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TD

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Everything posted by TD

  1. >foe no jump/leaves a hole in pressure >mash 720 >?????? >munnies alternatively: >makoto >mash 720 >?????? >munnies
  2. inv me sometime ^^
  3. ggs. ggs earlier. also, l was jk about the elite part. honestly its really fun to play co-op in DC. you know, DC FORCES you to play single player up to a certain point, then you can play online. l love it because it means you'll be somewhat seasoned by the time you get to netplay with others. love that about this game. its really effective imo.
  4. Ggs to my room. Back to the crack that is dragon's crown. ...by the way, who here plays it? I'd like to form an elite group of ass-kickers.
  5. ggs frostbite and silfer's room
  6. thats alot of damage. although it costs a fortune it looks really easy. too bad people aren't really playing him nowadays.
  7. hmm, 5cc combo was a split second decision. l didnt think to do the j2c route, or perhaps l thought l would have dropped it. the combo l chose however was a decent one, only having one wind; best combo there would probably been 5cc j2c stuff and 2 more 5cc. the td situation, that was actually part of the plan. l knew he would ice car to get after seeing him do it a few times (unrecorded). the plan was to wind pumpkin and do a ch combo into a no tech/tech mixup. it didnt work out as well because l ended up getting distracted by other options and it blew up in my face lol. the wind after the burst was actually supposed to be air tech, but l miscalculated and fell to the ground while still expecting air tech. last bbl combo was also a fuckup, l knew it would drop when l did 2366a while frog was hitting but you know, netplay combos l always appreciate you guys watching the vids because that's the whole point of uploading rightf?
  8. I'm curious, how do you plan to do that?
  9. all im saying is that 4d's weakness - lows - should be exploited as much as the move itself. armor is only as strong as it's weakest point. just something to think about.
  10. you needn't punish it during your string, it doesn't advance her, you just need to not have a hitbox where she is standing for 4d. not that hard for jin. in pressure you should be baiting 2d most of all, alternating between that, getting to safety, and a very short, quick mixup attempt. what l am saying is your first priority in that matchup is to gather information on that noel player in particular, and then choosing the appropriate actions, which you have proven you are capable of. personally l feel the reward is only slightly too much for 4d, everything else about the move is fine. lol errol
  11. it just seems weird with the way her GA dashes work... perhaps l overreacted. this used to be a legit salt-inducer, still is sometimes, but at this point of the game - and especially coming from you, moy - there shouldn't be a move that you don't understand. like, l don't even play jin and l know for sure that i'd be pressing 3c if l sniffed out a 4d, 2c for 2d and backdash/IABD if not sure. after all, noel is called a mini tager for a reason.
  12. two different games with a helluva lot of different nuances. guile did well too, doesn't mean kagura will do well. one thing is definite, and that being none of us knowing how he will play yet.
  13. damn lol. she's just fucked up coming out of the box. -return to sender- how is she supposed to pressure.
  14. assuming 6b's level and stein cancel are the same as in ex, 6b > stein cancel would be a 3f gap on normal block.
  15. she cant do anything safe from it? like an rps game of frame trap/dp/steins and habaya
  16. exactly what tofurr said. ja is actually 8 frames and then her jump startup is 4, making it 12f total. 5b ja is absolutely safe, the only thing that beats it if done correctly, is if the foe barriers 2 or more moves before ja, like a 2a 5b string. 5a can only be -4 max if done correctly, only dp's beat it, assuming the foe has the skills/luck to ib or dp her 5a in the first place, if you are 5a'ing rachel out of any of her IOH... just wow.
  17. 'ere mon http://www.youtube.com/watch?v=yX6F2f2bq6o it's actually done a few times in here
  18. interesting... nevertheless, l will begin to use that windless combo. l hope you don't mind.
  19. once you raise you stamina you could very well be a top player.
  20. what in flying fuck was that giant drill... that OD combo was cool, anyone able to get the damage?
  21. yay double post kirbster, l watched a little of the monthly mashfest, and l found it interesting that you did ...bbl 214a dash 2b 5b (frog hits) 5cc instead of the standard. but what really surprised me was your use of jc djc bbl, which l didnt know worked on tager windless. l suppose the former combo is to make up for not being able to setup a pole in time after setting the frog?
  22. tager and haku get the worst of it, followed by relius. ragna also gets fuzzied a little easier than most. come cp, everyone (except maybe rachel herself) gets hit by her IOH - if the character can get hit by that, l assume they'd have have less frames to counter any new or existing fuzzies as well.
  23. jb is in the medium reward category. it is not an IOH but still necessary because it does more damage on people who cant block and still respect the IOH. its also required on hazama, noel, litchi, rachel, sometimes other chars like jin and tao oddly, because IOH doesnt work on them. because it isn't an IOH (and therefore can be disrespected), its used less, but still used. in a general sense rachel can get hit by any fuzzy, like every other character. in terms of setting them up, her small crouchbox gives her a few frames extra to stick a move out than other characters. a negligible amount really but an advantage nonetheless.
  24. http://www.dustloop.com/forums/showthread.php?14682-CP-Rachel-Alucard-Gameplay-Discussion/page105
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