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Errol

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Everything posted by Errol

  1. Hellknight plays Kokonoe too? Too bad, several months I guess. there are lots of better nus, toan tells me.
  2. Does hellknight have CP?
  3. I read some more of NO's tweets. He describes the matchup as a game of luck, with the neutral being basically RPS choices. If you touch her, she loses. if she gets out an active graviton and a fireball, you lose.
  4. I just came here to say that hostess cupcakes are shit. hey arizona
  5. Yeah, you're right, I never use it and it's basically for that reason. the reason I use the blade super when I'm pressuring is usually because I just caught someone low on life, and I'm low on life too, and I'm a little scared. the use of 50 heat is to get on them safer, basically. 6c is usually safe.. though when I think about it, I'm not sure if I should even use it, compared with RC'ing a 236B... Actually I guess I use it for chip damage and/or barrier consumption too some. it's a neat tool.
  6. 5c was never jump cancelable on block though actually. you're right but it's only going to work once probably. Actually if a tsubaki uses it right on top of me, I do sometimes try to punish it, with like a throw. but the thing is if you whiff you can easily block in time. granted you lose the ability to up back and block it in the air. if you have 1 charge you might be better off using mugen from 6c to force a 50/50. I never use this but it's there. tk mugen and hit with either j.B or 2b.
  7. it will have to be tomorrow but Yeah.
  8. GGs to SWD.
  9. Sorry! I want to get my Rachel stronger than my Tsubaki though do you have time for games?
  10. me too. I played tsubaki to start things off but Rachel is who I want to be maining in this game, and I need lots and lots of practice.
  11. you can't punish blade super off pretty much anything except a jab. 5cc and 6bb are probably the best places in my opinion.. I don't see any benefit to using it after 6c. you can charge cancel 22b and safe jump. I largely don't use it because of delay tech. it's good though. 214b is good midscreen I think. I should try using it, because the nerf on 22b midscreen is painful against certain characters like you say.. for the time being, against those characters I'm doing the same thing as I do in EX a lot of the time - reset combo after 5ccd or 5cc>6b (whether it hits (crouching) or not) additionally you can do 5d continuation combos if you confirm 5a into 5bb.5c.236a instead of 5bb5cc236b.
  12. I've been sparring with Toan pretty regularly for a long time. You started pressing more buttons / doing more stuff partway through. that's the ticket.
  13. GGs to ached sphinx who 1 and doned my rachel
  14. are you suggesting that jin has endless pressure?
  15. Shoutouts to someonewhododged I don't think I've played his nu once since CP came out. I know it's intentional
  16. you owe me games
  17. something of note is that george in neutral feels pretty weak in this matchup. if you block a j2c george is dead if he's anywhere close. That's how I realized just how much range it has both in front and behind her. much of her ground pressure auto kills george too, like 2c or 3c. again the range is wild so it doesn't have to be timed well. just in that case, at least they don't hit behind her, but they do hit behind you. not to say there still isn't the occasional frog hit or having to take evasive action because of frog, but it seems less than other characters. as for pressure, I wanted to get out so I tried to use cat chair. she has lots of very disjoint hitboxes so this sometimes fails gloriously. her 2c in particular. it sometimes worked against j2c just barely, since she kind of falls into the cat chair well after hitting the guardpoint. on occasion it worked against 6c, but I think more often it didn't. I haven't bought her so I can't really test stuff of course... trying to put out pumpkin and wind dash in was sketchy for me. if she's scared and making copious use of j2c while jumping or iad'ing backwards, it seems to me that it usually turns out poorly. The same movement pattern is almost impossible to punish by dashing and using 6a. possibly use of j.C is the answer, I just don't have that kind of movement down for my rachel yet. air hits with j.B j.C confirmed with 2d into a combo are good but I have some issues with combos often enough that I have trouble taking stuff to a winning pattern (Plus bad pressure). careful about the 3c. It's kind of like hakumens 4c but it comes out fast hits low and recovers fast. she can punish you using lobelias much easier than other characters i've played so far (not that many to be honest), though other characters can too, of course. I'm still adjusting to the change to 236a, this is part of it... she's fast and has a quick far reaching 2a. I had some success using the fork if I guessed that was going on, but on the other hand, fork vs kokonoe 3c wars is probably 80-20 in her favor. This is just to point out what I had trouble with. Some of which I don't have an answer for atm (unlike confirms combos pressure which the answer is get better).
  18. does kokonoe's j2c have landing recovery?
  19. it's all on the return when rachel hits. I believe he also said winning against her once is like winning against litchi 5 times
  20. even worse. fuck tsubaki
  21. I'm playing rachel because i lost to some guy with an e in his name or was it a 3
  22. possibly true but I don't care. it's not the specific match.
  23. it was the E guy there was a number somewhere though
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