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Everything posted by Rhiya
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214D>5c(w)c is kinda practical, if only because it does the exact same thing as 214D>5C but is slightly easier to time.
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99 should make you jump again...
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I always want to punch people when they say this. It's like crossups suddenly never existed.
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Since I'm gonna pay 50 heat to anti-air somebody across the screen. Like I said, combos and gimmicks.
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Yeah, the invul on Carnage Scissors is pretty atrocious. It's mostly for combos/gimmicks.
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This, lol. Mugen is never practical. It's like the exact opposite of Blood Kain, which is practical pretty much wherever you can use it.
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Wow, I actually recognize most everyone on the BB entrants list for once. Weird. Damn, good shit. Did you run Tsubaki?
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I'm pretty sure they don't exist. Most I've seen from Tsubaki was 8k with double gold burst.
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Rhiya replied to NickExtreme1's topic in Archive
Worthwhile note -- for that combo, it's 5c(w)c on some charas and just 5c on others. It's only 5C on Rachel, but Jin is 5c(w)c, for example. -
Bleh, I framedata derped. I feel bad when I do that.
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I wouldn't worry too much about 236D being plus. It's only +1, and, all too often, you end up out of range for that +1 to mean anything at all.
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Getting in is never risk free. All you can do is get better at spacing and footsies, really.
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Netplay is fine as a supplement to knowing what to do, but if you only play netplay and try to learn from those experiences without enough outside knowledge, you'll begin to do some seriously stupid shit. That is why you hear lolnetplay a lot. It's because when people don't understand how netplay affects the game and that netplay is not 100% "real" play, when they do try to play seriously they do some things that just don't fly. It's fine if you /do/ know how netplay affects the game. I play this one Rachel both offline and online, and the difference is pretty clear when I'm occasionally failing to block 28f overheads on netplay and pretty much never get hit by them ever when he's sitting next to me on my couch. Now, consider how much difference in matchflow it makes when you get by hit by just /one/ overhead you should've blocked. Yeaaaaaaaaaaah.
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Netplay gives you the wrong idea about some stuff. Like, if I only played netplay, I'd swear to god overheads were secretly unblockables 90% of the time.
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That part of VA that no one cares about (Western/Southwestern VA thread?)
Rhiya replied to Rhiya's topic in East Coast
Hm, that's just under two hours away. It's not /close/, but I think it's better than anything else we've gotten so far. That's pretty cool. I'll have to talk to Evilion about it, especially if it's Saturday (I'll probably be working Sundays during the school year, so Sundays are kinda iffy). And I'll check that Charlottesville thread. I don't really go to SRK, so I wouldn't have known to look. Thanks a lot for the heads-up on both. Once you get the ranbat details, I'll edit it into the OP. -
We discussed this a while ago. I don't know what you're doing, but you /cannot/ buffer IAD. The game does not allow it. And 96 would gain you more distance over 866 or 766, so I'll keep doing 96.
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766 isn't an IAD. >_> Also, why would this make any difference when it comes to height? Does it let them fall further, or something? Honestly, the best save for a too high 2C catch is either aircombo or 236xx.
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Just how effective is challenge mode for a beginner to practice?
Rhiya replied to CyberPhantom25's topic in Beginner Mode
Yeah, usefulness of challenge mode varies greatly by character. Also, a lot of times, challenge mode will have important combo parts, but not important combos. The Tsubaki challenges, for example, have an IAD combo -- but it's not an easy IAD to go into or the most useful one. The IAD part is applicable in a lot of other combos, though, so the challenge is useful even if the combo itself might not be. -
I'm not saying match commentary should pull some psychic shit and explain the player's mentalities step-by-step. What I do like to hear, though, is general, useful, relevant info. A decent example is when during EVO grand finals, the commentators explained the Litchi 5A whiffs on most charas crouching but hits Haku crouching, and is +3 on block, which makes it really good in that matchup. There was some Litchi player out there that prolly went, "Really? Awesome," and used it the next time they played against Haku.
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I was more complaining on informativeness of match commentary. I don't really want to start a war on whether or not you're a good player here. And I'm a bit too nah to start shit, anyways.
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That was sort of the point of doing half circle to begin with it also makes it so there's no way it hell you get out DP
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Run, half circle forward D?
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I think the invul on 623D wears off really quick once you're off the ground, if it isn't gone completely by then. Try 623B instead. It has invul in the middle of the DP, instead of the beginning, so it might work on this. EDIT: 623D is in the air starting on f10, same frame the invul wears off. 623B is in the air from f8, and the invul starts on f11 and ends on f18.
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[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Rhiya replied to NickExtreme1's topic in Archive
And TD, I kinda want to see you against better players before I give advice. Like, that Ragna's spacing was free as hell >_> In general, though, I think you were trying to run air game too much. Tsubaki's air-to-air and air-to-ground are pretty weak in neutral. Her ground-to-air is much better. You were running some nice shit in places, though. Shoutouts that 214D crossup reset. -
[CS1-CSE] Tsubaki Self-Improvement and Critique Thread
Rhiya replied to NickExtreme1's topic in Archive
Quick note: it doesn't. It's -7. 5C>charge cancel, though, WILL recover in time to block a DP, even if they IB 5C. Blocking it on IB is really tight, though.