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Rele

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Everything posted by Rele

  1. I need some help with this mu, mainly with how i should approach the neutral game and starting an offense. Here's a fairly recent set between me and a friend, feel free to point out anything (not just mu-specific stuff). http://www.youtube.com/watch?v=S8ioxw_4TV0 http://www.youtube.com/watch?feature=relmfu&v=3P1ukFbIC2o
  2. Pretty sure 5B/6B iris works in CSEX on crouchers.
  3. 3C giving less downtime on any hit earlier than the 3rd is surely a hoax. That would make no sense at all. Oh wait... BlazBlue :9 I believe Nu's forward roll is just that good. I'm sure he could've still catched her with 2A but she would've gotten out of the corner nonetheless (just with some extra damage and potential crossup into the frog afterwards). Round 2 ending against Nu was so satisfying to watch, I wished barrier wasn't so stupid in BB.
  4. [12/16/2012]Rachel (Sesu) vs Azrael (hngk) I haven't watched a lot of videos yet - what's up with Azrael's projectile counter? Does it gain full strike invincibility once it absorbs a projectile? That's retarded Also Sesu combos into lotus. [12/16/2012]Rachel (Sesu) vs Nu (MP)
  5. Sorry, but with astral buff, spending meter on bbl is never worth it anymore. FKO combos all day.
  6. You have to let go and press again each time (which is alright, else you'd get a lot of accidental inputs, especially for diagonals).
  7. You input 214H, then a direction and H for each time you want to move the orb. For example if you want it to move down, forward, upforward, back, you'd enter 214H~2H~6H~9H~4H. For each successful direction input you should hear a sound. I think 5 additional inputs is misinformation btw, because I've never seen anyone do more than 4 and can't get a 5th myself, even if I just mash 6H.
  8. 214S~214D wallstick is sexy. http://www.youtube.com/watch?v=ItoGZc61KtM#t=11m32s
  9. @TheRealBobMan I personally only do haircar hit frc j.k when i do blue disc oki, it's 50 tension but really easy to hitconfirm, and it's next to unblockable anyway so w/e. Without blue disc, you don't get anything if they block the haircar, as you already noticed. @susano I play on stick but I'd say she's pretty managable on pad. Her bnbs aren't really hard executionwise if you stick to single launch, they're just about learning character-specific patterns. Her most important frc has a 6f window so that's easy to learn too, otherwise she mostly uses meter for FB, supers or FD. Gameplaywise I'd say she's somewhere in the middle, not easy to pickup but not incredibly hard either. I'm not very skilled though so someone else might be a better judge.
  10. Looks like N-O to me. It's a-cho, default color and he does the typical N-O combos that noone else does (5B, j.3DB, j.C, land dash 5B, j.3DB, j.C, land dash 5B, 5CC etc).
  11. 3C has SMP, they can tech immediately.
  12. If 8D with lotus hit still carries as high as in the video above, I assume you might be able to build combos like 3C8D, 214A, anything, frog activate etc. Also should really be useful for the neutral game (stop IAD all day). I believe lotus has a lot of potential but it will take at least one innovative player to unlock it. I think they wanted Rachel to be more about zoning and less about rushdown in this version.
  13. Wind recovery seems to be more like CT/CS1 now (moderately fast directly after using wind instead of painfully slow). I welcome that change.
  14. Just cause she "only" wins off knockdown and oki doesn't mean she's an unstable or gimmicky character.
  15. Either you're doing H disc too late and they throw you during your recovery (happened to me a lot when I started), or you keep doing throwvulnerable mixups. Close range 2K/2S/2D/6K can all be thrown. Even perfect meaties will get beaten by throws. You can avoid being thrown out of mixups by mixing in TK Bad Moon/Haircar (both airborne) and FB Disc, Backdash, 6K/2D (not throwable because of distance). Once you've convinced them not to press a button on wakeup, you can start doing other stuff from point-blank too.
  16. Sick stuff, very impressive. What's with those blackbeating restands on Slayer and Pot? How does that work?
  17. Should still work if you leave out j.B, they specifically refer to j.B j.C 2D j.2C. Sucks though since a few chars have such thin hitboxes.
  18. From the general discussion thread:
  19. Afaik FB disc is now guaranteed from the 22nd frame in the 2nd loctest. So no pseudo-reversals/blockstringextenders anymore I saw one Millia trying to do Throw, dash 5Sf, j.P into whatever but didn't manage to work out anything useful. You should be right about Longinus. The startup is so fast now that you can actually hit with it without having to hit with lust shaker itself (I saw 6K, 214S~214D being done, and it was a 2hit combo. He wasn't able to combo off it though (he tried dash 5kk), it might be possible but with very strict timing). Actually, something that just came to my mind: Longinus might now be applicable for combos. I'm thinking launcher, aircombo, land, groundnormal, Longinus (wallstick at a greater height than what you get from comboing into it on the ground), relaunch.
  20. Pretty much yes. I also saw another interesting application, one Millia used the FB disc as a pressure reset/IOH. For example 2K 5K (blocked) 236D FRC j.K, which is a 10-12f overhead for 50 tension. I recorded a bunch of videos, unfortunately the video quality is a lot worse than it should have been (set the recording to 30fps, looks like 10... and the sound quality is completely ass so I removed it altogether). If you're interested though I could compile some Millia stuff.
  21. Don't do any of the above if magnetized? Rachel's very good at neutral in this MU so the goal should be not to get magnetized at all.
  22. Do you remember how in CS1, you couldn't simply AA every character in every situation? It's the same with Lanto. You simply cannot stop in reliably in every situation. Either block it (it does no harm, since it doesn't give enough frame advantage for Relius to rush you down from far range - you lose pumpkin and frog at most (losing frog hurts more, wind it towards him asap) or dodge it. It doesn't go fullscreen. You can also jump over it, but remember he can then use Ignis' brio-like normal to fish you out of the air. Relius is a super-shitty MU for Rachel.
  23. Seen worse. 1st video: He pokes with 6B too much imo, it's safe on block (only -1) but terrible on whiff, and Hakumen is excellent at punishing whiffed pokes. He sometimes tried to antiair with it (1:10), but in that situation even 6A would've lost. Better to just barrier Hakumen's strings cause he doesn't have very good pressure and has to use meter to stay on you. He also throws too many lobelias against Hakumen, anticipatory lobelia AA usually result in a nice CH combo in your face because Hakumen can simply cut them when he jumps in. He sometimes ends blockstrings in A lobelia although he has a ton of wind to rush down. 1:20 he cut a killing combo short, wtf. dj.B-C j.236A would've been enough, but he goes for a j.2c knockdown He was lucky you didn't just do WAKEUP HOTARU DURRRR. He likes to dash in and try to poke with 2A or 6B, I wouldn't really overdo that on Hakumen cause his normals are just so much better (3C CH hurts a lot, even on trade). Better to just retreat and set up a pumpkin, there's not a whole lot Hakumen can do against it. 5B IABD j.236B is incredibly unsafe against Hakumen, he can command dash uppercut right through it. 2:00 AA lobelia again, if you did j.2C earlier he would've eaten like 4k? 2:05 I'm sure he facepalmed himself there 3:13 is what I'm talking about. Never try to dash poke Hakumen as Rachel. Always have a pumpkin with you. 3:20 Really bad movement decisions (back tech, backjump). Your goal is to get out of the corner, should've forward teched and airdashed out with wind. Wind alone isn't enough to push you out. Btw just as a tip for you, if you airdash in and don't do your j.B or j.2C really early, it's a free 6A CH for Rachel everytime. If you do it early though and Rachel blocks, she'll be at the advantage. You should aim to get into range where you can jump in, cause then your j.B and j.2C just blow through 6A. 3:42 don't really know why he resummoned there, especially with a dash up beforehand. Do a pumpkin. 6B CH afterward, 4 winds + 100 heat and he does the weakest combo. Could've converted into a lot more. 4:06 rofl, that should've been a j.C into his face tbh ^^ really bad confirm again. 4:26 is what I meant earlier. Aim to do a jumpin instead of an IAD (why am I giving hints to a Hakumen player? :D) 4:29 In case he doesn't know, Hakumen and Litchi have especially thin hitboxes vertically in the air, so you either have to connect 5b earlier or do j.B j.C instead of just j.B. 4:58, 5:50 see above 6:16 could've done j.B-C, j.214C, land, BBL 6:28 why cat-chair... even if you did 2B or similar stuff, Hakumen can cancel all his A and B normals into parrys to stay safe. Please tell him to never, absolutely NEVER catchair against hakumen unless it's a guaranteed punish for something he reacted to (2b and 6B aren't guaranteed). 6:32 6B again, it's safe on block but a bad pressure starter (-1, you have to redash for a blockstring). In that situation though he could've frametrapped you with the pumpkin though. 6:52 - 7:02 trying to win pokewars again, sooner or later he's doomed to fail. Get fullscreen and summon a pumpkin. 7:12 BLAZBLUE 7:54 could've been extended into hj.C, 2D, falling j.C, BBL 8:02 could've been throw, RC, dash 5B, j.2C(Lv2) combo into BBL into kill. I'm pretty sure he would've built the remaining 6 heat during the combo. But tbh I'm not sure if I would've realized that in this situation myself. Just a reminder though what's possible. 8:06 too reckless again and that cost him the game. Just start zoning (I mean, Hakumen jumped back, what else could you possibly want? ) 8:34 too much autopilot, he dashed into the orb (wtf). He could've saved himself with 2B, 3C5D. 9:15 4 wind + 50 heat again and doesn't do a proper combo. Throw, 4D(!?) after that. 9:45 see above I'll watch the rest later, g2g now. Conclusion so far, he does understand Rachel and her traps, he simply doesn't execute them everytime because he's fairly bad at understanding situations. That naturally comes with playing, but only if he pays attention to what's happening on the screen instead of autopiloting. He also needs to get better at understanding combo situations (screen postion, wind/heat/poles available, proration of the starter), if he does more optimized combos he doesn't have to hit you as often and will start to win more easily. But overall he plays solid enough, just needs to get better at the basics.
  24. Windless j.A IOH on at least Hakumen and Tager, saw it in a video somewhere: dash, rising j.A, j.2C, V, 5BD, combo of choice Dash momentum is necessary or else j.2C pushes you too far for 5B to connect. You'll still need one wind to combo afterwards (unless a rod happens to be placed on the opponent, then you can 5B, iris and do a short ender), but it's still neat and also does more damage than the j.2AD, j.B route because of better damage and proration. Just don't do a j.2C(Lv2) combo afterwards. Most likely not safe on block/gapless though, so be cautious.
  25. Can't stop listening. www.youtube.com/watch?v=baUY9LFlYh0
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