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Everything posted by LuminAbyss
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Wolf form AA is a bitch to deal with, but properly spacing j.C can beat it I'm pretty sure. My biggest problem is trying to deal with neutral against him, because of his wolf form mobility. That's usually what gets me :c
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Without the bat, abusing Ragna's good pressure options (like Deadspike and 2C pressure resetting and 2A > 2B staggers) can destroy Platinum fairly easily. As far as I've seen, she needs with the bat or 50 heat for a reversal super to get out of good pressure. I think the match is all about gaining the momentum before she can, kind of like the Valk match-up, because she doesn't have much in the way of defensive options without heat. Also, 6A and Inferno Divider are your best friends for TK Swallow Moon shenanigans. As for dealing with bubble, just block it. If you're both at neutral, however, and she pulls it out, a quick 5A will take care of it, as physical attacks destroy it. As for her weapons, here is what I've got: -The hammer is not a fun weapon to block. Try to smartly ID her when she attempts to use it in pressure, because it breaks two primers and is completely safe on block (in loli install mode, she breaks 3 primers with it). NO RESPECT FOR THIS THING SERIOUSLY. -The Cat Hammer hits as an overhead, but otherwise is not too dangerous, and pretty easy to block. Instant blocking that as long as you're not too far from her is a free 5B punish. -The bat as already mentioned, works in the same way as a DP or counter assault. Watch for it when you're trying to pressure her. -The cat missiles keep you away easily, just block this stuff. Same goes for the cat bombs, I haven't really found any answer aside from being patient when those two weapons are out. -I'm actually not sure what the frying pan is used for, most Plat's I've fought simply Item Drop it. Take advantage of your normal's range and priority to scare her into pressure. That's all I've got so far.
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[CS2] The Rachel Sanctuary (Free for all, some posts NSFW) 6.0!
LuminAbyss replied to Kuuhaku's topic in Archive
That picture made me lol. -
We need more counter hit deadspike ideas. Corner or Near Corner, tested on Carl, Hazama, and Tager CH 214D > d.3C > 22C > rapid > 6C > DC > 6D > dj.C > j.214C > (66)5D > 623C > 236C > 236C > 663C > 22C 50 heat used, 11 heat gained, 5711 damage (5607 if dash before 5D is omitted) The reason it adds .1k if you do the dash is because you'll hit with both parts of ID start up. CH Deadspike is a pretty useful starter, and can actually be more practical than a fatal counter. And the cool thing is you can hit the Deadspike at max range and have time to dash in for the 3C!
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The 2B starter for pressure sounds good as long as it hits (regardless of whether it's on block or not), because if it's blocked, it's a -3 safe, and you can just also go into something jump cancel-able for safety or a tick throw attempt, and if it hits, 2B > 5B allows for a nice combo. This may also not sound like a legit strategy, but sometimes the best way to beat out Noel is by simply getting a health lead and laming her out, staying away and spacing her well so that she's forced to try something stupid that you can punish for even more hits.
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I wanted to ask. Do you think we'd be able to get any good throw combos if this was the kind of starter? 6B+C > 5C > 5D(1) > DS > d.3C > 22C > rapid > 6C? I can't get anything to connect after the 6C, but I'm pretty sure it's just my shitty execution. EDIT: Nevermind, I got 6C > hj.C > BE > 5D > HF to work on Jin. So the full combo would be 6B+C > 5C > 5D(1) > DS > d.3C > 22C > rapid > 6C > hj.C > BE > 5D > 214A > 214D 4k 50 heat used, 45 heat gained Not sure if this works on everyone. Gotta love 22C bonus proration. You could also replace the Hell's Fang ender with 22C for more damage. You guys think this combo is worth the heat? You gain most of it back with the HF ender. It's a bit tough to do (at least, for me and my bad execution)
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A well timed 6A beats her 2D, 4D, and 5D. 5B will beat her 5D and 6D easily. Inferno Divider is also still good if she decides to do drive blockstrings. Other than that, I'm pretty lost on this match up as well. :c
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NORCAL INSTALL! [Main Information and Ranbat Update Thread]
LuminAbyss replied to Chun's topic in Archive
NO HYPE TAGER MIRRORS OR WILLY TAKING 4th/3rd in July?!? :CCCCCC -
[CS2] The Rachel Sanctuary (Free for all, some posts NSFW) 6.0!
LuminAbyss replied to Kuuhaku's topic in Archive
As a Ragna main, I know that I speak for a lot of people when I say we are going to hate this match-up. Personally I love fighting you guys though. -
[CS2] The Rachel Sanctuary (Free for all, some posts NSFW) 6.0!
LuminAbyss replied to Kuuhaku's topic in Archive
I still blame you for everything Gli :C -
Montreal: Le Thread Generale Pour Weeaboo Fighters
LuminAbyss replied to BladeOfJustice7's topic in International
What is up, meh Canadian bros? -
Most everything Tager has is a gimmick, I don't see a reason not to use this one if it's pretty scary when used correctly, right?
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Charging 6A What do. On a serious note, how come Japanese players dismissed the usefulness of 6A? I don't see it often used in CS2 arcade vids, but it seems like a really really good gimmick from what I've seen today.
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Hokuto no Jersey thread: Fist-pump of the North Shore
LuminAbyss replied to bbq sauce's topic in East Coast
Hey guys what's going on in this threahnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnng -
Montreal: Le Thread Generale Pour Weeaboo Fighters
LuminAbyss replied to BladeOfJustice7's topic in International
BUT JOKES ARE THE ONLY REASON I VISIT THIS THREAD -
How do you Super Jump Cancel consistently in combos?
LuminAbyss replied to Viewtifulzfo's topic in Beginner Mode
Sweet. Good luck with getting those combos down! -
How do you Super Jump Cancel consistently in combos?
LuminAbyss replied to Viewtifulzfo's topic in Beginner Mode
And easy way that helped me get sJC out was to just to 2369 or 2147 instead of 29 or 27. Try that out in training mode and see if it feels any easier. Once you get this down, it starts to come really naturally. You would input those directions really fast after the move that needs to be jump cancelled (kinda buffer it), and don't press the button for the next attack until after you put in those directional inputs. Example (Using Ragna, since he's my main): 5B > 3C > 5D > DC > 6A > 2369 (that's the jump cancel) > j.C > j.D > 9 (a normal jump cancel) > j.C > j.214C (Belial's Edge) -
Sweet, I like using BE as a quick drop down approach on people already, the +1 frame advantage is much welcomed (as opposed to the safe unless IB'd -2 in CS1) Wait Ve, could you explain that about the Deadspike active frames? Each active frame gives another +3? I didn't quite understand. @Titanium: That would sound like a logical reason. But I've also seen a video of Ragna winning a tourney (Here's one from February, though this was early on), so really it could be he's winning more AND he's more interesting to watch. We'll have to wait and see.
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Right, but whenever people try to do anything that isn't stand there and keep blocking, they get stuffed.
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Well, as far as the invincibility goes, for going through most pressure or reacting to most moves, wouldn't 18 frames be enough? I don't know, I keep seeing more Ragna's pop up in CS2. He seems to be more popular now xD