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Everything posted by TD
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I don't think this forum allows me to say what I should be giving to that person. but it's not nice.
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it's here to stay, like a guest who overstays their welcome. putting their stink cornchip feet on your imported couch. sigh until this guest leaves, fuck this game. now if only lag were a living, breathing person, it could be dealt with.
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They will get over it. Better them than you. That moment of weakness will cause you to lose games. You think they will cry if you get demoted? No. Quite the opposite in fact.
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if you hold jc you get j[c]. j[c] is the followup that lets rachel float in a cute way. you cant block while floating and it cancels itself when doing an offensive action. in this combo, it shortens the recovery of jc, allowing two jc's to be used before pressing 2d. sometimes it is necessary, sometimes it isn't, sometimes it cannot be done.
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today marks the closest i've ever felt to selling my copy of bb, ever. ggs l guess.
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Stabbing? Oh my. Your only bet is to keep ignis out and try to keep advantage by using strong fundamentals. Also be aware if her graviton, fireball, trap, and teleport and every silly thing they can do in conjunction with each other. Jxd is your safest bet for going air to air, and you must be basically midrange. None of his normals will beat hers in the air unless he is above her, and her 6a, obviously top 5 in this game, you're not beating that either. You can't "beat" kokonoe without seriously locking her down or just outplaying her. She doesn't outright lose. That is why a strong fundamental game is required.
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Everyone knows the fastest way to salt is through a certain pink-haired pussycat
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Sometimes it depends because you can be reset by not teching either. Some character have safer blue beat combos that increase otherwise short combos if you don't tech. Like kokonoe. And sometimes as you mentioned you can be reset teching immediately.
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You don't have to mash tech anymore. The new system allows you to hold ab or c to tech. I like to hold a and b together for tech barrier. You use a lot of nails in the beginning, I advise you mix it up between using them, getting in or staying passive for only a little bit. They are great but limited projectiles. I can stay away and wait for you to use then and then it will be easier to play neutral. I don't like giving advice of it isn't asked for, just these quips because it was some things I observed you doing from extend.
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It should be on the sole reason that amane 2c beats sledge and its options are completely safe on hit/block. Besides that amane basically can jump all around tager and completely harass him with physical scarf normals, charge freely full screen, and use the drill and combos to keep tager full screen as well, this is very likely amane's easiest matchup because most things he does is free and will keep adding to his momentum compared to nu. She has mostly projectiles and fast, albeit standard, movement. So it should be easier to get a read on her than it would be against amane. Ggs mucky. I'll probably be starting again on a few minutes.
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Throws and Jin aren't an entirely weak idea. You need to use the dynamics of it to see the results. There is more to it than tick throws, and they have an entirely different mixup than high/low. Strike/ throw, strike/strike, trm, crossups, etc. basically maintaining pressure while remaining in throwable at the right moments as well as baiting the for to jump, mash, tech the throw, use the throw OS, or dp out. He has everything to bait and/or get the throw. 6b, j2c, a good 2a, good damage on any successful hit... You should probably ask the Jin boards for tips on keeping your throw game fresh. Knowing rachel is knowing the player really when it comes to her mixup. Errol one time someone did this same thing to me and I thought I'd try it. If I had to guess it went right in the middle of the bats ftw. It seems highly improbable to rely on.
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you didn't bore me. you did well trying to use yomi, l believe is you strengthened this ability. it will also help you cycle through blockstrings, jin's pressure should keep rachel stuck on ice. she shouldn't be able to get out.
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Ggs Errol and icing.
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I had some work to finish up at... Work, some problems came up and had to be crushed but I'm home now. I can still play if toan or icing or anyone if these two are not available. Let me just get settled in first.
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Of course he knows. With nu you really have to be attuned to the foes habits. It's how she doesn't die. Compared to good rachel strategies which if she misses her first projectile she usually has fail safes in her second and third ones on the field. Dawn, you never know. As I said I am a little rusty, playing a great deal less than I used to.
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You mean vs nu? It's an rps game heavily rigged for both chars. Nu guesses right and she keeps you locked in neutral till you guess right. You guess right and you can take her straight to the corner and win.
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It's been shitty lately, yes... I believe only Errol wants to be in this room to watch. If I'm not mistaken, toan and lime requested matches, not to spectate.
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Ok Errol. It might not just be rachel, fair warning. Maybe kokonoe, maybe amane, terumi, litchi...
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Perfect! So I'll play you (icing) later and toan, I definitely need some nu exp. no one is quite as skilled (or insane) as you are when it comes to playing her on netplay. Edit There's never enough people. Lime, we can play too. It depends on toam whether we play tonight or later in the week.
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It's been a long time since I did a long set with someone, any one up for like a ft20 sometime this week? Or even tonight after 12. And I'm rusty so now is the time to catch me not blocking.
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oops. forgot to mention the pumpkin. with knockdown summon pumpkin and do this. pumpkin does the meaty for you whilst you block.
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you are going to start the round in an rps situation where each character has a few options, with litchi ultimately having a few more at this range. 3cd stops itsuu and should go under 6b, but her 5b beats it. hold 4 to see her whiff 5b, and is ok in general if you cannot get a read; punish her whiffed 5b with a dash 5b. jb will stop any air aggression from the litchi, but itsuu a and dp will beat it, not that dp is a viable round start here, but still an option. 236a wont really beat anything unless the litchi tries to approach grounded, which is possible. can also beat staff sets here, but loses to any long range attacks 6b, dash 5b, itsuu b and c. lastly, you can run using wind or just backdashing. keep in mind litchi is has decent enough speed to chase you down if you do this. whenever you can get a read it is perfect to capitalize on it especially here, as litchi can go toe to toe with rachel in neutral. fullscreen, you want to setup. you can do so but you must play by lichi's rules if you want to keep your summons. know what her 5d and 2d animations look like and always be ready to dodge the staff once set.stay under or over 5d launch (basically, stay out of normal jump range and, where the staff is returning, it returns at ground level so jump over it). jump over 2d, watch the return, its vertical hitbox is lower than 5d launch so jumping it is ez. you for the most part are free to get out a pumpkin if you both were fullscreen and you could evade the pole. outside of fullscreen, frog is hard to summon in this matchup. tk the frog if you can, if not, stick to evasion pumpkin or oki frog. with frog out, litchi has several ways to deal. she can get near him and jump away, she can set the staff, do 623d x2 421d and launch (avoiding the frog entirely) she can kill it with 3c and get dp/staff set cancel. if she straight up 2d set, launch, frog just eats it giving you free movement or a summon. she can also do any version of shishin, 41236d after staff set. the ultimate projectile, it travels a short or long range depending on the staff set 2d shishin will gobble frog, keep going and kill any other projectiles (including TD?)and any normals rachel has. punish the startup or get out of the way. 5d shishin essentially shuts down our air game, but doesnt really take care of any pets on the screen. she also loses her poking ability for awhile, so it is really an anti air lockdown sort of move. pumpkin is your best line of offense and very good defensively here. dormant pumpkin goes through both shishins, punishes alot of attacks, fast. litchi should fear this when you have it out, it makes lobelia zoning pretty good. frog as mentioned before eats a 2d launch, and generally saves your ass but you need wind with this guy. 236a competes with litchi staff normals for horizontal space, use in conjunction with summoning and throwing other lobelia. 236 b and c should be used with pumpkin out. tk 236a 6d jump is an ok way to get in here. midscreen is generally in litchis favor. get away from here and try not to get hit while doing so. her staff 5b and 6b give horizontal grief and have more priority than your longer range attacks. itsuu eats projectiles and normals minus 2b and 3c. her staff 3c kills frog... and you. but it is slow. jumping over it leads to a great punish with wind. her air normals are good, jb is awesome and is one of the best moves in the game for out-bullshitting rachel's 6a. you get her to block with wind and you can just run your single player game right on her. get her in a knockdown situation and force her to move toward a corner while you preserve wind. if you know she will tech neutral and you have wind to keep offense, do the OS 5d4ab 5a, to block dp. this is especially gucci in the corner, as there isnt a thing litchi can do about it, mufufu.. speaking of being helpless... if she gets oki on you you need to choose your defensive options really carefully. she has a million ways of opening you up without pressing 6a once. that is because our only reversal in 2c is hella risky and starts on frame 5. you just have to practice blocking. in this case, losing a few rounds can be a learning experience because of the vast options this wench has. knowing your way out many of her situations; when to ib, when to barrier, backdash, mash, etc. is going to go in tandem with how that litchi likes to handle their offense. I would list her options, but this post is long enough already. most hits will give her good corner carry, goof oki, and good meter. if all else fails, scream 'YOLO!" and just fucking go for the strongest mash you've got! good luck, grasshopper. air stuff, her jb will generally wreck you. you jc will generally wreck her if she is above you. 6a is good and dont get discouraged of staff jb because its worth a decent penny to ch stop her from jumping the frog ith b and c lobelias. jumping b lobelia is also decent for controlling midscreen and sniping litchi's low crouching profile. td is ok to use in neutral, her fire super kills it though and anything else we have. she can jump it though.not entirely a battle won if she does this but you still have an oppurtunity to do something. im missing some things. whatever. shit use b lotus @ 3 lobelia for max space control analyze the player and their staff habits dont get cornered DONT RUN OUT OF WIND. EVER. ask me questions
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Dustloop vs. Gamefaqs 10v10 When?! June 20th @ 7PM EST! Date Pushed!
TD replied to Nerd455's topic in BlazBlue Online Play
This thing is changing too much. I think the op is trying too hard to accommodate everyone. Is it sad that this tournament technically should have been over a month ago? Put your foot down. -
You mean like would they go through haz during his startup? I don't think mizuchi has physical hit invul so I won't trade. But outside of the scarf hitboxes would be ideal, he'd whiff the attack and you get yours free. Inside the scarf hitbox or even if you were to be in the exact location of the scarf, his super is slightly faster - keep in mind haz's super minimum range. If it trades, it trades. No animation for haz.
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Dustloop vs. Gamefaqs 10v10 When?! June 20th @ 7PM EST! Date Pushed!
TD replied to Nerd455's topic in BlazBlue Online Play
Probably the first/next person on the reserve list