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Everything posted by gli
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Well. I suppose we can. But as far as I know it would only consist of 3 people. Those people would be SkyKing, you (Tacky), and me (glirandly).
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this, but then again I'm also not from Austin :<
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I know it's really bad. But it's so bad that it's actually good. LOL.
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@Pozer: WHAT? How did you know????? With Rachel you have to block so much lol. Might as well just play Tager then go to Rachel.
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FlameIce learning Rachel? Good luck. Honestly you would probably be more comfortable playing Platinum than Rachel seeing as you are coming from Makoto.
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TK GH > RC > land > 6B
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New character is... viable Tager.
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Ah. Just tried something out. From near max distance 5D chain or so it's very possible to react to the chain coming out with 5B. Get 5B to clash with the chain and cancel into 236A/B/C. Chances are you can CH Hazama if he is already reeling himself in.
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It's probably 6A with magnetism that will really pull you in and start eating a lot of Tager pressure. Try this: Throw out 6CD to test how the Tager deals with it. If he throws out 6A you can 8D to demolish all of 6A's armor and continue with j.C into combo. If he sledges then your 6C will beat it. 6CD is one of the best things you can do with Rachel in neutral against Tager. But, like many things, don't be so obvious about it. Where you will normally 6CD try changing it up to keep him guessing. EDIT: I see that Tari has written a large response nearly the same time I posted my small contribution. If I repeated some of his thoughts, it's because of that.
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Escaping Tager pressure is a guessing game. If you have meter you can just block and counter assault but this requires you to be on the ground where you are open to 360/720. A bad CA means it can be baited so that's a free 360/720 for Tager in addition to you losing 50 meter. You can try to jump out in which case Tager can Atomic Collider to punish. One of Rachel's strongest options is to backdash + wind. You can punish bad Sledges with IB > 5A. Save a Gold Burst and try to look for holes to burst through. Basically you don't want to be magnetized at all in this match-up if it's possible. Notice I say you "can" do certain things. It's up to you to get a read on the opponent and to use the option most useful.
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Pay attention to how Hazama is interrupting you with his chains. You can use wind to fake him out. Be careful of how you land once air teching. Most Hazama players will fish for a 214D~B hit. Downwind + barrier will bait this. For the people that got to play EX, how does Rachel 6A fare once you block chain approaches? I vaguely remember a Japanese video demonstrating 6A in these situations.
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Take it a step at a time. If you get 6D wind direction then you rushed the inputs.
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I'm at UFO right now. *mysteriously isn't there*
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From what I experienced from actually going through what all of the game offers it's just a "fanfic" game. Maybe it'll help ease the pain knowing that at the same time ToS2 was being created, ToV was also being developed.
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That reminds me. A really bad RPG is Tales of Symphonia 2. The character designs were so good. Too bad the game itself isn't.
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Paladin's Quest was a really difficult RPG. HP was required for both life and it was used to cast magic.
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That is the epitome of the Hazama match-up right there. Complete with time-up.
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Holy crap I thought I was the only one that knew about this. Yeah it's bad. The arranged soundtrack is amazing though.
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http://www.youtube.com/watch?v=s6-ht9nKhAE&feature=player_detailpage#t=396s If you haven't beaten Eternal Sonata be wary of clicking the above link!
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I still get owned pretty bad in this match-up. Some random notes: Mashing 2A during blockstrings means eating 2C fatal counter. Play solid defense. Ragna will eventually have to do something risky to open you up if you guard well. Ragna with meter ... just expect any number of things from Ragna pretty much (safe wake-up ID, TK GH, etc.) I admit I panic a lot in this match-up still so I mash cat chair at times (bad but doing it a few times will either make them back-off or drop pressure in favor of throws) On offense you want to give Ragna a reason to use ID. On netplay it's hard to hitconfirm j.A since I have to preemptively chain into j.B to get it to come out but it's worth it. Rachel plan is the same as always; corner-carry into annoying Rachel corner game. As far as how to burst in this match-up it's really up to you. Just remember that once you have no bursts this gives Ragna the option to Blood Kain (logically, if Ragna goes for BK when you do have burst the Ragna probably wants you to use that burst or plans to bait it somehow [never seen this ever though lol just my own thoughts]). Defensive bursting in this match is pretty risky since Ragna has relatively easy ways of breaking your guard primers (Dead Spike, GH follow-up, HF follow-up). Probably the most important thing to learn in this match-up is how to zone Ragna. Mindless Lobelia spamming doesn't cut it I find. Learn how to space yourself and when going for Lobelia is safe. Whiff normals to change when you want to activate rods to keep things fresh. Some sub-goals to set is to be able to zone against Ragna without getting random HF'd out of it. This match-up is still in Rachel's favor though. You don't have to take as many risks as Ragna does to get the win most of the time. If you have a hard time winning, it's probably because your defense against Ragna isn't up to par. Getting that knockdown with wind in stock is really important.
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why u gotta break hearts tofurr? *expects some sort of image post as a response*
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Unlimited SaGa is the oddball of the group.
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Lol yeah. That was my sig for awhile. Yuushiro is a detective.
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Unlimited SaGa was a gamble yes. Romancing SaGa games are top-tier though. SaGa Frontier is my favorite from the SaGa series though. Right next to that is RS3.
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Try playing through Tecmo's only RPG, Secret of the Stars.