C > 66 > 5C(2) > (HJC)jC > j8D > jC > j8D > #IdNaiads 4032 DMG Example Combo #2: 2C(FC) > 214C > 66 > 5C(2) > 4D > (HJC)jB > JC > jB > jC(#IdNaiads to end if too high) > #IdNaiads 3810(3699) DMG Example Combo #3: 2C(FC) > 214C > 66 > 5C(2) > jB > JC > jB > jC > #IdNaiads 3535 DMG 214C is usually your go-to when in this situation. 214C has INSANE proration so you'll easily be getting much more damage than any other combo you do off of 2C(FC). 214B might be the worst to use for this, but it's pretty damn stylish for what it's worth. Example Combo #1: 2C(FC) > 214B > 66 > (HJC) jB > JC > jB > j8D > #IdNaiads 3113 DMG Example Combo #2: 2C(FC) > 214B > 66 > (HJC) jB > JC > jB > jC > #IdNaiads 2872 DMG That's pretty much all I got for it. I want more combos with 214B in it. Here's a pretty useless combo using 214A I came up with for fun: 2C(FC) > 214A > jB > jC > j8D > jB > #IdNaiads 3048 DMG In conclusion, you can pretty much do any kind of combo you want after a 2C(FC). You can cancel 2C with any kind of move that'll summon Ignis or you can use one of her specials. After that, you can go to town. Here are other combos you can do after 2C(FC): 2C(FC) > 5D(2D) > 66 > 2C > 6C > 214A > jA(1) > jB > JC > jB > jC > #IdNaiads 3151 DMG 2C(FC) > 5D(2D) > 66 > 5C(2) > 4D > (HJC)jB > JC > jB > jC > #IdNaiads 2965 DMG 2C(FC) > 66 > 5B > 2C > 6C > 214A > jA(1) > jB > JC > jB > jC > #IdNaiads 3326 DMG 2C(FC) > 66 > 5C(2) > jB > JC > jB > jC > #IdNaiads 2663 DMG (Near Corner) 2C(FC) > 5D(2D) > 66 > 6C > #IdHaas > 5C(2) > jB > jC > #IdHaas > (falling)jC > 2C > 4D > 3C 4070 DMG Essentially, it's more economical to use as little doll meter as possible until you get into the corner. That being said, if you want pure damage you'll always want to go for the 214C route. Another thing to note are moves that can cancel into Ignis being summoned or put away. Ignis-Cancel Normals (IC Normals): 5A 2A 5B 2B 5C(2)(Cancellable on both hits) 2C Now that you know this, let's move on to Counter Hit combos to summon Ignis and do damage. Combo-able IC Normals after Counter Hit are 2C, 5C, and 3C. Since we already have plenty of 2C combos already listed, I'll list a few of the other ones. 3C: 3C(CH) > 5D(2D) > 5B > 6D > (HJC)jB > JC > jB > jC > #IdNaiads 2472 DMG 3C(CH) > 5D(2D) > 6B > jB > JC > jB > jC > #IdNaiads 2367 DMG 3C(CH) > 5D(2D) > 66 > 5C(2) > 4D > (HJC)jB > JC > jB > jC > #IdNaiads 2905 DMG 5C(1): 5C(1)(CH) > 5D(2D) > 5B > 6D > 66 > 5B > 3C > 6D > IAD > jB > jC > j8D > (land)(HJC)jB > JC > jB > jC > #IdNaiads 3565 DMG 5C(1)(CH) > 5D(2D) > 5B > 6D > 66 > 5B > 3C > (JC)2D > 6B > (HJC)jB > JC > jB > jC > #IdNaiads 3280 DMG There's probably more, but I'm a little tired. Managed to find an easy 6K combo off of 5B for only 50 Heat. Oooohhhh boy.
  3. If you've seen it in the videos then it works. You can also just do 5B > 6D and it will connect. You can technically do it until Ignis's meter runs to 0.
  4. I like that combo. Another one I learned was: 5B+C > 5B > 2C > 6C > (slight delay)236C > 66 > 6B > jB > jC > #IdHaas > 2C > 4D > 3C Also, if you want to save some of Ignis's meter and you have 50 Heat then you can just RC after a 236C, put her away, and go for a combo. After getting some of her meter back you can just #IdHaas and end the combo. Mostly works in the corner though.
  5. 2D takes up too much meter period. I like using 6D better now that I can properly connect it with other moves. Be it a blockstring or otherwise.
  6. They did. Relius and Hazama both have unique voice sets when they fight each other.
  7. Finally Completed Relius's Missions. Here's the notations: Mission #01: Specials Mission #02: Distortion Drive and Astral Heat Mission #03: 5B > 5C(2) > 236C > 214A (Will be noted as #IdHaas in the future) 2102 DMG This is a simple combo for easy damage. 5C(1) also works in this combo but for the sake of the challenge use 5C(2). Mission #04: 5B+C > #IdHaas 2067 DMG Mission #05: (Ignis Activated) 5B > 6D > (66)2A > 5B > 6D > (66)2A > 5B > 6D 1837 DMG (Note: Dash Cancels aren't noted in the combo, but it's impossible to do without them - even in the corner.) The main thing to take away from this combo is learning how to use 6D within combos to get in range of your opponent to do more damage by dashing in. This is also effective when you want to pressure your opponent. 6D doesn't take much meter from Ignis's gauge so it's an abusable move. Mission #06: 2A > 6B > jB > JC > jB > jC > 236C > 214B (Will be noted as #IdNaiads in the future) 1883 DMG This mission is an introduction to air combos with Relius. Mission #07: (Ignis Activated) 5B+C > 2D(2) > 6B > jB > JC > jC > #IdNaiads 2759 DMG This lets you know that you can actually use Ignis's normals with your throw to do some pretty sweet combos for good damage. The timing for this move is a little strict - but you want to input the move right before Relius slams the opponent down on the ground to get the two hits and have Ignis pull the opponent back towards you. jB > JC > jB > jC also works with this combo so feel free to use it. If you want your combo to be more accurate - especially for connecting jC, super jump. Mission #08: 2C(FC) > 5D > 66 > 6B > jC > j8D > jC > #IdNaiads 2951 DMG Relius's 2C is a pretty good anti-air and can also hit with a devastating Fatal Counter. This combo's pretty simple though so it does a little less than 3k damage. I recommend doing a super jump for accuracy. In this combo I'm pretty sure it's needed - jC's kind of hard to hit with without it. Mission #09: (Ignis Activated) 5B > 6D > 66 > 5B > 5C(2) > 6D > 66 > 5B > 3C(jump cancel)> 2D(2) > (land)6B > jB > #IdNaiads > Air Dash 3156 DMG This is a pretty tricky combo that utilizes what you learned in the previous missions for using Ignis in tandem with your normals. For some odd reason they included the dash cancels in this combo unlike one of the earlier combos that needed them. In any case, what you need to know is that if you're ever going to use normals in tandem with Ignis, you need to be up on your dash cancels! This combo carries to the corner so the Air Dash at the end is essential for chasing them. Another note is that the jump cancel after 3C isn't noted in the combo, but in the demonstration they use it to make 6B connect easier. Mission #10: (Ignis Activated) 2D(2) > IAD > jB > jC > (land)5B > 5C(2) > 66 > 6D > 5B > 3C > jC > #IdHaas > Air Dash 3295 DMG This mission kicks up the difficulty level as you have to take to the air from 6D instead of 2D - which is considerably harder. This combo carries to the corner, so Air Dash at the end gives chase. Mission #11: (Corner) 6A > #IdHaas > 2C > 6C > 214A(Val Lanto) > 5C(2) > jC > j8D > jC > #IdNaiads 4433 DMG What, you thought the missions ended there? In Extend there are 15 total missions. This combo utilizes overheads in the corner and can net you some massive damage. As always, for more accuracy with your jC use a super jump. Mission #12: 5B+C > #IdHaas > 6C > 214A > jC > #IdHaas > (falling)jC > (land)2C > 4D > 3C > jD 3795 DMG This is a corner combo coming off of a grab. The jD is used to put Ignis back since this combo may use up a lot of gauge. It also puts you in an okizeme position where you can mixup with your aerial moves. Mission #13: 2B > 3B > #IdHaas > 2C > 6C > 4D > jC > #IdHaas > (falling)jC > (land)2C > 4D > 632146C(Req Vinum) 3950 DMG This combo introduces Distortions as combo enders. In all honesty I'd rather use 632146D(Vol Tedo), but it's a mission so meh. (falling)jC > (land)2C is going to be a very important part in quite a bit of your stronger combos, so you would do best to learn them. Alternatively, 5C(2) also works if you don't want to use 2C. It's a bit easier to get because you can just mash out the 5C. Mission #14: 2C(FC) > 6C > #IdHaas > 5C(2) > 214A(Val Lanto) > 5C(2) > 4D > jC > j8D > jC > #IdNaiads > 5C(2) > 632146C(Req Vinum) 5061 DMG A pretty simple Fatal Counter combo. Make sure you time the Distortion well by buffering it while you're hitting with 5C or else it will whiff entirely. Mission #15: (50 Heat Required) 214C(Val Tus) > 5C(2) > #IdHaas > 6C > 214A(Val Lanto) > 5C(2) > 4D > 5C(2) > 6B > jC > j8D > jC > #IdNaiads > 5C(2) > 632146C(Req Vinum) > 5C > 632146D(Vol Tedo) 7689 DMG The final mission for Relius. This requires 50 Heat to perform. Hits off of Val Tus = MASSIVE DAMAGE. I'd even dare say it has more damage potential than any Fatal Counter Relius could hit you with. All you need to do is be careful with buffering your Distortions properly and you should be able to complete this mission just fine. And there you have it. Relius's 15 Missions in BlazBlue Continuum Shift Extend.
  8. I've gone to Alpha Station a few times and I've become pretty fast friends with Tori, YENGE, and にょむ(Nyomu). Tori's been telling me that 5B > Lanto is very strong since it allows you to get in really easily, and that Lanto is a strong move overall that should be used as much as possible. Keeping up with Ignis's gauge is the biggest issue with learning Relius, as well as learning combos that don't take up much of her meter. 5B > 5C > 3C > 6D > IAD > jB > jC > Id > Haas for example. Once you get in the corner there's plenty of setups you can use with Relius to keep beating on the opponent and keep them in mixup. When you have meter and Ignis's gauge is low, you'll want to RC and deactivate Ignis and continue your combo, allowing her to recover her gauge quite a bit before you get her back in. With that in mind, if you've got gauge then you're pretty much golden for doing unblockable setups, okizeme, and continuing pressure. Val Tus is also a great move to use for okizeme in the corner because this forces your opponent to Emergency Tech and can catch rolls. It also serves as a way to bait things like Counter Assaults, DPs, Bursts, and any other things your opponent can use to get out. Here's a few things you can do: - Guard - baits Bursts, DPs, and allows you to continue pressure after Val Tus is over. You'll probably want to Barrier Guard more than anything since DPs are air unblockable. - Mixup - you can hit them with 2B, 3C, jA, jB, jC - whatever you like to try and mix them up. - Roll Punish - Val Tus can catch their rolls and you can catch them as well if they try and slip by. Back dashing and hanging back is also a good maneuver to do like most roll chasing maneuvers. - Hit them - if your opponent does nothing then they just eat a full Val Tus that nets you a combo that can climb up to 6k. - Grab - self explanatory. Geara Nose is good for unblockable setups and mixing up your opponent after a knockdown. Like Val Tus, there is Guard, Roll Punishing, and just hitting them - but since it's an unblockable setup there's also Unblockable Mixups. 6A, jA, jB, and jC can accomplish this pretty well. There's also Feints, which pretty much leaves the Unblockable property alone altogether and just hits low. Req Vinum is a great move for unblockable setups because you can easily put it into a combo that would net you a measly 2k midscreen. If you have the meter, you can just use that, wait a bit, and use Geara Nose to easily do an unblockable. It's a good way to force Bursts which is pretty easy to do or you can just do another combo to carry to the corner where you can just do another unblockable and put your opponent into the same situation if Ignis has the meter. It can also be used as a reversal to, just so you know. Vol Tedo's a great move for catching opponents midscreen trying to poke. I've seen Tori use this move often. That's about all the info I remember from sitting down with Tori for about 20 - 45 minutes discussing it and sitting in Sparring Mode. The guy's really good - on a completely different level compared to me. I can't wait for the console version of this game. I'll get a lot more practice time. Also, Relius's Back Dash is better than you might think. It's pretty damn good.
  9. Well in the previous games there were little differences in the JP and US versions - you could switch between Japanese/English audio and subtitles. Maybe it will be the same this time around?
  10. Sounds awesome. I'd like to play against you with my Relius if that's possible. I'm going to have my game on pre-order too and I'll probably have it right when it comes out. Living in Japan is so awesome sometimes. Well, in the case of setups, I'd say Relius has only has two main ones - the unblockables. After Req Vinum, you can have Ignis use Geara Nose while you take to the air or use an overhead. It's pretty easy to do since Geara Nose does multiple hits. The second one is after a knockdown - Geara Act and 2B. It's harder but doesn't take any meter. Well, I'm pretty sure you guys know these setups already but other than that I don't really feel that Relius has any other setups that you need to worry about. What's most important about using Relius is to balance using Ignis and stay tricky. Don't respect your opponent's offense too much or you'll get yourself into a bad situation too often. I feel that I've lost many more matches than I should have by staying on the defensive without Ignis too much.
  11. Damn, and I got all excited like a dumbass. Still, it looks really useful. I'll have to learn how to do that too next time I head over to the arcade.
  12. So, he did the input an immediately input Led Ley?
  13. http://www.youtube.com/watch?v=5HEZ7-NkIL8&feature=feedu - 4:14 Guys, seriously, you need to check this shit out. Apparently you can CANCEL Relius's calling of Ignis to make stuff safe. I've never seen that before and it's pretty damn incredible.
  14. Just a little tidbit:
  15. It's really hard for me to disagree with this. I was playing Relius today and I went from 97-160 PSR in two hours. I'm really starting to get a feel for how this guy is supposed to play, but there's so many more tools and combos that I haven't even been using yet. Relius is gdlk. Elder gdlk.
  16. Relius is definitely a well designed character. He's soooo good. Ragna just might get bumped down to Platinum's sub-status if he keeps up being this gdlk.
  17. He still has plenty of room to grow, but he already has several different versions of his corner combos using 214A along with j236C > 214A. There's also even more stuff being found out everyday in regards to combos that you can include Ignis in. Especially midscreen. For example, you can do this: 5B > 5C > 2D > 5B > 5C > 236C > 214A(B) Easy to get the hang of, right? Then there's this: 5B > 5C > 2D > 5B(5C) > 3C > 2D > jc > jB > jc > jB > jC > 236C > 214A(B) Relius is a goddamn beast when he's got Ignis. Relius can do well by himself for a while, but Ignis is a definite must if you want to do proper mixups and get the damage. But I'm pretty sure you guys figured that out already, hahaha. Oh, and you can also do the same kind of loop using 6D, which takes a lot less meter from Ignis so you can keep her out longer. It's really handy but I'm still trying to figure out the proper timing and gatlings for it to work properly to keep my opponent in hitstun/guardstun. Oh yeah, some corner stuff I've learned too: 5B > 5C > 236C > 214A > 5B > 5C > jc > jB > jC > 236C > 214A > jC > 5C > 2C > 6C > 4D > jc > jB > jC > j236C > j214A(B) (I'm fairly certain there's a way to get in a 3C at the end so you can use a Distortion Drive, but I haven't figured it out yet.) 5B > 5C > 236C > 214A > 5C > 2C > 4D > (6B) > (h)jc > jB > jc > jB > jC > j236C > 214A > jC > 5C > (Distortion??) (I've used this combo a few times to catch people mashing out with 4D to start up another combo in the corner. I'm also not sure if you can use a Distortion after hitting the 5C because I never really tried it.) Well, that's about the gist of what I've got on Relius combo-wise. I've tried not to but I'll have to go and look at the technical thread here and look at the combos.
  18. I haven't really fought against any Mu-12 either, so it's pretty tough to gauge how the match up is. I've been fighting a lot of Ragna and Platinum. It's pretty much that you have to get them scared of Ignis and keep them away from you until Ignis can put them into enough guardstun that you can run up and start trying to cross them up while mixing in various D attacks, mostly 6D and 2D. For me, I usually do this: 2A > 2A > 5B > 5C > 2D > 2A > 5B > (Possibly repeat or Throw) It takes a lot of Ignis's gauge to use, but it's much easier to repeat than 6D, but 6D takes MUCH less of her meter to do - so it's recommended that you learn to do that as fast as possible. If you're without Ignis you don't have many options other than to dash in and try and keep them guessing with your 2A, 2B, and 5B. 5B has some range on it so it's a good poke. What you have to remember is that even if they're too far away to hit with 5C, you can hit them with 236C > 214A if you hit them with 5B. That alone will give you the initiative. There's also where you can IAD into jB > jC while they're in guardstun of 2D, but it's pretty hard to pull off and can possibly get punished. For okizeme, if you can catch them on wake up with Ignis's 214B, you can probably catch them in another blockstring or you can go for an unblockable setup with 214D and 2B. If you want to get really fancy, you can also bait things with 236A and punish with 6D or 2D. If you hit them with 2D, you can get really big damage. Well, that's pretty much what I've learned from playing Relius since he came out, but I'm still trying to figure out what works best in the corner combo-wise. Then there's the air combos you can do in the air with Ignis that I saw a guy trying to do one day. Relius is so gdlk.
  19. Not sure if that needed spoilers or not... Spoilering just in case.
  20. He has a scene with Carl, Makoto, and Tager. That's pretty much it aside from Unlimited Hazama.
  21. Truth be told: That being said, Unlimited Hazama is even more of a monster than he was before. He's pretty quick on detecting jumps so an approach like that is pretty difficult. He also has a new Distortion where he hits you with a rush of attacks, starts looping with his 623D, and finishes it off with a 6B > Taunt. I wonder if all the characters has a new Distortion Drive in Unlimited Mode because Ragna has a new one as well where he goes from Hell's Fang > Devoured by Darkness.
  22. I'm currently in Japan right now playing BBCS:EX and I saw Relius's arcade ending. It's pretty brutal. If I recall it's called "Nameless Death".
  23. BBCS2 is for the arcades. The update patch is for the consoles - but that will be coming at a later date.
  24. Fucking amazing. My sides are burning...
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