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Everything posted by Celerity
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Any decent starter, yes.
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If you go the 5BD > 6A route, I think what TD is recommending is: XX > 5BD > 6A > 66 5B > 6A > 4B > 66 5B > j.B > j.A > j.B > j.C > dj > j.B > j.C > 236A or XX > 5BD > 6A > 66 5B > 6A > 4B > 66 5CC > (236A 9D > 22B) -or- (214B) These microdashes are very hard, and 5BD is kind of tough to confirm/distance specific, so it's totally fine if you want to use the 3C > 8D route instead while you learn. You can mix and match the starters and enders in most Rachel combos to achieve what you want. For example, the combo you mentioned: 5B > (5CD) > 3C > 8D > 66 6A > 4B > 66 5CC > (236A 9D > 22B) -or- (214B) can easily become: 5B > (5CD) > 3C > 8D > 66 6A > 4B > 66 5B > j.B > j.A > j.B > j.C > dj > j.B > j.C > 236A
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New GA corner combo: 5B > 236C~6D > 2C > 5C > 2C(1) > 623C > sj.C > dj.C > j.236C~D > 5A > 5C > 623B~D - 4449, 3 stars
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Delaying 6A does move you slightly closer. It's probably a psychological thing that you end up less focused on the length of the microdash.
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Well, the main reason I recommend j.2C pumpkin to a beginner is because air enders are a lot easier to execute, and they deal more damage, so you won't need to rely quite as much on capitalizing from your oki. Ending in 5CC is definitely good if you want to play defensively. I think just picking one or two things as your default is a good idea when starting out though, because Rachel combos are like a sandbox of possibilities, and it's easy to get overwhelmed.
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It seems like OD shaves one frame of recovery from Strike Fall, allowing you to link 5A in combos where it normally wouldn't be possible, or at least making it much easier.
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Some midscreen BBL combos, since I haven't seen those anywhere: 5B > 5CD > 3C > BBL > 236C > 66 6A > 4B > 66 5B > 6A > 214C > sj.BC > dj.BC > j.236A - 3616, +2 wind 5B > 5CD > 3C > BBL > 214A > 6A > 4B > (frog hits) > 66 5CC > 214B - 3481, + 1.5 wind 5B > 5CD > 3C > BBL > 214A > 236A > (frog hits) > 66 5B > 6A > 4B > 66 3C > 214B - 3411, +1.7 wind (in corner) 5B > 5CD > 3C > BBL > 236A/B > 66 (switch sides) > 6A > 4B > 66 5CC (wall stick) > 66 > 3C > 214A - 3374, +1.5 wind 5B > 3C > OD will also work as a starter if you have no wind.
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IMO your go-to in midscreen should be corner carry combos, or combos that end in j.2C pumpkin. Try not to use too much wind in your combos unless you're taking them to the corner, 1-2 wind is ideal. The most difficult part of learning Rachel is understanding her neutral game, so, you want to have plenty of opportunities to summon pumpkin with wind up in order to get used to how it feels. Play her a little bit lamer than usual while you're learning.
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Massively unsafe, around -20. You could use 214C instead, though, the extra distance might make it hard to punish.
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Normal Midscreen: Stuff > 236B > 214A > 2B > 5B > 623B > 214B > 623B Normal Corner: Stuff > 236B > 214A > 2B > 5B > 623B > sj.B > dj.B > j.C > (j.D) GA Midscreen: Stuff > 236C~6D > 214B > 5B > 5C > j.B > j.C > dj.B > j.C > j.236C > j.214D > j.C > dj.C > j.236C~D > (236236C) GA Corner: Stuff > 236C~6D > 2C > 5C > j.B > j.C > dj.B > j.C > j.236C~D > 5A > 5C > 623C~D or 236236C GA close to corner: Stuff > 236C~6D > 214B > 5B > 5C > j.B > j.C > dj.B > j.C > j.236C~D > 5A > 5C > 623C~D or 236236C That's really all you need to begin with. You'll need to adjust some combos if you start with 5A or 2A. For the 2B pickup after 236B > 214A, make sure you're doing the 214A as fast as possible. And yeah, the best thing about j.C besides the knockdown is that it chains into j.D and you can then GA j.C their wakeup.
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Are you talking about 5B > 5C > 236C~D stuff? If you're too far away for 5C to hit, just omit it.
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DL: Celerity PSN: ItsCelerity Location: Indiana/US
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It hurts to say this, but I think Bullet might be the best BB announcer of all time. Other than that, Rachel is and always has been top tier. Makoto is the best at bringing the hype. If I had to pick a male voice, I think I actually like Jubei's the best, but I haven't heard his in-game sounds yet.
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Well, GA 6C is stupidly easy to confirm, and with the normal 6C you'll be able to confirm pretty early whether or not they walked into your invincibility. Plus normal 6C is a great punish to begin with.
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Use whatever button layout is most comfortable for you. Most people seem to prefer A-B-C / D or B-C-D / A to keep all of their fingers on the buttons. It's your call though. Square gate is best, really. You're ideally not going to be riding the gate too much, as compact motions are more efficient, but there will be times when you want to make sure you get a precise diagonal, and a square gate can help with that. I also hate the way down-backing feels on an octo gate, but that's just me.
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3C CH (normal mode), 6C CH (normal/GA), and Phorizer CH > 214D. The normal mode 6C FC is especially interesting because it gives you enough time to CT > 5D and then go for a GA combo. Probably massive damage if optimized.
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If you're far enough away, you can 214D immediately and end up on the other side of them to catch them for the link. The first Phorizer from that combo should either give you enough distance to make an immediate 214D go behind them, or push them into the corner where it's linkable no matter what. It's practically full stage corner carry anyway lol.
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This is with Izayoi's teleports specifically, though. After messing with it more, it seems to be because there's a short period of time during the teleport's recovery where you are allowed to cancel into a normal or special move, but not a jump or super move. Like a "half recovery" phase. 214D skips this phase and recovers fully so it doesn't have the same issue. Good info, though, I didn't know that.
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BlazBlue Question Thread - Ask your questions here!
Celerity replied to KayEff's topic in BlazBlue Gameplay
Is there a translation anywhere of all the Mission 30's? Check the menu translation here: http://www.dustloop.com/forums/showthread.php?17814-CP-Menu-Translations The button config can be accessed from anywhere (including character select, it just says Button Settings) and it uses images for A/B/C/D, so there's no Japanese navigation required once you find it. -
BlazBlue Question Thread - Ask your questions here!
Celerity replied to KayEff's topic in BlazBlue Gameplay
This was just asked last page... http://www.dustloop.com/forums/showthread.php?16563-ArcSys-Voice-Acting/page7&p=1559412&viewfull=1#post1559412 -
BlazBlue Question Thread - Ask your questions here!
Celerity replied to KayEff's topic in BlazBlue Gameplay
An hour lol, I've been waiting for my code from Nippon-Yasan for almost 2 days. I'm guessing they're not open over the weekend. -
Just got the game today. A couple of things I've noticed so far: -In GA mode, Sonic Sabre can be done with 2366A instead of regular TK, gives it a better forward trajectory. Noir Edge can be done this way too. -Am I crazy, or is there some weird cooldown period after teleporting where you can't use a super? 214D doesn't have it, but after 214A/B/C, it seems like you can't super immediately, you'll just get another move instead. Also I'm seeing plenty of good GA/non-GA combos, but is there any known way to combo into mode change besides a raw CT?
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BlazBlue Question Thread - Ask your questions here!
Celerity replied to KayEff's topic in BlazBlue Gameplay
http://www.dustloop.com/forums/showthread.php?16563-ArcSys-Voice-Acting/page7&p=1559412&viewfull=1#post1559412 -
Beat Unlimited Mars with the character.
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I am loving Rachel's new combo paths, they're so flashy! Does anybody know why 5D > 6A launches but 6D > 6A does not? It's kind of annoying.