Stoneroth Posted April 7, 2014 Posted April 7, 2014 I think it's because it is a bit longer for more wind regen if you are low? This was pretty much the only conclusion I could come to, but the difference seems so very minimal. An extra wind would definitely be worth the 100 less damage or so though. I don't think it's an issue of wallstick height, I find the 6A > 5A > 6A etc route to be more problematic at lower heights.
Yaaay Posted April 7, 2014 Posted April 7, 2014 I'm currently in Nagasaki, living about a 15-min walk from the nearest arcade and there's also one near the university, so if anyone would like something to tested just let me know. Not that there is much I can let you know though since some of you seem to know more than I do :P. Lotus really feels improved though, it's much easier and more reliable to hit with with. (yay)
Tari Posted April 7, 2014 Posted April 7, 2014 This was pretty much the only conclusion I could come to, but the difference seems so very minimal. An extra wind would definitely be worth the 100 less damage or so though. I don't think it's an issue of wallstick height, I find the 6A > 5A > 6A etc route to be more problematic at lower heights.Does it make the normal combo route stable on Bang, etc.? I honestly can't remember what the 6A > 5A > 6A path was for, but I feel like it had a legitimate use. :/
Wild Candy Posted April 7, 2014 Posted April 7, 2014 thanks for the advice everyone, being able to immediately combo into Oki off overheads has been really helpful. Hopefully we can play together sometime. Also, what exactly are Rachel's nerfs and buffs in the patch, I'm not very aware of most of them.
Tari Posted April 8, 2014 Posted April 8, 2014 All of the patch notes can be found here: http://www.dustloop.com/wiki/index.php?title=BlazBlue:_Chrono_Phantasma_1.10_patch_notesRachel is mostly unchanged. The backdash took a bit of a nerf, as did lotus P1, speed, and startup. The negative penalty resistance is a nerf, but I don't think any of us are too concerned about that. The rest of it is pretty much buffs or completely unimportant, though the pumpkin activation timing seems to be messing up oki combos.edit:I only see 51 pages for this thread when viewing it from the Rachel forum, but the thread actually has 52 pages. Does anyone else have this issue? Need to know if it's on my end or if it's a board limitation.
Soniti Posted April 8, 2014 Posted April 8, 2014 edit: I only see 51 pages for this thread when viewing it from the Rachel forum, but the thread actually has 52 pages. Does anyone else have this issue? Need to know if it's on my end or if it's a board limitation. I only see 51 pages. edit: jk posting this made it 52, but my point still stands that when I was reading your post it was 51.
Celerity Posted April 8, 2014 Posted April 8, 2014 I only see 51 pages for this thread when viewing it from the Rachel forum, but the thread actually has 52 pages. Does anyone else have this issue? Need to know if it's on my end or if it's a board limitation.It might be related to you seeing deleted posts in the thread, maybe the forum isn't displaying page numbers correctly.
Tari Posted April 8, 2014 Posted April 8, 2014 It might be related to you seeing deleted posts in the thread, maybe the forum isn't displaying page numbers correctly.Pretty much the only thing I can think of that makes sense. Soniti's post is the 24th post on page 52 for me. Seems pretty randomly designed, but I guess there's not much to do. At least it's only on my end.Thanks for the help clearing that up, you guys, sorry for the brief tangent.
gli Posted April 8, 2014 Author Posted April 8, 2014 Same here. I have weird page issues. Anyway, need to keep up with 1.1 stuff now...
Loryuo Posted April 8, 2014 Posted April 8, 2014 What are the optimal combos for oki? I've been using most of the challenge combos, since i'm still learning the character, but maybe i'm timing it wrong, cause when I play my friend he jumps out of my 3C into 214 A almost everytime. EDIT: i'm practicing frog 5B 6A 236A dash 3C(1) 236C 6A 4B dash 5CC and it seems like the 3C is pretty tight. pretty tough going to neutral and to 236C without more than 1 hit of the 3C connecting, or i somehow hit forward, even though I don't recall ever pressing that direction when just doing the whole motion and get her 632146C super for some reason.
gli Posted April 8, 2014 Author Posted April 8, 2014 Optimal combo route depends on the starter you hit confirm with. Generally, the weaker the starter (VS property being the lowest), the shorter your combo will have to be to get the knockdown at the end (look at frame data in wiki to see these values).
Loryuo Posted April 8, 2014 Posted April 8, 2014 I'll watch some N-O videos and look up the frame data then. Thanks
Soniti Posted April 9, 2014 Posted April 9, 2014 i'm practicing frog 5B 6A 236A dash 3C(1) 236C 6A 4B dash 5CC I'm assuming you meant 214c? Also, there are some characters which the dash 3c doesn't connect on too well. Hakumen is a good example of this.
Yaaay Posted April 9, 2014 Posted April 9, 2014 I'm assuming you meant 214c? Also, there are some characters which the dash 3c doesn't connect on too well. Hakumen is a good example of this. Does it actually connect ever? I rarely see N-O do the 3c route against Hakumen, he usually does 6B jb jc 2d 6a 4a 5cc.Other Rachels usually either do the same, and if they don't they drop the combo. I even skip it and only do 6a 4c 5cc in fear of dropping the combo... Ugh I hate Hakumen and Bang >_>
Loryuo Posted April 10, 2014 Posted April 10, 2014 yeah i meant 214C. my bad. Moving on to the mixup pressure part of her game now. but i notice N-O using JB JC more than say JA JB for overheads. is it because of the overall better damage?
Errol Posted April 10, 2014 Posted April 10, 2014 N-O doesn't use JBJC in general. Hakumen is a different story from other characters.
gli Posted April 10, 2014 Author Posted April 10, 2014 If I had to make a guess, it'd be more about j.B's cross-up properties and less about damage. If you want gapless, you should stick with j.A.
Loryuo Posted April 10, 2014 Posted April 10, 2014 Ahh ok. I think that was it. I was watching hakumen matches mostly last night, so I saw a lot of JB JCs. must be a hitbox thing. thanks again.
kirbster Posted April 10, 2014 Posted April 10, 2014 Yeah, j.b works as an instant overhead on Hakumen and Tager.
Loryuo Posted April 11, 2014 Posted April 11, 2014 sorry i keep asking all these questions but i'm just trying to make sure. http://www.youtube.com/watch?v=kRX3G3Yauck&feature=youtu.be 0:24 how is the second part of 5CC connecting? i'm doing the same thing on a crouching opponent. is there is microdash involved? Edit: yep microdash. got it.
someonewhodied Posted April 11, 2014 Posted April 11, 2014 so i've found (well stole this combo from someone) for midscreen: 2B/5B>5CC>3C6DD(whiff)>665B>6A>236A>663C>214C>66A>4B>j.C>dj.C>j.236A dunno if its any more optimal than the 5BD>6A route but you get both wind that you used back in this combo. Which route should i go for? the 5DB>6A route only takes one wind and is easier but this one gives more carry.
Soniti Posted April 11, 2014 Posted April 11, 2014 If the opponent isn't crouching (or happens to be Tager), you can do 2b/5b starter into 6b j.3d j.b j.c 5b 6cd j.2c 5b+d 6a (microdash) 5b 6a 236a 3c 214c 5cc That carries corner to corner. Your combo might be optimal for crouching long distance opponents though, if you are cornered with lots of wind and really wanted to carry full screen to the other corner. In most situations, the 2 wind microdash combo is enough to get them close enough to the corner.
Stoneroth Posted April 11, 2014 Posted April 11, 2014 so i've found (well stole this combo from someone) for midscreen: 2B/5B>5CC>3C6DD(whiff)>665B>6A>236A>663C>214C>66A>4B>j.C>dj.C>j.236A dunno if its any more optimal than the 5BD>6A route but you get both wind that you used back in this combo. Which route should i go for? the 5DB>6A route only takes one wind and is easier but this one gives more carry. This combo doesn't regen both wind stocks, you get about 1.25 stocks back before you jump, then the opponent techs as soon as you land. It does more damage and leaves you closer to the corner but you're giving up options and wind regen. I would definitely opt for: (2B) > 5B > (6B) > j.3D > j.B > j.C > 5BD > 6A > dash 5B > 6A > 236A > dash 3C(1) > 214C > dash 6A > 4B > dash 5CC if it's an option. Carries fullscreen and after you summon a pumpkin etc you have basically regened both wind stocks. Can tack on TD as well for corner oki and wind regen. Edit: Not sure if I'm confused about your wind regen comment. Either way, both combos don't fully-regen wind. Apart from the single wind 5BD > 6A route.
Soniti Posted April 16, 2014 Posted April 16, 2014 N-O did a corner combo from j.b fuzzy in a recent video that gives you a ton of wind regen time. I'm totally stealing this combo. https://www.youtube.com/watch?v=bEKZ3JjZu9w&t=44m29s It requires a pole out. j.b j.a j.c dash 5b 5c 214c dash 5b 6a 236a 5b 6a 4b 5cc (214b) 3c You need to delay the 236a and let them fall as low as possible after the 236a before doing 5b, but other than those parts it isn't strict.
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