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Everything posted by TD
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marvel was all about how wolverine and phoenix takes everyone's money without fail. (not gonna lie though l did enjoy mvc.) if he picks up bb he should ride dat rachel train.
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lk are you you going to pick up rachel now that shes good again? rather, does she look decent enough to consider picking up.
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l figured that was all. l'm also assuming this only works after 3c oki and not corner 5cc oki. not a bad trick though even if it's a universal one. its still not very well known (that or people just dont like doing it), so its worth a try during a tournament (such as ect) l think the whole OS thing was false, but it would be cool for rachel to have one. really cool. especially if it ends up being broken :D
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what 2a trick? i've been out of the rachel loop for awhile it seems. i've been told she has an option select too, but l dont know anything about anything
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[CS1-CSE] Road to Ikaruga - The Bang Social thread - Do you even 3c?
TD replied to DaiAndOh's topic in Bang Shishigami
aww. at first l heard lk was beasting. next, he lost to satoshi and then dacid and that he choked. l couldnt watch the stream so l dont know anything really, but from what l hear, l am saddened. is there any chance these matches will make it to yt? -
suggestions: 1 - tell him to stop bitching or GTFO. 2 - tell him about 2d. this may backfire on you if he gets good with it. 3 - embarass him with someone else. 4 - embrace the hate. its not often one gets to laugh in a snobbish, egotistical way when someone starts complaining. seriously if he wants to get better, introduce him to some noel vids, or even dustloop for some basic 2d combos.
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I can't see the stream T-T
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Why not do commentary and have someone write a transcript?
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I'll only critique the first match vs bang since I'm doing this by phone and I really haven't any clue on how to deal with and beat hazama. Warning, Incoming wall of text :3. Here I go. Rebel 1: I didn't really understand why you decided to open up with a jump back into airdash jb. Especially with Rachel's floaty air state, inferior air mobility against bang without wind, and the bang starting off in the air as well. Some typical round openers that are safe are, IABD into whatever, 236a, or to wait for them to make a move. Not saying your way was wrong, especially since you might know the bang's habits and I do not. But for the most part that isn't the safest way to start things off right. To add to this, shortly after you did a risky winded j2c while bang was on the ground. While the reward is certainly a treat and its safe on block when down-winded, do be aware that this manuever is extremely risky to throw out without caution. Not only that, bang is pretty fast on the ground as well. He can very easily run away from the move and just punish you. Now you're down some health but more importantly, you wasted a wind. You were on point with your punishing though; Punishing the bang's air command grab at 0:31. Nice corner pressure by the way, from 0:55 to 1:05. You even yomi 2c'd his 5a. 1:24, please please PLEASE dont ever use me while bang is on the ground, in neutral with 50 heat. He can punish you on reaction with daifunka which is free corner carry, though you were already cornered. On a good note, you managed to dodge bang's dnails twice in a row at this point, good job. Rebel 2, again you opened with the similar jump back as last round, only you j2c'd. Although the j2c hit, its really not a good idea to overuse this too much. Around 2:33 you did td again, this time right in his face. And he had 50 heat. Do be careful with that, as I've said earlier he can punish you very easily with daifunka. Rebel 3, you now did the same opener 3 times in a row. Aside from my previous statements about it, where is the variety? Remember you want to always be unreadable and unpredictable. By this time you should definitely be opening up with something else. May I suggest you refer to the upper half of this wall if text for other options? On top of that, your j2c actually whiffed shortly after. Luckily the bang was too busy with 5d to punish it. Around 3:06 - ah, you did the 3c 236b combo. How I envy you, I can never seem to remember this myself. u-uh, moving on... after 3:33, you were unable to regain momentum and lost the round via timeout. You were also out of wind. This was the time for you to stay on the ground, watching for his 3c, turtling, and spamming 6a like no one's business. Without even one stock of wind, Rachel has difficulty controlling space to fit her needs, and she can hardly even finish a combo. Next time you are in a situation like this, your best, and safest options besides from the above listed; block. Block well. Block it all. You NEED wind, and this us the safest way to obtain it. That 50 heat at the end of the match could have been used to kill bang with bbl or a better td...... And now, a small summary: all in all, you play pretty risky. Risk isn't bad, but with Rachel, a lot of times, such as being in the air, there isn't much she can do safely, and she can be punished hard if you whiff since many of her moves have huge recovery. It just means that you need to use your judgement in a more refined, precise way. I also noticed you don't have much mixup going on. Your pressure was good, but you didn't manage to condition the bang to watch for overheads, and he even poked you out of strings ending with 236a. If you don't want to do anything fancy, simple strings such as ...2b 4b, and 5b 2d ja are solid enough to work even on much better opponents. Regarding 236a, this move is more like a pressure ender. If you want to stay in his face for longer periods if time while still maintaining a safe advantage, 5a, 5b, 6b are jump cancellable, and really effective with 3d to maintain the point blank range; sword iris works as well, since it is plus 2. Dont forget to mix it up! Lastly, i'd say work on combos but you did some pretty impressive stuff. I'm sure youll work this bit out on your own.
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thank the heavens this is at the end of the month. my job has not been kind to me these past few weeks and i'm still in a slump, but l should recover just around the time. biscuits if you don't mind can l hitch a ride/room with you? i'll pay my share etc. the only thing is, l can't -assure- you that i'm going if you say yes - as much as i'd like to there is almost nothing l can do about my current occupation issues. all l can say is... i'll know a week in advance whether l can go. or not. l don't want to make any promises. at least for another week.
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in regards to small lasers: they are probably the most annoying lasers of the bunch, but they are more tolerable than their cs counter part. each one takes a little less than 2 seconds to start up. always keep this in mind: you have about 2 seconds to get an advantage from where you are in any neutral situation. george and (winded) poles come to mind. george will stay out until mu kills him or he activates, or he fails to reach her in time. you are completely free to wind him however you please, since there is always at LEAST a 10f gap in between small lasers. now you can turtle a bit and regain wind and possibly the advantage. be sure not to get antsy of course. be sure that she BLOCKS or gets hit by poles. this is where target practice comes in. lf you manage to get her with a pole, all big and small lasers will stop, barring 236d. just clip her. just once, and you have the advantage. you can actually wait and see what she does, and punish her on reaction. i'll go into detail a little later.
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l see, thank you. l think l tried it once yesterday on someone and despite the conditioning, they still jumped out for free =/. either it's too obvious, or it needs aloooot of conditioning... it wasn't a complete failure though. l never thought to do 5a first since 5b is my go-to poke for all things oki. l definitely will use that. l never thought about pumpkin crossups either so that was also extremely helpful :3
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tofurr - its frame data l suppose but its not the whole thing. its a gatling chart. basically, l wrote down what each normal (excluding air normals) gatlings into, then l found out the frame advantage through both normals. for example (ill give a less detailed example): 6b gatlings into 3c. 6b is level 3, so it gets 16f blockstun. 3c has llf startup, so on normal block that is +5 between the two. -3 for ib (+2), +1 for barries (+6). this string is unpunishable. sadly l havent made much use of it, but if you want it l dont mind writing it for you. polka - thats what l meant lol. l realise that rachel's mixup ls similar to combos, and that it may be limitless to the point of redundancy. not to mention keeping up with the thread - l guess its not really needed, since rachel's basics are already really good.
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hey guys l was wondering, would a thread for rachel's mixups/combos from mixups be beneficial? theyre not exactly combos, but they are an integral part of her game. l ask because, who knows, maybe her standard mixups are safe and solid enough, and no one is really having trouble with mixing their opponents up. but im speaking of more advanced mixups such as the pumpkin oki in the dance to wind cmv, for example. it might not be completely necessary, but it might be a good thing to have. lt wouldn't hurt, at the very least.
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236a is boss when not on the recieving end. l found a way around it, though.
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not really a combo, but l think its worth mentioning. (corner, 5cc frog oki) dash (opponent neutral techs) IAD 1d (frog activates) l tested it on myself (lol), and deduced that its really good with a little conditioning. the 1d pushes the foe out of the corner, so you can fit your tiny loli body in there. heres the shitty combo l got afterwards: ...(frog hits) 5b jc2d dj 2c(lv2) land 2a(w) dash under 5cc pumpkin oki - 2.6k, 1 wind l tried connecting lv3 j2c from the frog hit, and it would've worked... but the effects of 1d dont wear off in time. l got frustrated and decided to stop tinkering with it, but ill share it and hopefully someone gets something out of it.
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here is what l have. yet again this matchup hardly changed at all. still litchi's neutral game > rachel. fullscreen - watch how litchi plants the staff. always be aware of which way it flies: blocking relinquishes pumpkin and getting hit takes out george as well. -to avoid them: 2d can be jumped over, 5d can be crouched under, and you can jump over both return trips. - dont push too many buttons within 6b/itsuu b range - most summons can flat out stuffed on reaction midscreen - jb [m] still has that retarded hitbox, so 6a isnt too reliable vs it - also beware of her glide fall (IAD j.2dbc), it can get over 6a pressure -if you catch her without staff, definitely press the advantage and dont let her get it back -l think she has a rachel-specific daisharin setup: 131313. l assume this is to stop neutral tech d from rachel. ldk what rachel can do just yet. but it looks like we'll be blocking alot and losing primers. that said litchi is not a character you want to lose patience and take chances against.
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1) depends on how high your opponent is. the standard bbl ender, after ... lv2 j.2c land 236b jc djc j214c, is: bbl (6 hits) 214a 236a dash 3c(1) 214c 236a(frog hits) [3c(1) 214c 3c(1) pumpkin oki] l put the last bit in parenthesis because you can do what you want after depending on the situation.... but this is probably the best way due to a balance of wind regain, heat, damage and decent oki. bbls where your opponent is lower: no one has found a optimal combo just yet. l just try to do the best thing l can if there's not much proration pre-bbl. 2)maybe youre doing the first ja too deep, try doing it a bit earlier. most ny'ers play marvel now lol
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l think its because l get all worked up when l try and do something and lag fucks it up, or me just not recognizing the situation. it dosent happen often, but when it does, it can last for days. l try to reflect but literally, l just cannot pull myself out of it and l start looking more and more free. its high time for a break, l think
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guys what is her biggest combo from dp baiting. i've been doing 5b/fc 5c into 3c combos midscreen and corner. cant help feeling theres a 7k combo out there asking to be found. also im in a huge rut. suddenly l dont know how to play rachel or this game. l forgot what 6a looks like. wtf is fundamentals cause l dont even know. qq
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geno will never miss a lobelia or wolf cannon again :3 also are there vid of aoiniku in cs2? l think i'll enjoy the diversity, he was always different than other top rachels in the previous games imo (or just ct, l dont think he played cs),
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this may be a bit off topic but, is there any info explaining his oki options and mixup routes?
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Litchi = filthy Hakumen = harlequin Terumi = bug Valkenhayn = senile old fussbudget umm... Mirror: something about nago and gii
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what a gdlk tsu. easily the best one ive seen.