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Everything posted by gli
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Random Platinum matches all day. It must be DLC day.
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Just post up anything you want to contribute here. We can all discuss it as well.
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Cool thanks :X Started adding some combos. Soniti's combo thread pretty much has all of the combos that are pertinent for this tutorial video. Once CS2 comes I think we can have better input on the mix-up and pressure sections. All I've done is moved his data onto here and formatted it for this thread.
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One more reserved in-case information gets heavy :X Alright. Let's get to it then
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CS2 Rachel Strategy Mixups Your most powerful mix-ups come from using your drive Throw mix-ups 6B can be jump-cancelled! Pretty good mix-up. Just be careful of dragon punch characters when going for the 3D approach. Cross-up with Rachel You can omit the 1D if you space yourself correctly. Make sure to also normal/special cancel your j.2C if it does connect. If you condition them to only look for this cross-up you can mix it up by doing: This mix-up works really well during a blocked Tempest Dahlia as the projectiles hide Rachel and you are free to do whatever mix-up you want in the chaos. Outside of that this mix-up isn't as effective if your opponent flinches and mashes due to your movement so please be careful and choose your mix-up wisely. Pressure Pressuring with Rachel is much more effective with wind and pumpkin in play. Where you are normally vulnerable due to slow recovery of a move, pumpkin can be used to cover you. Pressure can also be extended if you spot a nearby rod to Sword Iris(214C) off of as well as keeping the opponent in blockstun while you wait for George to activate nearby. Generally any of her gatlings are good pressure strings. If you cannot hit-confirm any of the pressure strings into combos make sure to end them in a safe way. Most of the time you can use 3C to end the strings. At other times you might want to end pressure with a jump-cancellable normal to reposition yourself. Okizeme This is where Rachel really outclasses a lot of the cast. Summoning either pumpkin or frog on any confirmed knockdown puts you in a great position. Simple Okizeme setup with Pumpkin or Frog* 3C > 214A / 214B > (5D) *Use 5D if you summon Pumpkin (214B). Time it so that pumpkin hits meaty. 5CC Corner Okizeme 5CC in corner is really good with Rachel. Not only do you keep opponent in corner to continue your pressure, you also regenerate wind. Use 5CC > 214A as often as you can as this is one of the most effective corner okizeme Rachel has. If spaced correctly this setup is DP safe. Use 6B at a spaced distance to punish forward tech rolls. An effective string using 6B is 6B > 236A after summoning frog in corner. Misc. tips/tricks j.236A can be used to punish mindless air forward techs. Tempest Dahlia can be used to refill wind since it costs no wind to use anymore. Don't be predictable with it. TK Sword Iris recovers slightly faster than a ground Sword Iris. j.2C > 2A whiff okizeme can be countered by an opponent delaying their tech so that 2A connects instead of whiffing. Some solutions to this include extending the 2A hit into a bluebeat combo or just ending with 3C which keeps the opponent in knockdown. Sword Iris feint can be used as a psuedo-mixup/psuedo-pressure tool. Not safe if the opponent mashes but you can use it to check for mashing. http://youtu.be/dcbXAhxO5U8] Some cross-under setups that I gathered into one video for reference. http://youtu.be/_4rUzbpJz2w
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CS2 Rachel Combos For those having trouble with her lv.2 J.2C combos, please refer to the following videos: Basic combos Anywhere windless - 5B > (5C) > 3C > 214A or 214B (frog or pumpkin okizeme) 1 wind - 5B > 5CD > 3C > 214A or 214B (frog or pumpkin okizeme) Air Combo* launcher > j.B > j.A > j.B > j.C > jc > j.B > j.C > j.236A * This is only an example. Depending on height you will want to omit some parts otherwise parts of the combo will not hit. i.e j.B > j.C > j.B > j.C > j.236A instead. The launcher is anything that will allow you to combo an airborne opponent. 6A anti-air > 5B > super jump cancel is common as well as air-to-air hit confirms. Advanced combos Corner Carry combo parts Air Combo j.2C ender* launcher > air combo string > jc > j.2C > 2A (whiff) > okizeme *This setups oki from potentially anywhere. Particularly useful for baiting dragon punch moves such as Ragna's Inferno Divider. Make sure the air combo string positions you close enough to the opponent for the jump-cancel to j.2C to connect. Near corner 1 wind - 5B > 5CDC > 236B > dash-in > 5CC > 3C > 214C > 5CC > 214A (frog oki with 236A tech roll punish) Corner* 1 wind - 5B > 5CDC > 214A > 3C (1 hit) > 236A > (214B) > frog hits > dash > 5CC > dash > 3C (1 hit) > 214C > 3C (1) > pumpkin oki *On Noel, Makoto, and Carl you have to let the first 3C hit twice for the combo to work. On Lambda you need to have both 3C's hit the full unheld 3 hits for the combo to work (assuming there is no pole close enough to Lambda). The 214B adds pumpkin with frog oki but the following part will become stricter to time (this will not work if you made the first 3C hit more than once). On Makoto you have to end with "dash > 5CC" instead of 3C. [*]50% heat with 1 or 2 wind - ... > 6A > Baden-Baden Lily > sj.8D > lv.3 j.2C > 214A > 5CC > 236A (George hits) > sj.9 > jc > lv.2 j.2C > (2A) > 5CC Corner BBL combo part. You can use another wind to get the lv.3 j.2C if you are not confident in timing a 1 wind lv.3 j.2C. The last part is the trickiest but it saves wind due to landing a windless lv.2 j.2C. Counter hit and Fatal Counter combos From Counter-hit 2C [*]windless - 2C (counterhit) > sj > j.C > jc > j.C > j.236A [*] 1 wind for damage - 2C (counterhit) > 2D > 5B > jc > j.B > j.C > jc > j.B > j.C > j.236A [*] 1 wind & 50% heat: 2C (counterhit) > 1D > 6A > 632146C ... (go to midscreen frog or corner traps) [*] 50% heat: 2C (counterhit) > 632146C ... (fully cornered or straight above opponent) Character specific combos Midscreen 1 wind combo for damage (Type A)* [*]no heat - 5B > 5CD > 3C > 236B > 5A > 5B > jc > j.B > j.C > jc > j.B > j.C > j.214C [*]50% heat - 5B > 5CD > 3C > 236B > 5A > 5B > jc > j.B > j.C > jc > (j.B) > j.C > j.214C > land > 632146C > 236A(whiff) > 236A(whiff) > 3C or 5CC *only works on Arakune, Bang, Carl, Jin, Tao, Hazama, Mu, Rachel, Tager, and Tsubaki Midscreen 1 wind combo for damage (Type B)* [*]no heat - 5B > 5CD > 3C > 236B > 66 > 5A > 5B > jc > j.B > j.C > jc > j.B > j.C > j.214C [*] 50% heat - 5B > 5CD > 3C > 236B > 66 > 5A > 5B > jc > j.B > j.C > jc > (j.B) > j.C > j.214C > land > 632146C > 236A(whiff) > 236A(whiff) > 3C or 5CC *1 frame dash variant only for Platinum, Valkenhayn, and Hakumen
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Polka wanted a thread to gather information for the CS2 tutorial videos. I will just list here what needs to be done as well as things that are already completed. This is a copy/paste of the outline from the tutorial thread so these are the items we need to fill in. Please post what category you are filling-in in your post and I'll update the appropriate post with the information.
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I'm not sure how to answer that question. I'm assuming by "j.2C lv" you mean lv2 j.2C. Generally speaking... Midscreen Do a combo that pushes them to corner. With 5C you could do 5CD 3C > rest of combo if these types of combos work on the character you are facing. Otherwise just do 5CC and blow them away to corner. With lv.2 j.2C you can do 236A 3C 214C 5CC to push to corner. Corner Go for damage and longer combos. Off of 5C go for the updated "loop" that ends with frog + tech roll punish. Same with lv.2 j.2C I suppose. I say do a longer combo because wind regeneration is that important. At a certain point wind acceleration will kick in and you basically will get all of your wind back if you land that long combo.
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I tried Platinum out at Anime Matsuri and liked what I saw
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Are you subbing Plat also Gil? I guess we can practice the Platinum match-up this way if you can learn her to a suitable degree. I'll try to do the same.
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Yeah it's unfortunate but it's true.
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The ACONATOR strikes again. Keep doing what you do man
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That particular issue is a bug that exists in CS. That problem is fixed in CS2.
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There is no way to stop consuming one wind while bursting. You just have to compensate by holding a direction while you burst. Most of the time you want to hold up so you can combo easier if Gold Burst connects. Otherwise neutral burst works fine for blowing away your opponent.
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Polka, I did a quick Transcript of Dance to Wind a few days ago. Or maybe you are waiting for a better transcript done by someone else?
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Arcana Heart 3 New Thread: Gameplay, Netplay, Etc.
gli replied to furix's topic in Misc Fighter Central
ggs whoever was in my room tonight I guess my Nazuna got better or maybe I finally put together more of my fragmented playstyle (or maybe the big influx of new players). My current goal is to learn how to backstep AA with Space-Time. My other goal is to land a Critical Heart once ONLINE. -
From the Dance to Wind combo video. 0:33 Midscreen [3 wind / 50 heat] 5B > 3C(3hits) > 9D > 3C > BBL > sj.8D > 9 (at peak of super jump) > j.2C (lv.3) > land > 214A > 66 > 2C (frog hits) > 5B > j.C > jc > j.2CD (lv.2) > 236B > j.C > jc > j.C > j.214C (6205 dmg) 0:49 Midscreen [1 wind] 2A > 5B > 3D > jc > j.A > j.A > j.C > jc > j.2C > 5B > 5CC > 214A (1780 dmg / corner push) 0:54 Midscreen [3 wind / starts with a far spaced 5B] 5B > 5CDC > 236BD > IAD > j.214C > land > 66 > j.C > 2D > j.2C (lv.2) > 5CC > 214A > 236A (corner push / frog oki with 236A roll tech trap) 1:03 Midscreen vs. Noel [1 wind / 50 heat] 5B > 5CD > 3C (2 hits only) > BBL > 214A > walk > 5B > sj > 9 (peak of jump) > j.2C (lv.2 windless) > 236B > j.C[C] > j.C > jc.7 > j.214C (5046 dmg / recharge 1 wind) 1:14 vs. Tager [3 wind / IAD mix-up: cross-up to low hit] Tager guards against: 2A > 5B > IAD > cross-up Tager > 1D > Tager gets crossed-up after IAD 1D so you do: 2B (low hit) Combo after landing 2B: 5B > j.A > 2D > j.B > j.A > 5B > 5DCC (1802 dmg / corner push) 1:20 vs. Tager [2 wind / 100 heat / IAD mix-up: air throw variant] Tager guards against: 2A > 5B > IAD > cross-up Tager > 1D (Tager attempts to jump out of the mix-up) > j.B+C (air throw jump-punish) After successful air throw: land > 5B > j.B > j.C > 2D > j.2C (lv.2) > land > 236B > j.C > j.C > j.214C > BBL > 236A (whiff) > 66 > BBL (4k+ dmg) 1:34 Midscreen 3C whiff combo [3 wind / 50 heat] 5B > 5CDC > 3C (whiff, chase opponent) > 5D > 66 > 5B > j.B > j.C > 2D > jc > j.2C > BBL > 214A > 66 > 2C (frog hits) > 66 > 5CC (4825 dmg / near corner to corner push / nearly 2 wind recharge / corner pumpkin oki) 1:46 Rachel in corner with George out [George summoned] (George connects, 8 hits) > 66 > 5B > j.C > 2D > jc > j.2C (lv.2) > land > 2A(whiff) > 66 > 5CC (2nd 5C autocorrects to hit opponent back into corner) > 214B (264X dmg / situational corner swap / pumpkin oki) 1:52 Corner throw combo [50 heat] Throw > wallbounce > 5B > j.B > j.C > air BBL > 214A > 5CC > 236A (frog hits) > sj.9 > jc > 9 > j.2C (lv.2) > 3C > 214C > 5CC > 214A > 236A ... (opponent falls for tech trap) 66 > 6A > BBL > sj.8D > j.2CD (lv.3) > ... etc. (frog 236A tech roll trap / 2 wind regen after 236A (frog hits)) 2:12 [George summoned / 2 wind / 50 heat] (George hits) > 66 > 6A > 5B > j.C[C] > j.D > j.C > 2D > jc > j.2C (lv.2) > land(cross-under opponent) > BBL > 66 (cross-under opponent) > 214A > 3C(1 hit) > 236A (frog hits) > 66 (push towards pole) > 3C > 214C (near corner to near corner push / nearly 2 wind regen) 2:22 Midscreen [3 wind / 50 heat] 5B > 3C(3 hits) > 9D > 5B > j.C > 2D > jc > j.2C (lv.2) > 214A > 5B > 236A (frog hits) > walk forward a bit > j.C > 2D > jc > j.2C (lv.2) > land > 236B > j.C > jc > j.C > j.214C > land > BBL > 214A > 236A > 66 > 3C > 214C > 236A (frog hits) > 66 > 3C > 214C > 3C > 214B (5116 dmg / regen 3 wind / push to corner / pumpkin oki) 2:36 Rachel in Corner [1 wind / 50 heat] 6A > 5B > sj.C > 2D > jc > j.2C(lv.2) > 236B > j.C > jc > j.C > j.214C > land > BBL > 214A > 236A > 66 > 3C > 214C > 236A (frog hits) > 66 > 3C > 214C > 3C > 214B (regen 1 wind / corner push / pumpkin oki) 2:51 Meaty 5B pressure + mix-up[1 wind / pumpkin summoned] Opponent guards: 5B > 6C (1 hit) > j.214A > j.3D (pumpkin gets blocked) > 6B > 236A (frog hits get blocked) > 9 > j.B (whiff) > j.C (whiff) > land > 2B (low hit connects) > ... go into combo ... (midscreen mix-up) 3:03 Meaty 5B pressure + mix-up variant [1 wind / pumpkin summoned] Same as the above mix-up except on the j.C whiff while jumping towards opponent you hold j.C to throw off timing and cancel into j.B overhead to a combo 3:11 Midscreen Throw combo [2 wind] Throw > 9D > wallbounce > IAD > j.B > j.C > 8D > land > 5CC (1st hit whiffs) > 236B > 66 > 5CC > 214A (corner push / frog oki) 3:19 Near corner throw combo [1 wind] Throw > 9D > IAD > wallbounce > j.B > j.C > 8D > 5CC (1st hit whiffs) > 214A > 5B > 236A (frog hits) > dash-in > 5CC > 3C (2 hits) > 214C > 3C > 214A (corner push / frog oki) 3:30 j.C float cancel air combo 6A > 5B > sj.C[C] > j.C > jc > j.B > j.C[C] > j.C > j.236A (2344 dmg) 3:36 Midscreen combo [1 wind / 50 heat] 5B > 5CD > 3C > 236B > 5A > 5B > sj.B > j.A >j.B > j.C > j.214C > land > BBL > 214A > 236A > 3C > 214C (frog hits) > 236A > 3C > 214C > 3C > 214B (3803 dmg / regen all wind/ pumpkin oki) 3:48 Counter-hit 6B combo [2 wind] counter-hit 6B > 3D > IAD > land next to opponent > 5B > j.B > j.C > 2D > jc > j.2C (lv.2) > 236B > j.C > jc > j.C > j.214C > etc. 3:55 6A counter-hit anti-air combo [2 wind / 50 heat] counter-hit 6A > 66 > 5B > j.C > 2D > jc > j.2C > 214A > 5B > 236A (frog hits) > j.C > 2D > jc > j.2C (lv.2) > 236B > j.C > jc > j.C > j.214C > land > BBL > 214A > 236A > 3C > 214C > etc. Troll Pumpkin combo [4 wind / pumpkin summoned] 5B > 3D > 5B > 5D > 4D > 5B > 5D > 5B > etc. (troll dmg) Okay that should cover all of the video. As always, anyone is welcome to correct any mistake they see in the notations.
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Overview Platinum is a cross between Rachel and Ragna. Her items, particularly bombs and missiles, can disrupt you while zoning or summoning. Hammer and Fan give Platinum access to higher damage combos, so be careful of getting hit while she has these items. Her normals, especially her C normals, have pretty good hitboxes and outrange Rachel. When Platinum has bombs or missiles it's best to stay on the defensive. Try jumping over missiles and misdirecting bomb shots. If you block missiles or bombs it means Platinum gets in (bad). One way of shifting momentum against missiles is to space yourself correctly so you can jump and attack to get inside after successfully jumping over a missile. Use wind if you have to. Bombs you can just dash in and wind if you can predict when Platinum will launch some bombs. Platinum up-close has decent pressure. One frame trap involves her 6C attack that's cancelled into Swallow Moon that is immediately cancelled into j.C. Platinum does have a command grab which closes distance since she has to run towards you first. Landing this nets her a "reload" of the current item she has equipped or if she has no item, she gets the next item queued equipped. If Platinum uses this grab mid-pressure you can avoid this by jumping if you think they will commit. Your gameplan should generally be the same. Corner carry into corner trap. Do not play this match-up midscreen. Tips/Misc If you see Platinum's command grab coming, you can hit her out of it. 2A/6B should work fine. Air Hammer breaks two guard primers, so be careful. Super version of the Hammer is also annoying as it will trip you if you're on the ground at all. You want to keep track of what item Platinum has. The orb in her staff changes color depending on what item. If she has bat, keep in mind that she will try to use it if you put her under pressure. She gets no damage off of it, but it is pretty safe for her to throw out. Character Specific Combos JPN Match Up Videos Here
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Aside from Matsu it's really a shame Shachou doesn't have more videos of him playing Rachel. He was another really solid Rachel.
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Rachel vs. Taokaka still looks annoying. That Rachel lost as soon as she let Taokaka out of the corner in the last round. Once he lost momentum he cracked and at some point resorted to 2C. Perhaps this was caused by the Taokaka's earlier conditioning by doing TRM setups. That Almost Becoming Two combo wow haha. 6A really important in this matchup.
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The problem here is proration. You have to cut off the 6DC hits early for 5CC to connect at the end. Try doing the j.C a bit earlier. On Ragna I landed my j.C as the 10th hit and the rest of the combo connected. EDIT: Oh I guess not. This combo is weird @_@ After a little more testing, I think it has to do with the distances. I connected up to 12 hits before doing j.C and 5CC still didn't whiff.
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Rachel's 5B and 2B both have projectile properties. Hakumen can create voids by slashing it and your suspicion when Tager sledged through it confirms this fact. This is evident in the frame data page: CSII Rachel Frame Data Look at the Attribute column. Anything with P is a projectile attributed attack.
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When I have time I will try to get some of the other combos recorded. I will edit this post with more videos soon. List of videos (the volume on some of the videos might be too loud on default settings so be warned ): Midscreen 1 wind bnb (character specific. Shows 1F dash required for this combo to work on Platinum, Valkenhayn, and Hakumen) Near corner bnb. Only uses 1 wind.
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Since I can't get direct footage from my PSP (at least not yet), I'll try to take some videos from my old digital camera. It's not the best quality but at least you can see what some of these combos look like. Starting with: 1 wind midscreen bnb on Platinum requires a strict dash in order for 5A to connect