-
Posts
2,020 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by gli
-
Well, my turn to post my lab findings. Whether or not what I find is good I don't particular mind at this point. I just want to experiment. Simple rod setup in corner. Setup Rod is placed in corner that's within the endpoints of a front roll tech. Execution 5CC in corner and time a TK iris that's just out of throw range and have it recover just before a DP can come out. Then just guard and react to what your opponent does. What this does Baits DP, throw safe, punishes no tech / backroll / front roll options are limited (depends on where the rod is placed). Keeps opponent in corner. Just another setup to keep in mind. Sometimes you want to change what you do to keep opponent guessing. Mostly your opponent might get comfortable by seeing the same 5CC > okizeme or 3C > okizeme stuff so this is something else to think about.
-
Usually we just make a room full of Rachel mirrors. Venturing out and fighting all the characters seems more productive though.
-
Just be prepared to defend more once you are pressured. Your defensive options are limited so pick your battles wisely.
-
Hooray. Spring forward one hour (unless of course you live somewhere that doesn't do DST) :V
-
More timing tips. For kerokero (level 2 j.2C > j.214A > 1D ...) I found a visual aid that helps me. There is a fair amount of hitstop during the j.2C hit. By confirming at what height you hit you can change when you 1D. Now, the visual I'm looking for is when your opponent is bouncing up from the j.2C hit. At lower heights you will want to anticipate the opponent bouncing off the ground earlier so be ready to 1D. If you press 1D at anytime before they even hit the ground you will wind your opponent to the other side of you. If you time your 1D when your opponent has already bounced and is at the peak height then you are too late. Generally you want to time 1D at anytime when they hit the ground to the bounce on the way up before the peak height. So a text visual... (where the ^ is the peak height and * is the ground where the opponent bounces from level 2 j.2C): ^ (too late) | (combo might drop) | (good) | (good) | (great) * (perfect) (go for the kerokero AAA!) These are just my experiences with the timing so perhaps they might be different if someone else attempts this method. This is very similar to getting the timing down for downward wind after CH 2C. Using this in conjunction with modifying your 5CC timing you can reliably get kerokero executed. Usually you will want to delay 5CC if you hit j.2C at higher heights.
-
TD is really useful. But it's also easy to autopilot it and forgot that it's still punishable. A common list of ways people can punish you for TD: - Hazama can do Mizuchi (632146C) on reaction - Hakumen can Yukikaze certain levels of TD and guarantee it will connect - Tager can sledge on reaction ...
-
Looks like you are progressing as I am! https://twitter.com/#!/gli3_/status/178323561730162688
-
Oh yeah I left because when I was watching the match as it was doing the fast-forward into the eventual normal speed once it catches up... it was just really laggy so I left.
-
Which room was this?
-
Well, Spring Break is next week for me. I won't be at UTSA. I'll probably be going to the Saturday Subway Fight Night tomorrow though.
-
Some visual aids for timing 1 wind lv.3 j.2C: - input phantom directional inputs and keep a consistent timing that way - whiff normals along the way up and time that way (don't hit your opponent!) - RORIKON (only on certain heights will this work) - look at when the BBL lightning disappears and use that to time (I have more consistency with this). Of course, once you get the timing into muscle memory you don't really need this stuff.
-
Ah so I wasn't the only one. Sad day :< Normal ID bait works yeah. Just that, this theoretical setup would be windless which makes it really good.
-
While it's nice to think of this part of the combo as Dash Cancel it's not correct. It's just a normal dash. Nice job though just a minor detail. 5k is good damage but it's only useful if it will kill the opponent otherwise this gives them a chance to air tech and get out of the corner. As Rachel your goal is mainly to carry your opponent into the corner so you can capitalize on your ability to mix-up fairly easily in the corner. So usually for corner combos you will see it end with j.2C / 5CC / 3C with either frog or pumpkin summoned at the end to setup okizeme. On another note: What do we currently have as far as optimal guard crush combos (both midscreen and corner)? Rachel has lost a few primer breaking moves in EX so getting a lv.3 j.2C as a starter doesn't seem as likely without RC. 5CC no longer breaks primer. j.2C lv2 no longer breaks primer (lv3 only breaks 1 primer) 4B and 2C both recover too slowly to get lv.3 j.2C out in time.
-
Some stuff I have been testing regarding oki against Tager. 3C > frog carries more risk than 3C > pumpkin (with wind). As far as I've tested one of the safest okizeme options against Tager is: 3C(any number of hits) > jump forward 3D > barrier guard What this does for you: Any normal Tager throws out gets meatied by pumpkin. Tager cannot jump out because of pumpkin. Atomic Collider gets CH because of pumpkin. 720 gets CH from the winded pumpkin. MTW gets baited and you are barrier guarding already. You will block or avoid any sledge attempts. If pumpkin wasn't truly meaty (your timing was a little off) then Voltic Charge will guard against pumpkin hit but you have time to punish his recovery. Otherwise VC gets CH before it gets to the guard points. If Tager attempts to delay tech or doesn't tech at all pumpkin will punish this. If Tager tries to Gold Burst you will block it. There are only a few frames where a Gold Burst will come out so Tager might instead get a defensive burst on accident. While this will knock you back this will reduce Tager's primers. Of course, Tager cannot Astral since pumpkin will hit him out of it. What Tager can do about this: Backdash means you will have to guess what he will do next. If he uses 360A you can react to this by jumping out and attempt a whiff punish. Defensive Burst Frog Okizeme - 3C(full 3 hits) > frog: [*]The absolute safest thing you can do is sj.7D. This will avoid everything Tager can do even Spark Bolt. However, you won't really make it in time to punish Tager if he gets caught by George. The 3C > meaty pumpkin setup is also really effective against other characters. How effective is up to more testing. For example, against Hakumen it might not be as good as 3C > frog.
-
GGs room goers again. Generic complains about lag etc.
-
The best stream. http://www.ustream.tv/channel/10058960
-
That is exactly the type of mashing I was talking about. I haven't found a reliable answer for it and it's so much less tolerable online.
-
I'll show you... the power of Polka pro strats!
-
Confirm any CH cannon shots into "5B > any aircombo". As you get more comfortable hit confirming these you can start to think about your positioning as you decide which combo to use.
-
Video of this would be nice. I can't get this to work properly.
-
Qwaser fighting game. Soma gauge.
-
Yeah I tried my hand at the grind. I guess I'm just not into it. It'd be more worth it if we had the NESiCA system at an arcade.
-
brkrdv you have been dethroned as #1 PSR Rachel on PSN! New king is O_M_A_N_K_O_iku- (900 PSR) hahahaha so troll name