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Posted

I just wanna take this moment to say:

Fuck shirobakamono for stealing my color.

 

Never have i wanted to just wreck someone with bullshit so much.

 

I don't hate him for any other reason. Thats just my color.

Which color do you use?

Just...uh...Just out of curiosity

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Posted

Which color do you use?

Just...uh...Just out of curiosity

 

For nu i've always used color 22.

For bang, color 3.

For Carl, Color 3

For Tager, Color 9

Koko is 3 or 22

 

everyone else is 22 :v

 

but he was actively choosing characters i play a lot and using my color :(

Posted

I might be able to play later tonight. You think you would still be on?

Posted

GGs nirage, keep that Bullet of yours up. Sorry Dawn, was playing more off rage than practicality after nirage left.

Posted

GGs the both of you.

 

I could tell you were way more aggressive than usual after that wake-up astral Niraje did so I was kinda tryin to see if I could land CH Sekka along with other shenanigans

 

Also I apologize for wake-up astral with Makoto but I was trying to inherit Niraje's will.

Posted

For nu i've always used color 22.

For bang, color 3.

For Carl, Color 3

For Tager, Color 9

Koko is 3 or 22

 

everyone else is 22 :v

 

but he was actively choosing characters i play a lot and using my color :(

Maybe he likes you.
Posted

Also I apologize for wake-up astral with Makoto but I was trying to inherit Niraje's will.

Mission Accomplished

Posted

Maybe he likes you.

 

No one should like me.

 

Like i bet most people on netplay dispise me. You'd have to be CRAZY to like me.

 

 

 

 

Anyone wanna play? <3

Posted

No one should like me.

Like i bet most people on netplay dispise me. You'd have to be CRAZY to like me.

Anyone wanna play? <3

Wouldn't say 'like', just respect.

Will anyone be on by 11pm tonight? That's the time I think I'll be online.

Posted

invite sent. 

I have extra slots in case anyone wants to spectate. Just message me on twitter or skype or smth if you want to take up a spectator slot or wait in line :v

 

 

(hah i think people care enough to play me for me to have extra slots :v)

Posted

GGs the both of you.

 

I could tell you were way more aggressive than usual after that wake-up astral Niraje did so I was kinda tryin to see if I could land CH Sekka along with other shenanigans

 

Also I apologize for wake-up astral with Makoto but I was trying to inherit Niraje's will.

The wake up astral was actually a reaction, I knew it would work when I saw the 4D

Posted

As promised...

SPOILERS WITHIN SPOILERS!? The Jin vs Rachel Neutral Game by someone who has played this game far too long ;_;

Jin vs Rachel. An interesting matchup indeed. Now before I begin, I will point out that as a rachel player, I'm not going to be able to fully conceptualize the matchup, at least from a Jin's perspective. That is all.

Enter snow town, Jin's CP stage. It's always snowing here, and the theme matches very well with him. He controls deadly ice magics, capable of freezing his opponents from several angles. His ability to gain and keep momentum is some of the best of his game because of his solid, reliable combos, several great normals, a few decent specials, and very good, if a bit situational, supers. His drive attacks freeze even the most fiery foes, and they are unable to block or do anything besides burst for 60 frames or so (needs to check his frame data for different attacks). He uses this to do resets and combos.

How does all of this compare to Rachel, you may ask. If he can rushdown and zone decently, he has a much higher chance of attacking a range Rachel wants to summon at. His ice sword projectile (236c?) travels a straight line - Rachel must either jump, block or 5b the sword. If Rachel blocks one of these, she might be forced to play midrange which is heavily unfavorable for her here. Summons play a part here, but their role in neutral will be explained later. Destroying the ice with her 5b is nice as it saves a pumpkin on the field, and decent when combined with jump away summoning to mix the Jin player up. This method is vulnerable to instantly followed 2d, 5d, 5c or anything that will hit Rachel soon after the ice. In general, it forces action from the Rachel player and smart use of it is key in neutral. He has an air version of this as well, travels straight.

Fullscreen options for Jin: So ice sword was covered. What else does he have? Meterless, that is it. But wait! Jin has EX moves that are unique to him, upgrades to his normal moves that have good properties and usually a nasty side effect of frostbite. With 25 meter, you have d ice car. Extremely fast, this risky dive at the princess can sweep her right off her feet... And freeze her in that position. Use this while Rachel is chucking lobelias at you from the ground and doesn't have a pumpkin or frog nearby. Keep in mind there are several ways to beat this: can be jumped (possibly putting you in the corner), blocked if expected, interrupted by a random sword iris or summon... The list goes on. The idea here is to surprise her. You can get a lot of mileage out of this on hit, so definitely get used to doing it every so often to force her to jump. Then you can try to get her with a jc or 2d or something.

With 50 meter he has ice wave super. Combines the safety of ice sword and the speed of d ice car into one deadly beam. Rachel must completely respect this. She must either block or jump. Damage is good but it doesn't give huge momentum and gimps future combos unless you have 75 meter. Nothing she has beats this super and it kills everything she has unless she jumps over it and summons, preferably a pumpkin. Best used if Rachel has less than 2k health or close to that, or to clear the field of projectiles, even to completely negate every level of Rachel's TD.

Jin is also decently fast. One very annoying, quite viable strategy for fast running characters vs Rachel is the "Run Up Get Done Up" strategy, where from full screen, you just drop everything and charge at her with no care for your well-being or safety.

The thing about Rachel is that although she is a great zoner, her damage from zoning is quite pitiful. What she gains from zoning is respect which allows her to set up even more, making the screen claustrophobic, and forcing you into her traps so she may get in and take advantage of your sweet ass. So why allow it? You don't have to tolerate that shit!

This requires quite a bit of prediction especially if she has wind at all, and even more so if there are summons on the field. Best used if she is trying to summon frog or shoot a lobelia without pumpkin, and even better if she has no wind. You just run into midrange at least. This is instant pressure on the rachel because she now is put into an rps defensive situation, where your normals could tag her if she isn't careful. You control the horizontal front more efficiently midrange than she does, so whenever you can, get into this range and go ham. Again, quite risky, and if she expects it, will create a wall with her summons and react to your movement. This is bad for you because she can block and has more control with reactionary formations.

So now with fullscreen mostly covered, this leaves midrange and air situations.

Mid range is where Jin shines here. This is round start position, and extends to just outside 2d range where it ends. In this zone, especially toward max range, is extremely dangerous for Rachel. As a Jin player, most of your attacks are either faster than hers, longer, or will clash with a projectile. Being faster means she cannot just panic 236a (wind optional) like she could with Ragna. This goes for his longer attacks as well, like 2d itself. She cannot trade with this easily, and doesn't want to block or be hit by it, as it basically means it's Jin's turn. For faster attacks you have your amazing 5c which offers the best in terms of speed vs range, and power. Use to discourage her fastest ranged attacks such as 6b and 236A/b. You have 2a which when combined with a dash, is faster than 5c albeit a bit less range but still gets the job done. For longer attacks you again have the mentioned 2d. Extremely dangerous because Rachel's lack of defensive options while blocking, and Jin's initial range. She can't jump out because her ascent is too slow to be out of the way in time, just be sure not to whiff your 2d.

Any projectiles that she throws that clashes with any of your own will give you a net advantage if she uses wind to back them up, as both player's projectiles are negated. Your 236c clashes with lobelia and pumpkins, 5d as well, and 2d, so keep those in mind especially, and keep your eyes open for these opportunities.

In the air is the same as midrange - that is, if you are midrange and both of you are in the air, you are more likely to win. Jc snipes her out of the air immediately and at a range she can't retaliate in without a pumpkin. Ja has decent range and can be used rising if rachel is close enough. J2c is a good deep jumpin that can somewhat reliably beat Rachel's legendary 6a if deep enough. Just watch her myriad anti air options in general. Only challenge her fully if you both are in the air and close, as this is an optimal situation for him.

Ok guys, stretch, but don't get up yet, I'm almost done.

It seems like Jin covers all angles Rachel wants to cover recently and has the options to go toe to toe with her in any situation, sometimes beating her, even. Where are her advantages? Besides getting in with wind safely, she needs to rely on her summons and wits in this match.

Most Rachel's will be looking for a pumpkin summon early on to discourage run up get done up, or anything else really at full range. A pumpkin summon shifts the momentum considerably, but as I hopefully covered entirely, Jin has several unconventional options to deal with it. Mostly though you will be relying on the Rachel to screw up. You need to trick her and get it off the field as soon as possible, or, make her run out of wind. You will mainly try to fake her out by running in and stopping (dash brake: input 4ab while running), and then sometimes actually running in, air dashing, or using swords/icecar/whatever suits the situation best. There is too much versatility to list with pumpkin here, but for the most part, this single item can ruin Jin's life. Let her waste at least two winds or none at all, and don't let her her resummon a pumpkin... Or you will regret it.

Frog is slow and not immediately threatening except in oki. One can slash at Rachel for attempting to summon him foolishly. Once out, being low to the ground means Jin needs to carefully plan how to deal with him. He can kill frog with 3c, jump over him, run over him and activate him, or activate him and move back. Jin can also ignore him and just go after Rachel but only if he knows he can get a hit or get her to tech a grab. Rachel can deal with each of these options but it mainly depends on distance and resources available. Make it a habit of mixing strats up. Since you can't reliably kill him safely you need to get her to do something predictable or things could get ugly for you. Overall, easy to fight for the most part.

Lobelia is the most common summon. Pseudo anti airs by nature, each rod sets up a pole for a sword iris. Very slow attacks that should only be used with a summon, fullscreen (depends), anti air, or if she knows Jin will not retaliate. Used with summons it becomes quite difficult to traverse the neutral with Jin.

The rods themselves dictate where sword irises will attack from, so the followups attack is quite easy to predict, but still needs caution, as you don't want to be too scared of the lightning, but you don't want to attack recklessly either. Try to bait sword iris which erases all poles from the screen. Then you can behave a little more naughtily.

Bats are the second follow up to rods (it's either these or sword iris). Slow activation, slow bats. The more poles the merrier, as these bats can control a lot of space on screen. On hit or block, a bat will lock on to Jin and stay for about 10 seconds. Rachel's horizontal wind gets stronger and at this point, trying to beat her in a zoning war will not work out favorably for the most part. Usually when she activated them you will it be able to avoid them particularly if there were 3 spread out poles, but they do encourage wind use. Try and jump over incoming 236a lobelias, when she runs out of wind is your biggest chance.

There's still more to cover, but I'm sure this is enough for a basic understanding of the matchup. Ultimately as Jin, you have a ton of options, which may or may not be good depending on the situation. With so many ways to confuse the Rachel, she has to try to play around you to set up. So you more or less need to be the one controlling the situation so that you can limit her options and score pressure or better yet, a counter hit.

I wrote this all tonight and on one cup of coffee, and at work. Don't judge me.

Alright lesson over, any questions?

Posted

As promised...

SPOILERS WITHIN SPOILERS!? The Jin vs Rachel Neutral Game by someone who has played this game far too long ;_;

Jin vs Rachel. An interesting matchup indeed. Now before I begin, I will point out that as a rachel player, I'm not going to be able to fully conceptualize the matchup, at least from a Jin's perspective. That is all.

Enter snow town, Jin's CP stage. It's always snowing here, and the theme matches very well with him. He controls deadly ice magics, capable of freezing his opponents from several angles. His ability to gain and keep momentum is some of the best of his game because of his solid, reliable combos, several great normals, a few decent specials, and very good, if a bit situational, supers. His drive attacks freeze even the most fiery foes, and they are unable to block or do anything besides burst for 60 frames or so (needs to check his frame data for different attacks). He uses this to do resets and combos.

How does all of this compare to Rachel, you may ask. If he can rushdown and zone decently, he has a much higher chance of attacking a range Rachel wants to summon at. His ice sword projectile (236c?) travels a straight line - Rachel must either jump, block or 5b the sword. If Rachel blocks one of these, she might be forced to play midrange which is heavily unfavorable for her here. Summons play a part here, but their role in neutral will be explained later. Destroying the ice with her 5b is nice as it saves a pumpkin on the field, and decent when combined with jump away summoning to mix the Jin player up. This method is vulnerable to instantly followed 2d, 5d, 5c or anything that will hit Rachel soon after the ice. In general, it forces action from the Rachel player and smart use of it is key in neutral. He has an air version of this as well, travels straight.

Fullscreen options for Jin: So ice sword was covered. What else does he have? Meterless, that is it. But wait! Jin has EX moves that are unique to him, upgrades to his normal moves that have good properties and usually a nasty side effect of frostbite. With 25 meter, you have d ice car. Extremely fast, this risky dive at the princess can sweep her right off her feet... And freeze her in that position. Use this while Rachel is chucking lobelias at you from the ground and doesn't have a pumpkin or frog nearby. Keep in mind there are several ways to beat this: can be jumped (possibly putting you in the corner), blocked if expected, interrupted by a random sword iris or summon... The list goes on. The idea here is to surprise her. You can get a lot of mileage out of this on hit, so definitely get used to doing it every so often to force her to jump. Then you can try to get her with a jc or 2d or something.

With 50 meter he has ice wave super. Combines the safety of ice sword and the speed of d ice car into one deadly beam. Rachel must completely respect this. She must either block or jump. Damage is good but it doesn't give huge momentum and gimps future combos unless you have 75 meter. Nothing she has beats this super and it kills everything she has unless she jumps over it and summons, preferably a pumpkin. Best used if Rachel has less than 2k health or close to that, or to clear the field of projectiles, even to completely negate every level of Rachel's TD.

Jin is also decently fast. One very annoying, quite viable strategy for fast running characters vs Rachel is the "Run Up Get Done Up" strategy, where from full screen, you just drop everything and charge at her with no care for your well-being or safety.

The thing about Rachel is that although she is a great zoner, her damage from zoning is quite pitiful. What she gains from zoning is respect which allows her to set up even more, making the screen claustrophobic, and forcing you into her traps so she may get in and take advantage of your sweet ass. So why allow it? You don't have to tolerate that shit!

This requires quite a bit of prediction especially if she has wind at all, and even more so if there are summons on the field. Best used if she is trying to summon frog or shoot a lobelia without pumpkin, and even better if she has no wind. You just run into midrange at least. This is instant pressure on the rachel because she now is put into an rps defensive situation, where your normals could tag her if she isn't careful. You control the horizontal front more efficiently midrange than she does, so whenever you can, get into this range and go ham. Again, quite risky, and if she expects it, will create a wall with her summons and react to your movement. This is bad for you because she can block and has more control with reactionary formations.

So now with fullscreen mostly covered, this leaves midrange and air situations.

Mid range is where Jin shines here. This is round start position, and extends to just outside 2d range where it ends. In this zone, especially toward max range, is extremely dangerous for Rachel. As a Jin player, most of your attacks are either faster than hers, longer, or will clash with a projectile. Being faster means she cannot just panic 236a (wind optional) like she could with Ragna. This goes for his longer attacks as well, like 2d itself. She cannot trade with this easily, and doesn't want to block or be hit by it, as it basically means it's Jin's turn. For faster attacks you have your amazing 5c which offers the best in terms of speed vs range, and power. Use to discourage her fastest ranged attacks such as 6b and 236A/b. You have 2a which when combined with a dash, is faster than 5c albeit a bit less range but still gets the job done. For longer attacks you again have the mentioned 2d. Extremely dangerous because Rachel's lack of defensive options while blocking, and Jin's initial range. She can't jump out because her ascent is too slow to be out of the way in time, just be sure not to whiff your 2d.

Any projectiles that she throws that clashes with any of your own will give you a net advantage if she uses wind to back them up, as both player's projectiles are negated. Your 236c clashes with lobelia and pumpkins, 5d as well, and 2d, so keep those in mind especially, and keep your eyes open for these opportunities.

In the air is the same as midrange - that is, if you are midrange and both of you are in the air, you are more likely to win. Jc snipes her out of the air immediately and at a range she can't retaliate in without a pumpkin. Ja has decent range and can be used rising if rachel is close enough. J2c is a good deep jumpin that can somewhat reliably beat Rachel's legendary 6a if deep enough. Just watch her myriad anti air options in general. Only challenge her fully if you both are in the air and close, as this is an optimal situation for him.

Ok guys, stretch, but don't get up yet, I'm almost done.

It seems like Jin covers all angles Rachel wants to cover recently and has the options to go toe to toe with her in any situation, sometimes beating her, even. Where are her advantages? Besides getting in with wind safely, she needs to rely on her summons and wits in this match.

Most Rachel's will be looking for a pumpkin summon early on to discourage run up get done up, or anything else really at full range. A pumpkin summon shifts the momentum considerably, but as I hopefully covered entirely, Jin has several unconventional options to deal with it. Mostly though you will be relying on the Rachel to screw up. You need to trick her and get it off the field as soon as possible, or, make her run out of wind. You will mainly try to fake her out by running in and stopping (dash brake: input 4ab while running), and then sometimes actually running in, air dashing, or using swords/icecar/whatever suits the situation best. There is too much versatility to list with pumpkin here, but for the most part, this single item can ruin Jin's life. Let her waste at least two winds or none at all, and don't let her her resummon a pumpkin... Or you will regret it.

Frog is slow and not immediately threatening except in oki. One can slash at Rachel for attempting to summon him foolishly. Once out, being low to the ground means Jin needs to carefully plan how to deal with him. He can kill frog with 3c, jump over him, run over him and activate him, or activate him and move back. Jin can also ignore him and just go after Rachel but only if he knows he can get a hit or get her to tech a grab. Rachel can deal with each of these options but it mainly depends on distance and resources available. Make it a habit of mixing strats up. Since you can't reliably kill him safely you need to get her to do something predictable or things could get ugly for you. Overall, easy to fight for the most part.

Lobelia is the most common summon. Pseudo anti airs by nature, each rod sets up a pole for a sword iris. Very slow attacks that should only be used with a summon, fullscreen (depends), anti air, or if she knows Jin will not retaliate. Used with summons it becomes quite difficult to traverse the neutral with Jin.

The rods themselves dictate where sword irises will attack from, so the followups attack is quite easy to predict, but still needs caution, as you don't want to be too scared of the lightning, but you don't want to attack recklessly either. Try to bait sword iris which erases all poles from the screen. Then you can behave a little more naughtily.

Bats are the second follow up to rods (it's either these or sword iris). Slow activation, slow bats. The more poles the merrier, as these bats can control a lot of space on screen. On hit or block, a bat will lock on to Jin and stay for about 10 seconds. Rachel's horizontal wind gets stronger and at this point, trying to beat her in a zoning war will not work out favorably for the most part. Usually when she activated them you will it be able to avoid them particularly if there were 3 spread out poles, but they do encourage wind use. Try and jump over incoming 236a lobelias, when she runs out of wind is your biggest chance.

There's still more to cover, but I'm sure this is enough for a basic understanding of the matchup. Ultimately as Jin, you have a ton of options, which may or may not be good depending on the situation. With so many ways to confuse the Rachel, she has to try to play around you to set up. So you more or less need to be the one controlling the situation so that you can limit her options and score pressure or better yet, a counter hit.

I wrote this all tonight and on one cup of coffee, and at work. Don't judge me.

Alright lesson over, any questions?

I want to add that as Rachel you need to discourage the use of ice blade(236A). 6693D works great. You still retain a jump option, can block, and will move george forward if he's out forcing us to do something. You can easily catch the recovery of ice blade with this if you get a good read. You can also challenge our 5C with your 2A. Also, its better for us to kill george with 2C since we can jump cancel or gatling to 5D/2D to catch you off guard. This matchup completely changes when you make us think twice about throwing ice blades. We dont want to be punished and put in the corner for recklessly throwing an ice blade.

Posted

The wake up astral was actually a reaction, I knew it would work when I saw the 4D

Now I need to test all astrals vs 4D.

 

Also thanks TD and Blactricity, I'mma be saving that for future use.

Posted

Stuff

 

Ooooh. Can you do Makoto next?

 

I'm a fan of the "Run up get done up" strategy. But most of the times against good Rachels when I try to "Run up" I get "Done up." Then I stop playing for a month :v:

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