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Posted

http://www.nicovideo.jp/watch/sm7612822

New Rachel CM? dont know the titel, but uses the Black Lagoon OP track.

In case its new, any1 can do a summary, combo description?

Youtube link @ http://youtube.com/?v=Z625-691tSY for those who can't watch Nico.

Whoa at some of the combos in that, very pretty. Useful stuff as follows:

Crouching:

j.3d2c dj j.2c land 5b j.2c land 5b j.3d2c dj j.2c land 5b (j.3d2c land 5b) 5cdc 214a dash 3c (1 hit) 236a (frog hits)... super for very little damage or just 214b 3c

[[is the last overhead necessary?]]

Crouching Tager Midscreen:

(5b) j.a 2d j.b j.2c land 236a dash 5b 6a 632146c 236a dash 22a j.2c (j.214b wind oki)

Noel:

Standing Noel: 5b 3d j.b j.2c land 5b j.b j.2c j.c land j.b j.2c j.c dash 5b 3c (1 hit) 214b

midscreen:

5b 5cdc 236b dash 6a 63214d6c 214a 3c (1 hit?) (frog hits) 214b 3c (1 hit?).. Not sure if this is worth it vs 2 wind into midscreen frog into super.

Ragna Midscreen:

5b 5cdc 236b IAD delay j.b j.c land dash 6a 632146c ... crosses up so not 100% sure about frog (probably works), but you can definitely bound (lvl2 j.2c (sj 8d j.2c) into frog 3c actually works?!)

Arakune (not really new but more practical than previously listed stuff):

3c9d 5b sj j.b j.2c j.c dj j.2c (j.214b wind oki)

Midscreen Astral Combo:

The setup (takes 3 wind total - 1 to set up, 2 more to combo:

(opponent blocking a frog, you at melee range) 214b tk.214a 3d (pumpkin blocked)

The combo:

high mixup: ...land j.2c 222b (cancel it during the landing frames) 6d (pumpkin hits) 4d (pumpkin hits) (frog hits) (astral hits)

low mixup: ... land 3c (3 hits) 222b (cancel it on 3rd hit) 8d (pumpkin hits) 3d (pumpkin hits) (frog hits) (astral hits)

Posted

Wow some of that stuff was amazing... 3C wind combo was awesome, 6C wind combo useless but cool looking. Looks like I got some more stuff to try...

Posted

Really motivating CM. The music got me all pumped. Want to go home and play! Office sucks :toot: Got to spend the whole WE in Munich unable to Blazblue. :vbang:

Posted

http://www.youtube.com/watch?v=4quTu4pxcW4&feature=PlayList&p=151F6C61598AFA81&index=0

This is the set where N-O (Rachel) has a bunch of matches with Chou (v-13). Some interesting things from 7:05 - 7:20 above:

1) Movement - Good example of closing in on v-13 from the air by using wind. Jump > 3d wind > IAD > j.b

2) Positioning/Resets - He doesn't perform OTG's after landing a corner 5cdc. Instead, he summons frog and does 236a. From what I understand, the 236a will hit if Nu rolls or lays there and combos into the frog. Thus, Nu is forced to neutral tech and block the frog - forcing her to stay in the corner and giving Rachel a free mixup at the expense of less damage. When he performs 3c into 214a oki like usual, Nu is willing to take the hit from the second 3c to get out of the corner.

http://www.youtube.com/watch?v=RbEMmtYh244&feature=PlayList&p=151F6C61598AFA81&index=3#watch-main-area

3) Guard crushing/Lockdown - Check out 1:45-2:05 in the above video. By foregoing the OTG, he forces Nu into the corner and repeats a pattern:

Conditions: opponent is cornered and blocking a frog, Rachel has pumpkin ready

(i) Rachel summons frog while the frog is still attacking, and winds the pumpkin down to fill in the gap between frogs

(ii) Rachel uses 5b to keep the opponent in block stun long enough for the next frog to activate and goes for a quick mixup or 5c to burn the guard libra

(iii) Frog hits, Rachel re-summons pumpkin

(iv) Repeat steps (i) to (iii)

Marvel tactics, baby :yaaay:

Posted

N-O opts not to combo into super for no good reason that I can see - any ideas? It looks like it's deliberate, since it occurs throughout the match series; I also find it hard to believe that a player of his caliber wouldn't notice he had meter. He also uses super in several situations where it had no hope of connecting, also for no good reason that I could see. Also, what is the advantage of inserting a 3d j.b j.2c in the middle of the normal ground combo (i.e. 5b JC 3d j.b j.2c, 5b 5cdc, etc.)? It seems like a waste of meter.

Posted

N-O opts not to combo into super for no good reason that I can see - any ideas? It looks like it's deliberate, since it occurs throughout the match series; I also find it hard to believe that a player of his caliber wouldn't notice he had meter. He also uses super in several situations where it had no hope of connecting, also for no good reason that I could see.

Also, what is the advantage of inserting a 3d j.b j.2c in the middle of the normal ground combo (i.e. 5b JC 3d j.b j.2c, 5b 5cdc, etc.)? It seems like a waste of meter.

No one can really know for sure except for him, but I have some ideas.

Maybe he felt that keeping meter handy for a rapid cancel or counter assault would be more beneficial than adding a little more damage to his combos. Either of those options help maintain corner pressure. Another thing I noticed about those 236a's after a 5cdc is that it's burst safe. He might not be willing to let v-13 knock him away with a burst and give up the corner pressure. Sacrifice damage for better positioning.

3d j.b j.2c mid-combo is just a hit-confirm string. If you think the opponent will block your 5b, then you'll probably go for an overhead automatically. 3d j.b j.2c is backdash safe, acts as a 2-hit overhead, and keeps the combo going if the 5b hits. Covers more options at the expense of more wind.

Posted

Good points. That raises the question, though: is missing the damage from super really worth the ability to sit on meter in this matchup? I can't see that either RC or alpha counters would be that useful against Nu. I'm not sure I see the burst safety though; whether you combo to super or not, you're going to have to combo to kill her, and those combos are burstable. In other words, she's going to be able to burst out at some point, so why not super for damage when you can? Thanks for the info on the 3d j.b. Has anyone confirmed whether it connects against all crouching characters?

Posted

Good points.

That raises the question, though: is missing the damage from super really worth the ability to sit on meter in this matchup? I can't see that either RC or alpha counters would be that useful against Nu.

I'm not sure I see the burst safety though; whether you combo to super or not, you're going to have to combo to kill her, and those combos are burstable. In other words, she's going to be able to burst out at some point, so why not super for damage when you can?

Thanks for the info on the 3d j.b. Has anyone confirmed whether it connects against all crouching characters?

Hmmm. Either he was trying to bait a burst at that specific point in the combo or he'd really rather save the meter for something else. I didn't see him use many RCs or CAs though so I have no clue. Doing super, even for pitiful damage is a good chance to regen wind since you're grounded and can combo frog afterwards.

I think 3d j.b j.2c works on everyone if you're at the right distance. It's much harder to do on Noel compared to Tager though. You can also use 3d j.a j.b j.2c or 3d j.a j.2c since that poke has more of a downward hitbox.

Posted

I can't seem to connect 5b3d JC j.b against anyone crouching except Tager and Hakumen.

Interesting tidbit: 5b3d JC j.b j.2c will cross-up a crouching Tager if you jump with 9, and not cross-up if you jump with 8. Useful in the corner. Defeated by standing.

Another interesting thing: 3d iad doesn't seem to let me input any attacks until very late in the iad. 5d iad doesn't have the same issue. In the air, 3d 66 j.a/b/c gives me Lobelia (a Bad Thing).

I think 3d j.b j.2c works on everyone if you're at the right distance. It's much harder to do on Noel compared to Tager though. You can also use 3d j.a j.b j.2c or 3d j.a j.2c since that poke has more of a downward hitbox.

Posted

some of me learning rachel just picked her up this week

http://www.youtube.com/watch?v=MJ50Wkpbm88

You missed out some opportunities for free damage + pumpkin summon.

1.05 + 1.25 , blocked/whiffed gauntlet hades gives you a free CH 6A into combo

1.48: ground bounce on CH j2C, you could've got in a 5B >> combo

So apart from using more pumpkin/frog, you should maximise damage where you can!

Hope that helps :)

Posted

IMO Guardcrush Rachel is 100% viable against characters that are guard crushed easily, like Carl

Posted

Updated version of that unnamed combo video, includes combo annotation.

http://www.nicovideo.jp/watch/sm7657424

Yay, more useful stuff:

From chair:

Uses 1 wind, 50% heat gauge: 2c CH 1d 6a 632146c 214a 3c (1 hit) 236a (frog hits) 214b {3c (3 hits)[214a wind oki]}OR{3c (1 hit) 22a 3c (1 hit)[214a wind oki]}

Uses 3 wind, 50% heat gauge: 2c CH 1d 6a 632146c 214a 3c (3 hits) sj 8d j.2dc 214a dash 3c (1 hit) 236a 214b {{3c (3 hits) [214a wind oki]}OR{3c (1 hit) 22a 3c (1 hit) [214a wind oki]}

Double frog combos (based on how they look, they won't work on Tager/Noel):

these actually look useful due to wind regain during time on the ground! They do ~3800 dmg

on Carl/Nu:

Uses 2 wind: 5b 5cdc 214a dash 2b 236a (frog hits) tk.2147a 3d land 3c (3 hits) 22a 3c (1 hit) (frog hits) 214b 3c (3 hits) [214a wind oki]

on 3c otg characters (+Jin and Ragna in corner):

Uses 2 wind: 5b 5cdc 214a dash 3c (1 hit) 236a (frog hits) tk.2147a 3d land 3c (3 hits) 22a (frog hits) 3c (1 hit) 214b 3c (1 hit) [214a wind oki]

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