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gli

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  1. j.2C > frog is fun! Height dependent timing is all it takes to master it. Shoutouts to fixing Makoto hitbox as well. 3C > iris > 3C finally works properly.
  2. gli

    [CSE] Rachel Combos

    For those having trouble with j.2C(lv2) > frog > 1D > 5CC: - if your 5CC whiffs due to opponent teching then you did 1D too late - if you did 1D too early then your opponent will be too high when you hit 5CC - the lower your opponent is when you confirm the lv.2 j.2C, the earlier you have to input 1D
  3. ON THE LAST EPISODE OF NAGO BALL Z Episode Title: George is Shady (times thirteen). > In the quest for the Nago Balls, George has undergone training. > George has attained the power Shady-Ken indirectly increasing Rachel's powerlevel. > Although not as strong as she used to be, her quest for the Nago Balls continue. > A masked man appears who claims he knows of the Nago Balls locations. ______________________________ Welcome to the Rachel Sanctuary! Rules are the same. We will keep it to how Polka ran things. Happy Rachel-ing~
  4. I'll do it if it's UNLIMITED characters
  5. Fullscreen Watch out for Val Lyra (214B). Definitely will use this against you if you are going to zone. ... Tidbits During Duo Bios (236236D), the Rhapsody of Memories type Distortion, he can cross-up you up like Carl can using Led Ley (236A, his dodge move).
  6. US Extend hits this week. Match-up threads are created. Feel free to discuss in the matchup forums No information in initial post yet, just some placeholder text. We need an update to the CS2 Rachel introduction thread to reflect her minor changes. We might also want to start talking about her j.2C > frog bnb since it seems to outclass her old CS2 combo. I haven't had a chance to practice it yet. The closest I got to this is in CS2 using an RC on j.2C then going into frog. It works but it's not the real thing OTL. Oh and one more thing. This is the end of 7.0. I'm locking this thread and making 8.0 :3
  7. Summary: Fullscreen: Midscreen: Pressure:
  8. Summary: This is a game of patience for Rachel. Zoning, if very carefully done, is effective here. Guess wrong and Taokaka will get in and make things difficult for Rachel. Fullscreen: 6A and cannon shots are good here. Your main objective is to guess how Taokaka wants to approach and score counter hits for guessing correctly. As always, having pumpkin or frog out can help cover unsafe spots during your zoning. Midscreen: Don't gamble more than you have to here. If she tags you then you are forced to block and react to her mix-up. 5B and 6A are your weapons of choice at this range. Pressure: Taokaka is vulnerable to the gapless IOH j.A. Corner carry into pain as usual. Taokaka's pressure against you can be deceptive at times. Block and react to her cross-ups and numerous overheads. Your best bet is to guard since her health isn't very high so if you can get out safely once you can make a potential comeback.
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  13. Summary: Arakune wants to be a billionaire (a full curse gauge) so he can apply all sorts of dirty tricks. You are the hime! You don't want him anywhere near you. Zone out his life meter and make it hard for him to get curse on you. Fullscreen: j.236A lobelia can catch his air approaches and dives. Most of the time you'll catch Arakune out of air-tech with this. If you see Arakune try full-screen teleport (the one where he switches sides in the air) you can try to punish this by jumping back and doing j.C. At fullscreen is where Rachel has the most advantage over Arakune especially if you have the life lead. Setup your own army of frog and pumpkin at this range safely so you can approach and do some damage. Midscreen: At this range Arakune might try to catch your anti-airs. Arakune can bait your AA attempts with his teleports, dives, or air pokes. If you zone carelessly Arakune can catch you with 2C (the travelling ground shark which Fatal Counters). Very rarely will your 6A beat an Arakune that uses j.B effectively but sometimes you want to go for an anti-air. j.236A is still a good special move to throw out every now and then. j.C can also be used. When Arakune has meter he can try f of g (air super which gives him full curse meter if it connects). Crouch and block or just jump to avoid eating f of g. Mostly he will catch you with f of g when you are landing from trying to zone in the air (j.236A, or frog and pumpkin summon). Pressure: Arakune is vulnerable to IOH j.A. Most of the time Arakune will want to poke out of your pressure with his A normals. Pushing Arakune into the corner is always a good idea but try not to over do it. If you have the life lead it might be a better idea to play lame and camp on the life lead. On wake-up Arakune can go for his f-inverse reversal super (SPIDER CANNON LASER! Breaks primer on block) so be careful of that when pressuring in the corner. Precurse Arakune pressure is actually pretty strong. You rarely want to challenge Arakune if he is right above you. j.B will almost always beat you out. Needless to say, Arakune in curse has some scary pressure. Even with good reactions you still have to deal with 50-50 guesses (Arakune also has IOH). Using teleport he can also setup some sick cross-ups. No real tricks. Just defend. Getting cursed isn't the end of the match. If you can manage to catch Arakune with any stray hit make sure to convert it into the longest combo you can think of so you can run-out the curse meter. Of course, if you can kill then do a killing combo.
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  15. Thanks to Sakaku for the write-up.
  16. Summary: Ideally you want to sit on a life lead against Tager and use your zoning + wind mobility to minimize risk. Tager is not a character you want to fight upclose for most of the match since his reward for winning at close quarters is so much greater than yours. To close the gap Tager now has access to a B-sledge with charge properties. At full charge it allows him to travel further while keeping the projectile guard properties. Keep this in mind as you are zoning him. His damage increase to his combos make this match-up more difficult to play in neutral. Fullscreen: Most of the time you will want to be at fullscreen setting up frog or pumpkin while zoning very carefully with cannon shots. The purpose of cannon shots is to just control Tager so that you can achieve a higher goal (force him to block shots so George can get near or force him to sledge so that you can setup a pumpkin punish). Tempest Dahlia is very sparingly useful since he can just sledge on reaction if you are using it predictably. With frog: Ideally you will want to confirm any kind of frog hit and use that time to get in close to either hitconfirm a combo or do a mix-up that corner carrys / keeps Tager in corner. With pumpkin: Use this to punish anything Tager does if you are just out of range to hit with your normals. This is usually the case if you are trying to avoid his sledges and you confirm that he whiffed (be very careful of the follow-up sledge since that also has guard properties). With frog and pumpkin: Having frog out will make Tager want to kill it with something. This is where pumpkin can punish Tager for trying to kill George. Midscreen: 5B and 2B are not really useful to throw out since Tager has many ways of guarding against projectiles. Notably you will see his sledges guarding against these normals. 6B is very useful for keeping sledges at bay. There's added risk involved now since the jump cancel property is removed in Extend. 6A is really useful if you see him trying to approach from the air. Beats his j.B and j.C a lot of the time. 3C ender is neutral on block. Vulnerable to IB > 360/720 punish if you are magnetized or at close enough distance. 3[C] might be more useful to end pressure. In addition, throwing out and holding 3C while Tager is charging B-sledge is a near guaranteed knockdown. Just don't be too far away so that the hammer follow-up actually hits you. You want to be between the endpoints of the sledge's travel. Pressure: Rachel pressure - Fuzzy guard is really useful here. You don't really want to go for empty jump low mix-up since he has access to 360/720. 4B mix-up has the same kind of risk. Do not autopilot 5B > 5CDC here because there is a gap big enough for 360/720 to fit in. Tager pressure - Be aware of his tick throw setups. 5A > wait > 360 is very common. During Gadget Finger mix-up you will have to guess. Backdash + 4D is one of your safest options in trying to escape. Jumping out will avoid 360/720 but you risk eating an Atomic Collider. Guard if you see that he is willing to go for 5A meaty most of the time (this actually carries the most risk since you might get 360/720). Additional Information: 3C against Tager
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  20. Current Match-up summary: I'M GONNA MAKE YOU CRY BUNNY LEECH. You now have access to j.2C > pumpkin to bait Inferno Divider Blocking his mix-up is key. Punish accordingly. Be annoying with all of your zoning tools whenever possible.
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  24. THE iDOLM@STER CONTINUUM SHIFT EXTEND "OVER 100 GIRLS TO PRODUCE."
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