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Critical Edge

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About Critical Edge

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    お母さあああああ

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    JP PSN: KerberosEDGE
  • PSN
    CriticalZero
  1. I just got a bunch of info from TORI about specific combos in different situations along with a few tips and tricks. Once I get it all compiled together and translated I'll post it for you guys. But for right now here's something that he told me about: "少ない時は、~>3C>J5D>JA>微ダ2A*3>2B>5B>6C>ラントってやれば 嫁が全回復してるはずなので、頑張って誤魔化す! 再び立ち回りに戻すよりかは、流れを自分の物に出来て勝てるよ! ただしテイガーには置き攻めあまりしないで良い。" "When there's little [ignis Gauge], if you do ~> 3C > J5D > (short dash) 2A * 3 > 2B > 5B > 6C > Lanto, the wife should recover completely and you can try your best to mix them up (deceive them)! Rather than returning to neutral spacing again you can do you thing in the flow and win! However, you shouldn't do okizeme much with Tager." Also, after the JA the opponent can tech but they'll be forced to block. In essence, if you want to recharge Ignis while still being on the offensive, 2A * 3 > 2B > 5B > 6C takes enough time to allow her to regain a suitable amount of gauge to be thrown back out with Lanto. There's other stuff like: "3C>6D>JC>J5D>低ダJB>JC~とか" It's not all that strong against really aggressive opponents, but some people underestimate how fast J5D recovers and can get CH quite often. That's about it for right now.
  2. I feel bad for not being able to go to Alpha Station the last time you were there and say goodbye. You're definitely a really strong player and I hope that you're able to take the knowledge you got from playing all of the top players and help our community grow when you get back to America. I'll try and do my part when I get back as well. It goes without saying that I'll be trying to help out as much as possible before I get back too, hahaha.
  3. Critical Edge

    Helpful Japanese for our DUSTLOOP community

    立ち回り is pretty much 'spacing', from what I've inferred. 立ち means 'stand', while 回り can mean either 'to revolve', 'perimeter', or 'surrounding'. A player with good 'spacing' can also mean they have a good grasp of the fundamentals of the game and characters played, which qualifies as a 'skilled player', more often than not. That might be why 立ち回り can be mistaken for 'skill'.
  4. Tao, Valk, and Hakumen are arguably Relius's worst matchups in my opinion. Tao and Valk have that mobility to get around 214A most of his other tools with their shenanigans. Relius might have powerful ground game but it means nothing if the opponent's going to take to the air 90% of the time. Relius's air game is poor as well so it doesn't help to try and catch them while they're jumping around either. Hakumen's counters bypass any kind of Led Ley tricks you might use, and even if you Led Ley Yukikaze you can't punish him. He can counter the second hit of 2D easily... it's just a bad matchup. Also, forget about trying to do 214A at any point in the neutral game, because he can just poke her with 4C. Best you can do is try to AA jump-ins with 2C and play it safe.
  5. No, not at all, it's just that you need to mix in more lows and such to get in high hits like 6A. j.B and j.C are good overhead moves as well, not just 6A.
  6. Great ways to get in with Relius is using 2D after using moves like 214A and 214B for poking. Usually you'll get a CH if they're pressing buttons or you can force them to block long enough to get in and do pressure. Once you're in, you need to be able to get through their guard as fast as possible. If you don't get through quickly while using Ignis, once you finally break through you won't be able to get the maximum amount of damage without breaking her. Being able to get in, put the hurt on, and use things like 214C on knockdown if you have the meter is your best option. When you don't have that much Ignis meter midscreen and you hit them, sending them fullscreen with 236C and putting Ignis away to start the neutral game back up again to wait for her to recover is something you could also do if you aren't close enough to stay in and pressure by yourself. 5B has good range, and you can hit with 2C if you suspect your opponent jumping in. If you're in the corner, take this for example: 5B > 5C > 236C > 214A > 5C > j.B > j.C > j.236C > j.214A > (falling)j.C > 2C > 4D > 3C > (vertical)j.D The 3C > (vertical)j.D ender is CRUCIAL for the best okizeme options with Relius. There's a bit of a delay in the input for the j.D, giving you the best height to use j.C to catch tech rolls for easy 3k combos, and leaves you enough room to block against any kind of DP or wakeup stuff your opponent might try if they just emergency tech. If you're expecting a DP, you can guard once you hit the ground. If nothing comes out, you can rush in and start pressure again. Stuff like: 2A x 3 > 2B > 5B can recover enough of Ignis's gauge to throw out 214A again to get her back out and keep up the pressure for another attempt to hit them. If you can manage to keep from breaking Ignis, she can recover her meter super fast. If you break Ignis... then run away and try to space them out until Ignis comes back from her siesta. Try not to throw out 6A too early in the blockstring when you're doing pressure, it's pretty slow. You can also do 236A > 6D(or 2D) and try and fish for CH. There's also doing 2A yourself to keep them from mashing too hard. There's no low hitting moves that you're using in that blockstring either. Using more of Relius's Revolver Action moves like 5B > 2B along with 6D is better. Sure 2B's proration is crap but doing damage is what we're looking for. Also, 3C. 3C is jump cancellable so it gives you options to use Relius's aerial moves within your blockstrings to get through people's guard as well as push them towards the corner because IAD.
  7. Relius's combo difficulty is definitely pretty normal. Big damage is pretty easy in the corner and his midscreen combos are simple. His more advanced combos deal more with using Ignis midscreen to get over 3k damage. There's also specific combos to save Ignis meter with rapids, j.C fuzzy rapid combos, 6B TK 236C combos... other than that, it's just proper spacing and using Ignis in the best way possible. Tori's told me that what you need to remember about playing Relius is 5B, Lanto(214A), and Anti-Air 2C. If you can read the opponent then taking a match is cake. Then there's proper combos and okizeme.
  8. I would definitely recommend it. The BlazBlue community here is extremely strong, and you can always get better playing against insanely strong characters.
  9. He's also a god with Hazama. Out of about 4 or 5 games I played against him I was only able to take one round. He perfected me several times during those matches as well. His chain game is pretty tight, and he does j.214B loops like he's doing Hell's Fang. Damn, I want to play him some more!
  10. You did really well in that 16v16, I got really hype, so hype that I got tired like an idiot again. I need to stop going to Alpha with nothing on my stomach - makes me sleepy until I eat. Also, who was that Hazama player that finished the 16v16 and destroyed me? I felt like I was leveling up a little while fighting him, but I need a lot of practice to get any better against pressure among other things. His color seemed really familiar too.
  11. He's awesome. He's not that hard to get the hang of in my opinion, and has simple damaging combos. What you need to learn the most is attacking and pressuring in tandem with Ignis, abusing things like 236A, unblockable setups and okizeme. All while watching Ignis's gauge. If you can do that, then Relius will be an extremely effective character for you.
  12. Really good games over at Alpha Xie, I love your Platinum. Sorry I was so terrible - today really wasn't my day.
  13. Critical Edge

    [CSE] Relius Clover Q&A Thread

    If that's the case then it's the later 4 frames that are vulnerable to CH. Got them mixed up.
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