Jump to content
Dustloop Forums

ざわ…ざわ

Members
  • Posts

    30
  • Joined

  • Last visited

Everything posted by ざわ…ざわ

  1. GGs to samifox and SFxGenesisDC.
  2. https://dl.dropboxusercontent.com/u/31604253/arcana%20trials.htm Here ya go. Credit to @povertfest
  3. Enjoying the game when I can play it; hopefully we get someone doing a 24/7 Lobby Stream at some point. I find those to be the most helpful/fun, since you have a chat with people in the same lobby, making it easy to ask questions/joke around. Also because finding a ranked match at anything but 0 bars is going to be tough for a few months and a reliable source of games would be great.
  4. I paid far too much money for this game. But I have it.
  5. Admittedly it's... kinda tempting to pick up this game on Japanese PSN tonight. I would really like to play it before September, and I'm not too interested in things like story or arcade modes (I still have vanilla AH3 for that). That said, does anyone know if it's likely to follow the Blazblue pattern, where the Japanese release will be able to play with the English release online? I also worry about potentially not being able to support the English release if I do, but if it ends up being cheap, I might be able to. Anyone have any suggestions on reputable sites to use for quickly delivered Japanese PSN codes, too? Sorry for all the questions.
  6. I'd definitely like to see an AH3 subforum on dustloop, and voted accordingly.
  7. I'd love to play some AH3 again so here's hoping a physical release + (hopefully) no PSN month-long death in the middle of its release will give it a healthy player base this time.
  8. As someone pointed out in another thread, it doesn't have anything to do with power levels. Litchi's damage total is another Mahjong reference; 32,000 is the number of points you get for winning with a Yakuman hand.
  9. Unfortunately the 6BC ground bounce change is a bit restricted due to its gatlings and slow startup. Of what I've been messing around with so far; 2D - Given this is likely the move that is going to allow you to use 6B's ground bounce property, it's kinda hard to find a good use for this one. 2D(1) and 2D(3) share SMP, and while 2D(2) doesn't, usually if you do it twice they're too high up to follow up anyway. However, it does seem to have some potential in the corner thanks to 5D(3), which 6B will bounce during the slide. You can do the following with this, not sure how useful it will be, but maybe it'll give someone else some ideas; Corner - 5B > 5CC > 5D(3) > 66 6BC > 2D(3) > ... 5D - Still a bit hard to utilize but any 6B ground bounce can translate into a 5D(3), like this; 5B > 5CC > 2D(2) > 5B > 6A > 2D(3) > 6BC > 5D(3) > ... In the corner you can follow up with 214A~C~236D(3), into 5B > 6A > jc.C > jc.B > j.623C~D(3). I haven't tried j.B > j.D(3) because I'm really having trouble getting that to work anymore. 214A~C - Probably where a lot of the potential is, if there's any to be had. 6B > 214A~C can go into 236D(3). 6BC has a harder time because they float higher. If you can get the opponent to stay on one side of Makoto, you can do; 5B > 5CC > 2D(2) > 5B > 6A > 2D(3) > 6B > 214A~C~236D(3) > ... and potentially get some wall stick. Requires you to be a little far from your opponent and kind of stagger slightly the 5B/6A/2D(3) after the 2D(2); didn't have much luck replicating, but I'm bad. Maybe you can slip it into the basic version of this combo with 2C > 214A~A > 6A and see if it works; I haven't tried. ---- Mostly obvious stuff after you've messed around with 6B for a bit but hopefully someone finds it useful.
  10. This matchup has been really tough for me so far. Something I'm curious about specifically is, if I block a chain and he pulls in anyway and throws out j.B as he's approaching, is there anything I can do but block it? Can I tag him out of it with 6B or 623C (if I wanted to for some reason)? Also, what's the best way to approach pressuring him in the corner when he has enough meter for Houtenjin?
  11. Yeah man, it's finally happening. Hopefully this ushers in a second season for Akagi too. I need all of the uneasy atmospheres I can get.

  12. You say 'if these work in CS2', so should I assume these are meant to be CS1 combos and damages? If so, what exactly is the ender? 6C j.C j.C j.236A?
  13. Usually anything I post in these threads is stuff I pull out of training mode immediately before, which helps me make sure they work. Speaking of which. CH 3C (7 hits), 5B > jc j.A > j.B > j.C > jc j.B > j.C > j.236A - 2012 damage So yeah... Here's something else you can do with a 3C counter hit I guess, though I can't say I recommend it unless you are really close to your opponent, because otherwise the additional 3C hits can whiff and kill the combo. Timing 5B can be dumb too, but might be reasonable if you practice it. I guess this is kind of unique in the fact that the winded version actually does less damage than this wind-free version. Compensates with difficulty, though. CH 3C (7 hits), 8D (7th hit), 5CC > 236B, dash, 214C, dash, j.C > jc j.C > j.236A - 2409 damage, 1 wind You can do this too. This is basically the same as the normal hit version of this combo, only on counter hit (because it won't work on counter hit with only 3 hits. ). Both of these have the same problem in that you need to commit to holding 3C, and you have to make sure you get all of those hits in, or else your opponent won't be raised high enough and will tech as soon as they hit the ground. 2k and 2.4k off 3C CH without meter is pretty okay. Sometimes, it's just better to frog, though.
  14. I might be missing something, but how do you get a super jump and j.2cd LV2 off a 236A hit in these two combos?
  15. b+c, 3C (3 hits), 8D (3rd hit), 5CC, 5CC, 214B, 3C (3 hits), 214A - 2270 damage Super basic corner combo off a throw.
  16. It does indeed work on him even if he's crouching. Just be sure not to do j.C too early.
  17. Against Tager, you have a few options. First and foremost, when you start your combo, take a look at your positioning with Tager. If you're actually right next to him and land a 5A, 2B, or 5B, you actually only need to make a few adjustments. Tager's hitbox is so large that you won't have to use a wind at all. 5B > 5CC > 236C, dash, 6A > 214C, sj j.B > j.C, jc j.B > j.C > j.236A - 2748 damage Look familiar? It should. It's your BnB, minus any wind usage, and with C Lobelia instead of B Lobelia. You'll have to dash quite a long distance, but unless you do 6A too early, it works just fine. You can also do this combo with the usual wind at 5CC if you're hitting Tager's fingers instead of his body (in which case, 5CC's second hit can whiff). 5B > 6CD > j.C > 5B > 5CC > 236C, dash, 6A > 214C, sj j.B > j.C > jc j.B > j.C > j.236A - 3368 damage, 1 wind Variation of the above, throwing in 6CD. You can throw in 5A after 6CD's j.C to plug up any holes in your execution (as 5B afterwards can be tricky to time), but you'll lose 200 damage. 5B > 6CD > j.C > 5B > 5CDC > 214A, dash 3C (3 hits, george activates) > 236A, 6C > j.C > j.214C > sj j.C > jc j.C - 3532 damage, 2 winds Mid-screen combo that takes Tager to the corner. You can repeat 6CD j.C once if the distance is a bit greater than normal. It'll net you 300 damage more for your trouble, but will cost another wind. Tager is one of those characters fat enough to get hit by an off-screen rod while in the air, which lets you net some more damage than you would from other characters. ninja'd so hard
  18. Head of the infamous Alucard vampire family, Rachel has spent countless years watching as the world repeated the same 100 years over and over. However, the world has finally broken free of the bonds that held it for so long, and Rachel is determined to put an end to Terumi with her own hands. In the BlazBlue universe, Rachel is an extremely powerful individual, controlling wind and lightning. While she will rarely directly interfere with the events that surround Kagutsuchi, her primary goal is as an observer, and gently (or less so) nudges the pieces into their places. She has several servants under her command; Nago, a cat familiar, and Gii, a bat familiar, which serve as her weapons, furniture, and anger relief. Her butler, Valkenhayn R. Hellsing, is also notable for being a werewolf, as well as one of the Six Heroes. Height: 4'7" Weight: 68 lbs Blood Type: Unknown Birthday: October 31 Birthplace: Transylvania Hobby: Teatime Likes: Sweet things Dislikes: Being bored, bell peppers, tomato juice Contents Gameplay Summary Move List Tips Further Reading Gameplay Summary Health: 11000 Guard Primers: 4 Rachel is a very unique character who specializes in keeping her opponent at a distance with a variety of projectiles and traps that make it difficult for opponents to approach her safely. She is also extremely effective at keeping the opponent in the corner, and has very intimidating corner mix-up. Her Drive, Sylpheed, makes her one of the most mobile characters in the game. On the flip side, Rachel has very few ways to escape pressure, a very fat OTG hitbox, and most of her normals have fairly short range. She is definitely not a beginner level character and her play style may prove difficult to learn for people new to fighting games. However, her unique play style and charm cannot be found anywhere else in BlazBlue. With a little patience and perseverance, she can be one of the most exciting and fun characters to play. Move List Sylpheed: Any Direction+ Rachel's Drive summons a gust of wind that pushes in the direction pressed. Wind is held in the Sylpheed Gauge above Rachel's heat bar. There are 4 Wind Stocks; using her Drive will consume 1 stock. Consumed wind will regenerate slowly while Rachel is on the ground. This wind does a variety of things: Affects Rachel's movement greatly. Affects opponent's movement slightly. Affects the movement of Tiny Lobelia, Impish Gypsophilia, and George the XIII. You can use the wind at any time that Rachel is not being hit or blocking. Special Moves Tiny Lobelia - +:abt:/:bbt:/:cbt: (can be used mid-air) Rachel launches a seed projectile, which will turn into a rod upon hitting the ground/opponent. The trajectory depends on the button pressed; A fires the lowest, B fires somewhat upwards, C fires even higher. In the air, this is reversed; A fires the highest, and C fires the lowest. A maximum of 3 rods can be placed at once, with the oldest disappearing if more are placed. Sword Iris - + (can be used mid-air) The rods placed by Tiny Lobelia are struck by lightning, damaging the opponent and shocking them on hit. Extends to the entire height of the screen. Seeds that have hit the opponent but not turned into visual rods yet will also be struck. Impish Gypsophilia - + (can be used mid-air) Summons a flying pumpkin in front of Rachel. The pumpkin is inactive until pushed by Sylpheed, at which point it becomes a flying projectile that will hit the opponent. Will disappear after it's hit the opponent 3 times, if Rachel blocks or takes a hit, or after 3 seconds have passed without being winded. This is used mostly to approach the opponent safely or pressure them at a distance, usually in conjunction with George. In CS2, pumpkin travels much faster and farther. George the XIII - + (can be used mid-air) Summons a frog in front of Rachel. George will slowly crawl towards the direction of the opponent, and can be pushed towards the enemy with Sylpheed. Upon contact, George will start shocking the opponent (8 hits total). George will disappear if Rachel is hit by an attack, if it takes 700+ damage, or after 9 seconds have passed. If George becomes active, when he disappears Rachel must wait 2 seconds before she can summon George again (indicated by a Frog gauge that appears). George is one of Rachel's most important tools. An opponent blocking or getting hit by George is one ripe for mix-up/combos. On the defensive, if George is active, Rachel can wind him towards her to escape block strings and punish overzealous opponents. He's also great to throw out after a knockdown, and contributes heavily to Rachel's corner game. Beelze Lotus - :d:+ (can be used mid-air) Transforms Rachel's rods into bats that track to the opponent. If they touch the opponent (hit or block), all wind effects will be increased against the opponent. Useful for combos and controlling space. Barrel Lotus - :d:+ (can be used mid-air) Transforms Rachel's rods into bats that track to the opponent. If they touch the opponent (hit or block), Rachel's 5D will home in on the opponent. Allows Rachel to move with wind in directions that are normally not available to her. Distortion Drives & Astral Heat Baden Baden Lily - + (can be used mid-air) A bigger, badder, stronger version of Sword Iris. In addition to striking all Lobelia rods, lightning also surrounds Rachel, essentially turning herself into one. Corner combos in CP often involve setting up multiple rods before comboing the opponent into a Baden Baden Lily for large amounts of damage. Tempest Dahlia - + (can be used mid-air) On use, Rachel summons gigantic projectiles from behind her that gust towards the opponent. The number and type of projectiles depend on how many winds Rachel had when she used the move; there are a total of five levels. Tempest Dahlia is used as a defensive DD. It is mainly used to stall for time or regain a lot of wind (ground version only). It can be used to punish opponents who are recklessly jumping or air dashing in, but (due to heavy proration on the last projectile) Rachel cannot get much damage from it. The closer Rachel's back is to the corner, the faster the projectiles will appear on screen. Also, once a projectile appears on screen, it's active frames are guaranteed. All versions are plus on block and Rachel is able to move while the super is still in progress. Thus, she can get in mix ups where both she and her opponent are obscured by King George or King Pumpkin. Clownish Calendula - Rachel's Astral Heat. She pulls down her umbrella and summons a giant pillar of red. Any contact the opponent makes with this pillar is game over for them. Guard point from the freeze until the end of the move. Wind can be used to the draw the opponent into the pillar. In CP, this move was made blockable, however it can now be combo'd into from a number of moves. Normals - Rachel slaps the opponent. Hits twice. Jump cancellable. - Rachel jabs with Nago's tail. - Rachel's cat uppercut. Has a short upper body guard point, and is a solid anti-air. Air unblockable. j. - Mid-air cat paw. Very fast and sneaky overhead. - Rachel summons a small vortex of wind in front of her. Air unblockable. Jump cancellable. - Similar to above. Must be blocked low. - Rachel swings back and stabs the opponent with a bat wing. Must be blocked high. Air unblockable. - Rachel stabs forward with a fork and knife. Longest normal, blows back on counter hit. Blow back is very useful for getting a safe summon. On normal hit can be used for mix up. Invaluable against Sledge happy Tagers. Jump cancellable. Air unblockable. j. - Rachel stabs with part of her dress. Must be blocked high. Part of her mix-up. - Short swordbrella stab. Fatal Counter. Air unblockable. * - Follow up to C (press C again). Second hit blows back opponent. Used in corner combos or to hit the opponent into the corner. Corner bounds. Air unblockable. - Rachel spins around in mid-air, hitting the opponent many times. Used with Sylpheed to push Rachel forward. With wind, can be cancelled into a super low to the ground j.2C. Rachel's only plus normal (+4). - Rachel spins on the ground. Sweep that hits 3 times. Must be blocked low. You can hold C for additional hits. Mostly used for a knockdown to set up Pumpkin or George, but is also used in mix up to combo into a BnB. Can be combo'd with wind. - Rachel's cat chair. Guard point for about half a second. Very important, very risky, very necessary at times. Can be used to escape pressure sometimes. Air unblockable. j. - Rachel's umbrella spikes. Must be blocked high. Pretty good air to air. If held, transitions into j.[] j.[] - Rachel sits upon a swing and slowly floats down. Slows descent, freely pushed by Sylpheed. j. - Rachel crashes down to the ground on a spiked platform. There are three different levels of this move: Level 1 - Standard hit. Level 2 - Bounces on hit. Level 3 - Bounces higher, fatal counter even on normal hit. The level is determined by Rachel's momentum and the opponent's momentum. You can increase this with 2D when coming down, with 8D while jumping upwards, or both. Due to being able to chain into normals on landing, j.2C is now used for a lot of things. Tips Further Reading [*][CP] Rachel Combo Thread [*][CP] Rachel Alucard Frame Data [*][CP] Rachel Video Thread [*][CP] Rachel International Videos + Critiques
  19. To elaborate on what Polka said, 6C on block has all kinds of problems. Huge ones. First of all, if you're using 6C on block, you're really going to be using 6CD on block, because otherwise you're going to get pushed back and spin out in mid-air, making you free to punish. And if you use 6CD... Okay. Do me a favor. Open up training mode, pick Ragna, and have your dummy be Rachel. Record 6CD. Play that back, and after you block the first hit, start mashing back/downback. The point of this? It's incredibly easy to instant block 6CD's many hits, meaning players who know about this will take the opportunity to score anywhere from 5-25+(!!) free heat. It's also not the safest place to be in depending on how they blocked. People throw out grabs and reversals, etc. Just bad news all around.
  20. Didn't see this on the first page of the thread, and I didn't look in the other 40 pages of the thread, so apologies if this has been posted already. I wanted to post a variation of one of the corner throw combos listed on the first page. b+c, 3C (3 hits), 8D (3rd hit), 5CC, 5CC, 214B, 3C (3 hits), 214A - 2270 damage This basically does the same amount of damage, and sets up Pumpkin and George too, but in practice its timing and execution is much easier than b+c 5B 2D 5CC etc, where you can accidentally go 2C instead of 5CC (especially if you throw them right at the corner's edge). You can also transition into Baden Baden Lily after the first 5CC and do all of the crazy things associated with that.
  21. Good job beating that Mu..ra..kumo... Unit.
  22. So, here's something interesting, if a bit situational. 3C is one of my favorite moves to throw out as Rachel. Unfortunately, its combo potential is pretty limited, especially on CH. 8D 5CC etc won't combo on counter hit, for example. (CH worse than regular hit. ). You can get the 8D 5B jc j.B j.C jc j.B j.C 236A for like 1.4k, but it can do better. Another move with really bad combo potential is Rachel's new DD, Tempest Dahlia. Even that is situational because 6B CH is the only thing you're probably going to want to combo it into, and those are pretty rare in my experience. Anyway, here's the point. CH 3C will combo into Tempest Dahlia Level 4. All the other TD levels? Still useless. Why is Level 4 different? Because Giant George will inflict lightning stun similar to Baden Baden Lily's. While you'll have nowhere near the amount of time to yourself that BBL gives, it's still enough time to set up some combos. Furthermore, 3C can ride its 3 hits while you're inputting Tempest Dahlia. With a little practice, it's as easy as can be to pull off. Note that everything here doesn't work with your opponent in the corner, even with level 4 TD. This is because the distance between your opponent and the side of the screen the projectiles come from is more than it is at mid... they have just enough time to tech before the projectiles reach them. Just stick to your usual stuff there. 3C (3 hits) > 632146B LV4, dash, 6C 8D > j.C > jc.C > j.236A (3050~ Damage) 50% Meter, 2 winds This is the easiest one. 3k for Rachel isn't too bad, especially off a relatively safe move like 3C. Not to mention this one is pretty easy to do. (You can also exclude the 8D, if you don't feel a wind is worth 200~ish damage) 3C (3 hits) > 632146B LV4, dash, 2D 5CC > 236B, dash, 214C, dash, j.C > jc.C > j.236A (3020~ Damage) 50% meter, 2 winds This one is trickier, and the timing on 2D 5CC is a little weird. (You might whiff the second hit if you do it too early.) On the plus side, it pushes towards the corner, I guess? 3C (3 hits) > 632146B LV4, dash, 5B > jc.B > j.C > jc.B > j.C > 236A (2772 damage) 50% meter, 1 wind Not really worth the meter, but it is a variation you can do if you feel like it. 3C (3 hits) > 632146B LV4, dash, sj 8D, j.2CD LV3, 236A, 3C (3 hits) > 214C > 6C > j.C > jc.C > j.236A (3772 damage) 50% meter, 3 winds Yep, you can even combo into level 3 j.2C off of Giant George's stun. The timing and positioning is a bit trickier than BBL to me, though I'm pretty bad at level 3 j.2C on Baden too. The important thing is that you can do it, and it opens the gate for all of Rachel's favorite things to do after one of those Fatals. You might be able to get two Lobelia off before you have to 3C, which will increase the damage here a bit. Personally, my execution isn't good enough to do that, if it's possible. But if yours is, give it a try. --- This is just something I've been toying around with the past few weeks. It's not some revelation that makes Rachel's damage not suck less, but it is something that hopefully makes TD and 3C more useful. Which is good for me, at least, since Tempest Dahlia is actually aesthetically awesome and 3C is loads of fun to toss around.
  23. My delete due to his ninja edit was ninja quoted. :8/: I can't win.
  24. From the Loketest thread: Do moves that 'force standing/crouching' do so on block as well as hit? This is a pretty good improvement to 6C.
  25. Posted this in the Gameplay Discussion forum thread, but I'll repost it here: Gatling added: 6B -> 6C
×
×
  • Create New...