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Everything posted by TD
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ggs
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hi. just wanted to point out that amane is a long-range and short-range fighter. he wont be able to challenge nu in the mid-range area, where she has a few tools herself.
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Would anyone like to play around 12:30 or later, I have all night tonight and would like to try some more things on real people. Once again 1 v 1 is preferred.
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Love it. Great job.
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would anyone like to play, preferably one on one.
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I'm at work and was hoping the room started or was still open by 12:30 in the morning. But if not there's always next time. Can't be up too late tonight anyway.
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I may come as well. There, a party.
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couldn't help but cringe watching the win slip away from you. how sad.
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You just have to do the exact sequence really fast. Make sure you're pressing j.a before you touch the ground.
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This looks a lot cooler than the former picture. Perhaps that artwork is just weird. Apparently kagura looks weird too.
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Terumi is worth the buy, but he looks pretty gay... Coming from a future amane player (but at least he owns it) Just hope he's not using oroboros. It's cool but 'something different' seems like a good choice of words. Eh, tsubaki/izayoi turned out good.
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Macros save lives just don't get trm'd
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you did alright, there were some points where I felt outplayed. you have a decent grasp of the neutral game. oki was a little weak, but you had some decent pressure and abare. this was an interesting set. ggs
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You get average damage from small hits. You get big damage by doing the most optimal and most resource spending combo for that starter. It's a pretty good tradeoff. This game emphasizes the corner, with huge reward for corner carrying. Very few characters can do much mid screen without spending vast resources or getting a counter hit. Getting the foe to block is great and all but forcing or scaring them to the corner is the way to go. Trust me in the corner you will be blocking a lot. And, this game is very spacing oriented. That is one of the most important tools in any game. Jin is one of those characters who, in fact, require it. So do litchi, lambda, mu, pretty much everyone except arakune also, you're on the right path looking at the wiki. Everyone's wiki should be fleshed out by now. If not, characters have their own guides, top player videos, combos, and more in their respective subforums.
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ggs to moy, megaman zero, loyal sunset, plain blaine, grantchno, and kaiser cs.
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Ggs to daedron, vavvmatsumoto and eth earlier. Made a room for anyone on.
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Alright guys, it's up. Prepare your bodies. Oh, and do mind the general blandness and lack of consistent punctuation, I got good marks in my English class lol. But I was just more ah... Focused on the information. For now anyway. I will continue to clean up the thread over time. Of course, adding whatever gets discovered until cp. Any thoughts or input at all is also encouraged. Speak your mind. Good points, I decided to leave the name. It has a nice ring to it as well, as you mentioned. edit: I was also thinking of creating/linking several video examples to the topics, but that may have to wait.
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CS:EX Rachel Mix-Ups101 Forward Welcome, comerades, to the restored version of the CS Rachel mixup/pressure compendium! In here, you will find several ways of inflicting pain... Ah, wrong game, but the idea is the same nonetheless. The goal of this thread is to open up the opponent, very much the same as you'd open a jar or a book. I want to make that as easy a feat as possible. Whether you are a rookie fledgling or a fully aged vampire, you will find several tricks in here that will prove useful to you, and nasty to your opponent. Let us begin. Topics to cover: - 5B - Fuzzy Guards - Frame traps - Resetting pressure - Zoning tools --Approach --Pressure - Oki --Midscreen --Corner - Crossups/Crossunders - Resets 5B Overview: 5b is Rachel's staple combo/pressure tool and probably her most commonly used normal. Confirming hits from 5b is easy and rewarding, and there is plenty of versatility in how you use it with all of her other attacks. -Create unreactable 50/50 mix ups -iad away to set up zoning -Punish the foe with delayed frametraps for mashing Mixups Windless 5b 2b (can loop once before you're pushed out of range. Delay the 2b a little if you're using 2d ja mixup as well so the 2b isn't telegraphed.) 5b 3c (if it hits, press 8d or 9d to go straight into a high damaging BnB. Because 3c has multiple level 3 hits, 5b 3c(3) 236a or 5b 3c(1) summon are decent ways to keep the foe on their toes. Otherwise ends pressure.) 5b 4b (Warning- very slow overhead, use sparingly witthout summon support. 1 Wind 5b2d j.a (extremely fast overhead. does not work on Litchi, Rachel, Hazama, and Noel. Also tends go whiff at specific ranges vs Jin, Taokaka, and Lambda. Gapless. 70 p1 means a decent combo but don't overspend wind/heat squeezing damage out of this in most cases. 5b j.2db (slower than j.A, but will hit all characters. Not gapless) 5b j.2db 2b (high low) 5b 2d j.c 2b (empty jump in into low) 5b 2d j.c throw (empty jump in into throw) 5B 2d j.a/j.b throw (overhead into throw) *Can also be done from 5A, but 5a 2d j.a is not gapless. Fuzzy Guards Overview: Useful setups in general, these fuzzy guards prevent your mixup from becoming stale. Use in conjunction with her lows and throws to make your mixup formidable! Show them who's boss by punishing any who block the instant overhead. Pummel any opposers who cannot be 50/50'd with these setups Completely safe on block, you need not fear retaliation if these are blocked. 5B 2D (j.a) j.B j.c j.B j.A j.B j.C (especially useful on Litchi/Hazama/Noel) 5B 2D (j.A) j.B j.c j.B j.A j.B j.C 669 j.A j.2C (double fuzzy guard, no additional wind required to execute, but will need one more to confirm into a combo Frame Traps Often overlooked for her more potent mixups, Rachel's frametraps condition the foe to block instead of attack, except they learn the painful way: combo damage from frame traps tend to be higher than normal starters, or don't cost as many resources. Establish your dominance by swiftly dealing with anyone brave enough to attack during your pressure Crush their spirit with very damaging combos, or take them directly to the corner. Destroy their dreams of escaping by alternating between frametraps and mixups. (2a is the preferred starter of choice here because of its low hitstun and leads into 5b. There is more versatility in 2A block strings than there is with most of her other starters.) 2A 2A (delay chaining to give 1-2f gap, keeps all if your options open) 3C 214C 5A (4f gap) 2A 5C (100 p1 and air unblockable, so it's a decent anti-jump move, though it forces 5cc to be used early in the combo without sufficient wind/heat. Good confirms off this easily nets 5k. Plus, FATAL) 2A 6C (good corner carry and alright ground combo starter, it requires a wind outside of point blank range, so the foe can jump. It will keep the foe in guardstun all the way until you land and is +4 on block. A blocked 6c allows your foe to potentially gain a lot of meter by instant blocking, and it requires a wind. Very good to use with George behind the foe, otherwise use sparingly.) 2a throw (beats slower mash attempts but quick jabs beat this and so do jumps.) 5b delay 2b (a mixup and pressure tool, I like it.) Resetting Pressure Resetting pressure for rachel is usually considered when the foe loves to barrier block, is overly defensive, or just very good at blocking everything you've thrown at them (until now, of course). The goal is to get in (or back in) to point blank range using wind, without getting dp'd or mashed out. You have to be quick to execute these, and cunning as well. I have made a post on this sort of thing before, and perhaps it'll be informative enough to post here. Zoning tools Overview: Rachel's zoning tools are extremely versatile, setting up excellent risk/reward situations, and complimenting her offense/defense quite nicely. Use George to conserve wind, or in conjunction with wind and pumpkin for one (or several) strong mixup attempts, for example. Besides controlling spaces, there are multiple reasons for zoning that are constantly in play. For more information on zoning, check out Sakaku's restored version of the Rachel Guide. Tiny "pole" lobelia (236a/b/c or j.a/b/c)/Sword iris (214c or j.214c) Tiny lobelia is Rachel's extremely slow cannon fore Approach - use d, as 236a/b/c or j.236a/b/c's recovery ends, and then jump. this will put your foe in enough blockstun to frametrap with a tk iris. hit, block, or whiff, you'll move a considerable distance from your position. the tk iris will get you very close to the foe with 5d, and with plus frames to boot. Pressure: lobelia ends pressure safely without the use of wind. puts a big enough distance from your foe. ln addition, except 2c all of her ground normals are cancellable into sword iris, whose startup is 19f. this creates frametraps from all of rachel's ground normals except 2c. From 5A and 5B, you can tk (2147C) sword iris. the benefit is that by doing this you recover MUCH faster than ground iris, which grants you a huge advantage, around +24f. that's enough to make 4b alot safer for example. plus the animation lingers a bit after tk iris, making your next attack slightly ambiguous. Impish "pumpkin" Gypsophilia (214b or j.214b) Pumpkin, oh pumpkin. What would we do without you. The MVP of Rachel's offense, good pumpkin control enables you to do pretty much whatever you want. Train by summoning one and winding it in various angles, and using it alongside George and lobelias. Approach - if both you and your opponent are near a pumpkin, 1/2/3/4/6d will put you safely in point blank range. Pressure - 2d (pumpkin blocked, or P) allows for a very fast 3 way mixup and can be made completely safe; same with 3d(P). examples: *2a 5a jc 2d(P) land 2b *2a 5b 6b 236a jump 3d(P) jb *2a 5b 2b 5b 2d(P) land throw pumpkin 1/2/3d tk george works and is safe, very good for extended blockstrings. example *2a 5b 6b 2147a 3d(P) land 5b 6b 236a (frog hits) You can stagger pressure with pumpkin or make a move more safe (does not necessarily mean completely safe!) This can be applied to all of her normals including cat chair. examples *2a 5b 5d4b(P) *2a dash 2c (if the foe does not dp/mash/get hit at all) late d(P) With pumpkin around rachel's pressure is extremely varied, freeform, and safe. be creative anytime youre allowed to pressure with it. do be aware: unwinded pumpkin will float for 6 seconds while a winded one will only last about half that time. George "frog" xiii(214a or j.214a) George is delighted in meeting new people, and shows his enthusiasm by slowly crawling toward the opponent. A more powerful entity than the pumpkin, he takes a bit longer to get out. He is also an excellent team player; both rachel and her summons benefit greatly from him being out. Approach: George does his own thing, but that doesn't mean you can't help him help you. Use the appropriate wind to wind him toward the opponent. 5d/4d moves him quickly, 1d/3d/7d/9d moves him about half that space. He is more of a supplement to you than a direct attack. Use in conjunction with pumpkin or lobelias to effectively lockdown your opponent, or get them closer to the corner. Otherwise, you can approach slowly while gaining wind. Pressure You get 2 seconds of free mixup if the foe blocks him directly, so use whatever you think is best. Like kokushi musou, once the foe is blocking him you cannot green throw at all. Outside of the corner, it is recommended to go for the mixups with the highest proration (j.b, 3c), but everything is pretty effective and will get a decent combo. Oki Very, very strong here, and corner oki is top tier. Midscreen 3C Frog/Pumpkin... -Dash 2A (beats rolls/quick rise, most reliable on fatter otg hitboxes -236b/c(will keep the pressure on if the opponent rolls bavkward) -double summon (if the foe rolls/respects your wakeup game, summon something else for double the fun. It is safer to get out frog with pumpkin than vice versa) On neutral tech, you pretty much do whatever mixup the summon(s) near you allows. Refer to the mixup section for some ideas on what to do. j.2C (lvl 1) air ender -2A whiff (leave a small gap if you suspect DP attempt, 2A again to meaty) -J.214a/b 2d (keep the pressure on safely using a wind. For frog, push opponent into him with 2a 5bb 236a (frog hits)) -J.214b j.236c (bait them into thinking you're going to wind down, confirm ch lobelia with 2d.) 5cc ender Not much to do mid screen. Summon something or two somethings. Watch your wind. You might want to lurk around that summon with 2 winds, for example. Corner 5CC frog -236a (covers neutral tech and jump outs) -6B (punishes forward roll and sledge attempts) -J.a2d j.b (IOH into frog) -2b 5b (fast low into frog) -Throw (frog will hit a few times, hard to confirm consistently) -5B (works better on characters with smaller roll hitboxes, also better proration) If the foe manages to block frog, go crazy. Try to only use one wind when attacking with frog, and stay on the ground, unless you are sure your mixups will work. 5cc pumpkin 2d (into standard mixup. 2d about a second into your foe getting knocked down to catch rise/rolls, and react to neutral tech. Dp safe when used with barrier) 3d (same as 2d except slower, not really recommended unless too far away for 2d.) 5d (into grounded mixup. Dp safe when used with barrier, and puts you directly in their face for an instant throw or other mixup.) Crossups Rachel has several ways to get a crossup. ... Iad J.2c1d This is done after a jump cancellable normal(5a/b), after frog block stun is finished, or during neutral. It cannot be done with the foe cornered. If pumpkin is directly behind the opponent, it will hit before j.2c does, so adjust your combo accordingly. A windless crossup involves using j.214c as a replacement to j.2c1d. The conditions are exactly the same. It will not incur the repeat proration that j.2c would in a damaging combo, but it's a quite a bit slower. Like j.2c it is very safe on block withmore options than the former. A tricky corner crossup, made by Tari, involves crossing up after George is finished having the foe block. Samthegreat has published a video reference to this: http://www.youtube.com/watch?v=ZEGfp7z5E_w Crossunders Tricky resets that require the foe to neutral tech in point blank range. Throw Crossunders -B+C/4B+C 7D dash 2A whiff (single crossunder) 3C Crossunders (does not work on Noel) -3C 9D (single crossunder) -3C 9D dash 2A whiff (double crossunder) Resets There are several nasty resets that you can sneak in on your foe. Be warned, if these are blocked you will be in a lot of trouble, at least wind wise. After standing combo into 6cd, you can do the following: ...6cd j.[c](w) j.b ...6cd j.c(w) 2b/throw ...6cd j.c j.214a 3d 5a 5bb 236a (frog hits) ...6cd j.c j.214b 2d mixup ...6cd j.c land into standard mixup ...6cd j.c land into grounded mixup After standing combo into 5b, you can do the following: ...5b delay 2b ...5b delay j.2da ...5b 2d j.b ... 5b iad j.2c (recommended if you were cornered before doing the standing combo) ...5b delay 3c ...5b 4b After 5c: Rapid 4b (since 5c only cancels to a low After j.2c(lv3): 214a (foe techs) 4b After air combo ender Sj.7/8/9d throw
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Well psn just exploded on me, but it's about time to hit the sack anyway. Ggs
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meeeeeeeeeeeeee
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Hey guys. The mixup thread is done. Just have to edit it which is the worst part x.x And, I was thinking of renaming it the strategy/tactics compendium or something of that sort. Thoughts? I think you guys are going to like it. It has quite a bunch of new stuff, some of the old stuff, and a lot of info scattered throughout the old thread inside. And resets!
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Fabhop itself is a mixup. 236a to get back in, high profile some attacks, and he can still block(?) some dp's and the like. 214b to block those really nasty dp's like inferno divider. And the reward from a knockdown, especially from a c normal is really strong, with 6d, 2c, fabhop, etc. of course requiring a good read. I'd agree he lacks traditional mixup so it's going to be a lot different playing him, unless you played liz or someone without any mixup at all. The mixups he does have, though gimmicky are very good and safe on hit. So he's really going to test the players yomi and creativity.
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Star-Demon seeks THE BlazBlue weekly Podcast
TD replied to Star-Demon's topic in BlazBlue Online Play
you build your credibility by doing this. l see it is already on youtube, perfect. -
Btw guys it's probably what kirbster said and likely not a glitch at all.