feri
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Does the timing of j.2c allegretto 8d change with distance? I was doing them before when I was using 3c 22d 766 2d loops cause nirvana was much further back behind. With the current combos im using your as close as you can be (ive crossed up nirvana when doing 2d loops) so i assumed they'd fail =/ Oh have you noticed the 2 different kinds of bounces 2d gives? Well what I was thinking is one is either really hard (or impossible) to 2d loop (i can't do it on noel at all) and the other is relatively easy. If im right, you could probably just react to which type of bounce you got and use a 2d loop if you got a high one and 5c jc stuff if you got a low one. Also, can you j.2c wait allegreto 8d off the lower one so you can use it as a stable ender?
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Would something like 5b 5c 6d j.2c j.b j.c land 3b+d 6b 6c work as a reset? I've had success w/4d crossups but I was wondering is it really worth doing if you can crossup with 2d instead.
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IAD j.2c 2d loop isnt really that hard... You just need to attempt it to see what im talking about. The back throw combo I listed a few pages back has it and as kyle said after any allegretto 8d you can give it a shot. Again I'm a PAD player and im doing it on stick so how hard could it be for you guys Also, i'll give j.2c allecan 2d loops a whirl. It sounds solid but its definetly going to be character specific (i doubt its going to work on hakumen/arakune, will most likely work on rachel).
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Wish I'd read kyle posting 6b 2c actually gatling (Why am I finding out gatlings I dont know every week). Cause I found Forward throw 22d 236a 66 6b 6a combos... might as well 2c there instead cause 6a sucks for proration (70% ew). Better yet it LOOKS like you can 6b jump cancel 2d loop! 6B has enough hitstun/untechable time right? And it hits OTG so its very low/optimal height. That 2b combo mentioned earlier, lying on the dmg (its like barely breaking 3k).
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Zong, you can 2d loop in the corner too =) Unless proration favours allegretto + clapping. Edited the original wall of combos and I see i've made and error trying to standardize comboing into 8d. What I should have done is j.2c loops until proration or gravity/height of the opponent wont let you anymore then do some 5c j.b (which at this point probably wont work either) so 5c j.a j.a 8d would have to do. I think you might be able to reset nirvana with 5c jc stuff. If she is really hurting its not a bad trade to keep the combo damaging nirvana to a minimum to prevent her dying mid combo. @ zong: Maybe 2c FCH has AMAZING hitstun and combos into fully charged 6c > fermata ./troll But seriously how long do you have? I actually really want to land that fully charged 6c (no joke) + a 2d into like x4 j.2c loops which would do some massive damage.
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You mean 4+B+C 236A 5C 2C then combo? I'll see if the combo still works like that. It'd eliminate the need for an IAD I can see. What is the PP on 2c though?
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Are you sure that a throw tech doesnt reset air options for the defender? Cause it does for the person who initiates the throw.
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Builds meter for free. Does 5.5k+ dmg with heat! All Nu's High damage starters are all moves that are safe on block (this is not the case for other characters). You can hitconfirm (WHY?) 5DD into nonsensical (3k meterless, 5k with meter) damage from the other side of the screen. 2c and 3c dont deserve an explanation just LOOK at them. Surprisingly while her defense may be her weakness what people fail to actually recognize is how bad most of the BB cast are on defense (lacking true reversals). Throw her backdash and 2c beating gatling overheads and throws for 6k dmg on a read into the mix along with BB's quick ass jump startup, IB and FD... suddenly defense doesnt seem so bad if you know how to block then escape with any number of these things. The life difference is also negligable since nu having ~10% lower health than average doesn't equate to her dying in a different amount of combos (she is no Chipp with a 1.33x modifier lol).
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Above post damage numbers corrected and cleaned inputs. - Forward Throw 3550 dmg B+C+[D] 22]D[ 236A 2B 2C 8D (2D loop)x1 5C [D] j.B 8]D[ (2D loop)x2 [1D] 1C~8]D[ - Backward Throw 3850 dmg 4+B+C+[D] 22]D[ 236A 5C [7D] j.B 7]D[ IAD (2D loop)x1 5C [D] j.B 8]D[ (2D loop)x2 [1D] 1C~8]D[
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Fine lol! What the hell would I know what I input when im playing on a stick lol. *hint* arcsys put option to show your input on practice mode =) Edit: There should really be some discussion on resets (Carl's greatest strength IMO) and there is little talk here besides 5b IAD j.2c. Flesh it out more here a and we'll come up with some sort of standard reset type guessing game. For starters... I saw Jap Carl during a blocked sandwich loop 3d 236a against an Arakune (backdash bait? will it catch jumpers?). It hit and he decided to use that moment of confusion to 5b IAD j.2c for another reset. Re-edit: Is 6B > 6A a new gatling? Shit looks really funny (forward throw 6b 6a 8d ect lol). Wonder if it has a practical use (like 6b to catch backwards roll gattling to 6a?).
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I find on stick its easy to accidentally 1c or 3c when trying to do it. So mentally put heavy emphasis on the 2 placement when doing it. If your padding it then its most likely you not doing C~B fluidly/fast enough (there is no real way around it besides changing config or just being used to it). Same problem of inputting j.1c or j.3c also applies here.
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Whoops..! Its on an aerial opponent and by jc I meant jump cancel then just press whatever (j.b worked fine). Sorta theory crafting my way towards fixing a failed 2d loop with (j.2c j.c jc j.b 8d).
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Not sure if this is CS specific but you can j.2c j.c recover then jc and press buttons and it will still combo =/ Might have been obvious to some of you but I didnt know till today doing it on accident. Its funky and cause of it I have some things I want to try.
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If I remember correctly I used 2145k
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Does nirvana get hurt? Does carl still take damage? who Activated their DD first and how long in between? Where was nirvana? Did Tsubaki (or Carl) recieve hits as she was activating her DD? A few of those would help in finding out what exactly happened. And there is surprisingly a separate thread for glitch discussion/finding out. Though already it sounds like a non issue (TO ME) cause it doesnt affect gameplay negatively.
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Edited everything. - Uppercut Punish approx 4700 dmg and 5200 w/Cantata. 5C CH 3C IAD j.2C~Allecan j.B [9D] j.C+9]D[ (2D loop)x1 5C+[D] j.B+8]D[ (2D loop)x2 Land 2C~8D 632146+C 2C~8D - 2D loop w/2B starter approx 3100 dmg (thanks zong) 2B 3C IAD j.2C~Allecan j.B [9D] j.C 9]D[ (2D loop)x2 land [D] j.2C Allegretto~8]D[ - 2D loop w/5B starter approx 3800 dmg and 4700 w/Cantata 5B 2B 3C IAD j.2C~Allecan j.B [9D] j.C 9]D[ (2D loop)x1 5C+[D] j.B 8]D[ (2D loop)x2 2C~8]D[ Cantata 2C~8D - 2D loop w/2A starter approx 2200 dmg 2A 2B 3C IAD j.2C~Allecan j.B [9D] j.C 9]D[ land (2D loop)x1 5C+[D] j.A+8]D[ j.A land [D] j.2C+]D[ j.b land 2C~8]D[* *Might be char specific. I had some chars tech it. End it with a standard j.2C 214C~8D IF it works (I didn try). - Going from Sandwich loop > 2D loop [D] 5B 2B 5C 6]D[ j.C **3C+[D] (2D loop)x1 5C+[D] j.B 8]D[ (2D loop)x2~3 2C~8D or end with j.2C+[D] wait 2147C+]D[ **Note 6D 236A/66 2B 3C works as an easier version to avoid the j.C 3C link.
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6set is too slow, you WILL get srk'd! Your options are d.4set > d.2p d.4set > d.2k (for some reason I find this insanely hard to time and space) IAD > j.5set > j.k (Its just flash you wont need to ever use it)
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Tager is actually kinda light (as in each connected hit on aerial Tager knocks him higher than others) but not enough to warrant classes.
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Hold back or forwards to either slow down or speed up KSMH.
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Bridget cant get in whenever he feels like cause he just doesn't have the tools. Puffballs you just have to block. A well timed 6p might beat one but the risk is phenomenal. 3p stagger getting escaped? Just xx KSMH p (its more damage than a throw). Stunedge? IAD combo. This ain't streetfighter.
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This is from Arakune perspective, its all relevant. http://www.youtube.com/watch?v=Z44Auq4kLp4#t=05m45s
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You have so many options after a blocked 2p but here is a few that will kill people the fastest though. 2s CH, 3p CH, Stagger 2p. If they are mashing every fucking time like its SF4 then why are you bothering to do standard high low okizeme at all? Do away with fancy mixups and exclusively frametrap your way to victory everytime! Other frametraps you'll find usefull. f.s blocked > ksmh p (skid only, do it fast) 2s blocked > 2k whiff > f.s starship frc blocked > running starship 3p blocked > delayed ksmh If they are really digusting and wont even block on wakeup then do some meaty 3p to show them your on to their shit. And as always do some fat combo that will remind them to actually block the next time.
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You dont have to follow how a japanese Rachel plays exactly (Its actually impossible) but you can sure as hell copy anything that you understand and apply it to your own game to see if it works for you. A good example of stealing a strategy is Japanese CT Rachel's approach to the Arakune matchup.
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Less talk about online play cause that shit isnt even the same game. Nobody cares if you chose your character because you thought she was cool, if you thought she suited your style or if you just chose her from a look at a tier list. Fact is... it doesnt make Rachel any less TT. If you honestly think japanese Rachels are not the best example of how you play Rachel competitively then you are either... 1. A genius because your smarter than Rachel players who have to exist in an arcade scene stronger than you will ever know. 2. Not experienced enough to truely understand what they are doing and why.