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Everything posted by Herbal Grey
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[Feb 23-24, 2013] Winter Brawl 7 (Road to EVO 2013) - Philadelphia, Pa
Herbal Grey replied to eric's topic in Archive
got time off work, pre-registered, crashing with zomB, and purchased plane tickets for winter brawl. socal represent still counting on biscuits and skd to give me and zomb killer welcome. -
[Feb 23-24, 2013] Winter Brawl 7 (Road to EVO 2013) - Philadelphia, Pa
Herbal Grey replied to eric's topic in Archive
Do I smell a....Money Match in the works? Wait, no I wanna play skd. I haven't played him since week one netplay when i rolled every single time on wakeup and made him rage til he did random full screen lightning cars for 6k and i was like man f*** this game. i believe in you dc! just have a couple drinks before to improve your game. -
[Feb 23-24, 2013] Winter Brawl 7 (Road to EVO 2013) - Philadelphia, Pa
Herbal Grey replied to eric's topic in Archive
Killing me stickbug. Seriously. Biscuits, you better pull through for me, or anyone that wants quality time with the one and only brkrderp. 3 vs 3 Exhibition DC, ZomB, and Brkdv vs SKD, LK, and X (idk green tea?) btw, blazblue exhibition anyone? -
[Feb 23-24, 2013] Winter Brawl 7 (Road to EVO 2013) - Philadelphia, Pa
Herbal Grey replied to eric's topic in Archive
i'm down, just as long as we don't have a universal hangover like nec. -
[Feb 23-24, 2013] Winter Brawl 7 (Road to EVO 2013) - Philadelphia, Pa
Herbal Grey replied to eric's topic in Archive
sooo.... i got off work and got some flight tickets. zomb and i are getting into philly at 11am friday so ppl should hang out with us! biscuits, i'm calling you out. although i'll settle for stickbug and lk hooking us up i guess. so pre-tourney stream.....copabana 2...brkrdave vs the world right? ps. oh and i think i'm confused, so we're registering online and getting $5 back? or has it been fixed? -
[Feb 23-24, 2013] Winter Brawl 7 (Road to EVO 2013) - Philadelphia, Pa
Herbal Grey replied to eric's topic in Archive
so i still have my leftover plane tickets from nec....and i like $1000 prize fund p4a and the opportunity to see how free ec is to non-souji arakune.... -
there are too many combos and many of them are long and tedious to write down, so if i can avoid just writing down all combos i'd like to...if you have a specific situation like ... 2c fatal midscreen with 50 meter or ... 5a starter with lightning item in the corner or... midscreen bread-and-butter with barrel...or what the best options are for one-more-burst combos. i'm happy to tell you. (all of teddie's combos are item-specific and situational [midscreen/corner] so i wouldn't really know where to begin haha)
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I think those combo videos are in the videos section of the OP (original post) but if not cool. just be wary, because many of those combos even in the first two videos are outdated in terms of their damage output and practicality. if you have any questions about specific item combos or fatal counter combos, i can tell you the ones that are optimal, i'm just lazy and haven't written them into this forum ;P as far as that 5aa delay 5b combo, first, make sure that you're doing the 5b as soon as you hit the ground (try buffering the 5b while you're in the air). second, the iad after the 5b can be a bit awkward in terms of timing, but try doing the j.a earlier than you may think. i think when i learned the combo, pressing j.a earlier than i thought i should was my problem.
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if you're getting anti-aired by akihiko, or any character for that matter, you're probably not making good enough use of j.d to delay your fall and bait anti-airs. do j.d right when they would anti-air, their anti-air will whiff, and then you can j.a to punish their whiffed anti-air. if akihiko is doing kill rush at you (the running punch attack) randomly midscreen, keep jumping and summoning items at a height that his kill rush won't hit you. when you become really familiar with the spacing of his kill rush, you can start to punish him properly when he whiffs it. in general, you should be running away and throwing items at all times in this matchup. a good general strategy for zoning is to super jump, summon item, air turn (A+C in the air), bait the anti-air if they're trying to rush you down with air backdash so you fall quickly and still punish their whiffed anti-air with j.a.
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lol i didn't even look at who it was, i was just talking general style. i pretty much see jager as a n-o look-alike with less style. so yea i guess more like jager. pumpkin isn't very useful on the ground for you in this matchup because the lasers will disrupt what you try to do on the ground. if mu is just doing random j.d full screen without steins/lasers to protect her, then yea just dash 5d rtsd
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lol guyman, what are you doing reading critique threads of rachel??? i think i mentioned in a psn message that you should use the pumpkin to lock mu down, then tempest dahlia if you have the meter and no wind. i just went to the video thread and this is the first video i watched. http://www.youtube.com/watch?v=q5jUc7FFwOw&feature=youtu.be&t=21m37s the rachel literally doesn't throw one lobelia and only uses the wind to send the pumpkin towards mu so he can instant overhead. super jump forward - summon pumpkin - establish pressure - instant overhead . rin hime wastes a lot of wind stocks on movement imo, so i wouldn't try to emulate his style if that's the rachel you're watching. play more stably like N-O until you understand matchups a little more, and then you may choose to play more riskily like rin-hime although i still prefer stable. oh, and ps. i don't even use kerokero because it's not very reliable and i manage to win a large majority of my matches when i play rachel ;P stability > style
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you throw away all your wind stocks every time. don't use wind to do the most you possibly can at any given moment. remember: wind is your neutral, mixup, AND defensive tool, so if you're out of wind you're in a shitty situation. you use way too much wind on lobelias. if you can get a rod full screen, you don't have to keep throwing lobelias because you already have the sword iris option full screen. if you get a full screen rod, you can start to attack mu. and if you use up all your wind before getting close to her, you have no mixup options. you also need to learn the flight pattern of the lasers and the possible damage mu can get off different starters. some of your bursts were for low-damage combos that you didn't need to burst. you also tried too many times to avoid blocking. mu almost never had to use her overhead cuz u were getting hit by non-mixup. also, just because you have enough wind to do a combo doesn't mean you should do that combo. you often did fancy-er combos that completely drained your wind gauge, or you dropped kerokero which left you with no combo and no wind. i would suggest not going for kerokero until you are more comfortable with the character, since it is a combo path that is very difficult to perform properly and dropping puts you in a very difficult position....one combo i WOULD recommend doing for this matchup is 5cd 3c 236b 5a 5b etc...people seem to forget that combo exists. also, you seemed to forget that you had meter. you used up all your wind and had meter to tempest dahlia but then you didnt and died. don't save meter for combos, tempest dahlia is your lifeline in this matchup. don't forget that mu completely outzones rachel, so if you have the opportunity, attack, rather than zone 90% of the time. (if mu is in the corner, you can whack her with lobelias pretty well from a distance) finally, i don't know why the mu isn't starting each round with 5c bc that would have beaten all the things you were doing to start the round
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[CP] Arakune Technical and Gameplay Discussion Thread
Herbal Grey replied to Skye's topic in Arakune
i think the biggest problem with j.214c is that as soon as the arakune does it, the animation is so obvious that everyone knows it's a teleport. and on top of that, even if they think you're just airdashing, the invincibility doesn't kick in until after they would anti-air you, so you tend to just get aa'd anyway. i would be interested if there is more invincibility on it now, but considering they didn't really buff anything, i doubt they added invincibility to it. -
[CP] Arakune Technical and Gameplay Discussion Thread
Herbal Grey replied to Skye's topic in Arakune
that teleport look just about as useless as it was in extend ;/ , which is why the first time we've seen it is as a taunt. although maybe if you do 2a ]5d[ j.214c j.c it could be useful (curse) -
that tournament saddens me ... tao v tao GF ...there were only 2 taos....guess i found my new main
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I heard there was like a tournament for year supply of noodles? Is this true? Was there teddie play?? Lol
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I was gonna save this info for after NEC, but since I can't go, I'll go ahead and divulge my secrets on this matchup. The biggest Teddie tech that Mitsuru's don't know about is reversal jump-b. This is pretty much teddie's anti-grab mixup button. If you do 4b, j.C, grab, or j.b after feint sweep, teddie's j.b will most likely counter-hit you. (i've never seen b-droit as a grab tech setup, but most likely j.b will counter hit that too) Lk didn't mention this, although I think he just forgot, teddie has a deflate that goes under 5a/droit. I've been asked by nearly everyone so I'll also say that "no" you cannot cancel deflate into anything. All deflates have at least some recovery in which they can be counter-hit or even grabbed (although trying to grab the recovery is NOT recommended) The A-version is the fastest and he inflates immediately after. If you've watched me play before, you've seen me use the a-deflate on mitsuru wakeup because it beats mitsuru's wakeup dp/grab options for full punish. The B-version is the least useful but teddie can hold it down as long as he wants for about 3 seconds. the recovery on it however, is so long that even if a droit for instance goes over it, teddie still has a hard time punishing if at all. The SP version allows teddie to move and can be held down for a long time (at least 4 seconds if not longer). SP-deflate is useful in a variety of situations, but I tend to use it in sticky situations to bait a possible drill while also escape safely from just outside sweep range. ---2a and sweep both hit teddie out of deflate. dp does NOT hit teddie out of deflate. i dont think you should worry so much about teddie's b+d. the most important thing to note about it is that it does nullify bufula setups to a degree. as far as oki, teddie's counter is active for so little time that if you did j.b on teddie's wakeup it will counter hit him....combo for massive damage and oki off a nearly completely safe move. also, even if teddie hits you with b+d, you're still at a range where you can 5a him if he tries to screw or 5b you. teddie's risk/reward off b+d is terrible. lastly, if you're playing a teddie that knows what he's doing, dont press buttons or jump on wakeup in the corner. teddie has narukami/chie persona oki in the corner, except if you get hit by teddie's persona you take ~5k (minimum) with meter. (btw, the second item only gives 20 sp so it doesn't technically give teddie instant access to tv, although almost always does)
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Work has forsaken me. Had to cancel my NEC tickets :( :( :(
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teddie's entire mixup revolves around grabs and making the other person press buttons. if someone is always teching your grabs, you should run toward them and backstep for a full 5a punish. i guarantee if they are teching all your grabs they will get blown up by run forward -> backstep -> 5a.
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Your opponent cannot tech grabs when they have fear, so your fear setups should revolve around grabs
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the point of the vanish ball is supposed to be for blind mixup, but honestly, it does almost as much harm as good, so i try to throw it out after a round is finished or in spots where it won't really do anything. however, if i'm going to use it for blind mixup, i tend to try to do invisible throws. ps. "spots where it won't do anything" especially like throw it off the screen after 5c during a corner combo, which sets you up for yellow missile, which is a strong item summong during your next block string. pss. @kmac the j.a after j.b air-turn "can" be a safe jump from the right spacing. however, if you're gonna do it from a height where you can j.c after it, then typically it won't be a safe-jump
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I think the timing for the warp is just flat out difficult, but it's important to know which heights work. If they are at any considerable height in the air, it generally won't work, and you have to tailor the combo to their relation to the corner and their height in the air. There are about 4 or 5 different combos I can think of for these different situations. If u have a specific part of the combo or specific combo that seems not to work, I can elaborate more
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it's not just jumping...if it's mitsuru for example, she tries to drill out of teddie's pressure all the time, which obviously requires not holding crouch-block ppl also get hit by meaty 5b on wakeup every time for jumping or rolling. try it...5aaa j.d 66 5b
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[CSE] Arakune Technical & Gameplay Discussion Thread
Herbal Grey replied to kousaka's topic in Archive
The problem is probably that you are pushing them too far away. You have to keep in mind that 4b and the D-bug push your opponent away from you. In most cases, both of these attacks will push them too far away for you to j.C them. Also, make sure u are pressing j.C as soon as you leave the ground. If u use 4b, u will have to a-dive over them to continue pressure. Finally, make sure you j.C them before the d-bug hits so they don't get pushed too far away. 6a j.C should work every time since it pulls them toward you. As a side note, it's much easier to do 3aa > sj.c > ]a[ > j.1c > ]1d[ ..... Which is a cross up overhead immune to dp's anyway. .and no one blocks it...but yeah if u want a straight up overhead, that way I mentioned should work