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Everything posted by TD
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random/gimmicky isnt bad actually in some cases. but my concern really is neutral. im finding it harder to think about what l should be doing. i'm getting out-yomi'd alot. l'm trying my absolute best to FOCUS on what im doing to no avail. it just feels like to me i'm a car stuck in a pit of mud. no matter how strong my drive l cant get out; and i'd like to say, my desire to play bb is still very strong, so it isnt lack of motivation or w/e. l hate feeling sorry for myself but l need to advice pretty badly at this point.
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hey guys. been feeling kinda free/like l plateau'd for awhile and i'm wanting to step my game. i'd love some input from you guys if you guys dont mind helping me out just a little. not any of you guys' super secret strats or anything. just some pointers.
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at least its still comboable. without wind, even, which wasnt possible in the other games.
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after tk hatsu haku chun l saw a litchi do 2d 6a (wait) staff2 6d[m](2) 5b 6c (1) 4kote... (the litchi did sj.b instead of just j.b, l wonder if that works on everyone.) not sure of the dmg though. but yes, her new bnb's do look pretty awesome.
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thats what l meant. l guess the gap isnt too large, more like it ends pressure for the most part. my b
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more frame advantage than 22b perhaps since it lifts them and forces emergency tech.
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http://www.youtube.com/watch?v=8ugoWTBGyRc l found this unbelievably funny. thought i'd share it with you guys.
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6b is used in frog combos if that helps, like vs noel i'd do 5b 5cdc 214a dash 3c(2) 236a (frog hits) dash 6b 5cc... otherwise the options after 6b are meh at best. 3cd catches jumpouts but can be punished, 5cc is a 1frame-trap that takes a primer but pressure ends there, 6b itself is -1 so you can wind yourself in from it and start 5a pressure with alittle conditioning. most of these options are gone in cse anyway. the only significant thing about 6b outside of poking was the jump cancel, lol. you can also summon from max range if youve conditioned the foe to respect you. tk george was fun (its out in cse though :/ ) and pumpkin is still effective at keeping people pinned down.
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nice idea, l hope it works out for you guys. and i'll be tuning in as well.
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she was (really) good in two games. :l but yeah, llitchi definitely isnt looking too swell right now. lm really curious about how she turns out. old but sorry. l meant after jd where you could use the return d as cover for oki and to stop rolls. basically the former but worded wrong
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l believe that rach is ishii. could be wrong but he uses that color and he's pretty good with her. 5©c otg works in cs2, if you buffer the 5©c into the first 5cc, and the foe has to ve grounded (or you can use 2/3d to aid with getting them lower to the ground).
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in ct she had a 4 way mixup from blocked j2c because it was cancellable on block (among other retarded stuff with the jump cancel). having that now would be great, but yeah, we dont. ._. also, 6cd and 3©d eat barrier alive if the foe is barrier happy, even more now with barrier nerf: not to mention get you back in with frame advantage. wind in general gets her back in melee range. l wouldnt worry about getting in too much with rach. rachel is starting to seem... better in this game, the more l think about j2c it.
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rachel imo is pretty close to broken in cs2. or at least, she is really strong. lt just wasn't really shown considering people dont play her. (thats why l was a bit miffed when l saw she was only above tager in that one tier list) lnstant corner carry from almost any ground normal using x winds which you get back depending on the combo you do. great neutral with summons (only really loses to other zoners), gdlk rushdown. she can approach fast and keep momentum from anywhere on screen. in the corner, george + pumpkin oki is of course really strong, with a minimum of 3k meterless and 5-6k with meter. 3 pole setup is still ridiculous, 3-4 primers gone and possibly 5k (or leave them with 1 primer danger mode, with a potential to do 7k) from a relatively easy, safe setup. corner usually means gg for any foe in cs2. really, damage nerf means nothing to rachel, especially 3-400 worth. what, rachel players have to work slightly harder with some of the nerfs? pffft.
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ah, alright. first combo, cs2=4228. from only up to bbl, it's 2402. second combo= 5648. from only up to bbl, its 3471. around 3-400 damage difference. negligible. seems like everything for the most part about her corner combos are unchanged besides bbl/frog damage nerf.
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sj8d j236a(w) j2c lv3 still works? l thought that was out?
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yeah most of her combos in cs2 ended with 3-4 wind gain even without meter :v good times. alot of people got nerfed hard, not just rachel. l wonder what arksys is trying to do?
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working harder for a win dosent sound bad when you compare it to the things she still does have (for now...). im interested in this lobelia loop. l dont know how it works, but if l can get 3 pole oki from it, im gonna be hype.
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definitely nice work tofurr. the rach changes are getting me a bit worried. make that alot worried. could be me being pessimistic, but l really hope the nerfs stop soon. l have confidence in my rach but l dont think l can do shit tier again for another whole year(s). just sayin
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rachel looks like she's going to bust out of there any second. wtf is mu/lambda strapped in?
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rach dont need damage. well, not dumb damage. hey, at least her bnb's have increased damage due to 6c. by how much, we'll see. but she looks promising. at the very least, with all the system changes, her rather small changes, and the other character's changes, she's still looking very playable. im just really hype about the j2c thing. no more having to do really risky guesses that usually dont even turn out the way l wanted.
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rach is a again. possibly s??? dunno about you guys, but l think now that she got ct j2c back, she is going to be be the loli people dont want to trifle with
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"I shall leave nothing of you."/"your performance ends here." (for air bbl) the way rachel speaks to people is so boss.
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if that had color i'd definitely have a new avatar. that matchup... it's just
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im expecting relius to be hated once he gets rolling. otherwise i'm curious to see how some characters will function, namely litchi, mak, jin, noel.