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Wild Candy

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Everything posted by Wild Candy

  1. Welcome, Glass Sword. You've actually come at a good time. Considering the imminent release of +R that could here anytime now, you've come at a time where the Guilty Gear forums have started to pick up a bit. Anyway, I obviously use Dizzy to. If you have any questions, feel free to ask and I'll try and answer them to the best of my ability! Hope you like the forums!
  2. Okay thanks for the advice guys. (I'll be honest, I thought this thread was barren! Lolz!) Anyway, I've done a little bit of practicing, and here some things that are making sense to me, and things i need to work on. I think I FINALLY understand how important Pumpkin is in Rachel's Zoning Game. Once you have it out, the mere threat of it is enough to stop the foe in their tracks. Finally, using the pumpkin as a safeguard, it's relatively easy to set up 2 Lightning Rods and George while your wind meter charges up. If the opponent tries to rush, punish in one of the following ways. A. Wind the Pumpkin in there face and then rush them, or B. Block, and wind George by you to bail you out and get a free Mix Up/Combo depending if George's attack hits or is blocked. On the rushdown side, I feel like i've gotten most of her combos down. Particularly variants of her Corner Carry. 5B > 6D > 6C > J.C > 5B > 3C > Frog Oki Along with her simple Oki set up to regain wind. 2A > 5B > 3C > Frog Oki set up. I feel like I really shine in the corner, my two favorite combos being (2A) 5B > 5C > 5D > 5CC > Summon George > 3C > Geoge Hits > 236A > Dash > 5B/4B > 5CC > Dash > 3C > Sword Iris > 3C > Summon George or Pumpkin for Oki. 5B > 5C > 3D > 3C > Baden Baden Lily > 8D Super Jump > J.2C[LV3] > Summon George > 236A > George Hits > 5B/4B > 5CC > Dash > 3C > Sword Iris > 3C > George/Pumpkin Oki Where I need work is getting used to Rachel's mix ups. (I'm really used to Makoto, whose mix up options are fairly non-existent) So often I need work on starting from 5B and then mixing up from there with either 2B or IOH J.A Next, I also need to work on Anti-Airing foes, and doing Rachel's famous Anti-Air Combo 6A > 5B > J.C > 2D > jump cancel > J.2C (LV2) > 236B > J.C > J.C > Sword Iris Last but not least, Zoning with mobile characters like Bang, Tao, and Hazama, who make it hard for you to make room to summon, and won't sit still enough to catch em in your traps. I think that sums up my progress so far.
  3. Robo-Ky's just kind of a glitchy character. I mean, wasn't his theme all messed up in Accent Core, like it wouldn't play, and sound effect volume became magnified?
  4. Personally, I think BlazBlue is easier to understand, but Guilty Gear is easier to get better at. But that's just me.
  5. I can't help but notice, in this match up. Tiny Lobelia and Sword Iris are your best friends... Anything else will probably get you punished by those annoying steins. There's also the constant threat of Mu's ridiculous Origins DP when ever you manage to break in somehow... Probably not one of the better matches for Rachel.
  6. This is why if I need a better challenge then the Very Hard Difficulty offers, I just find random matches online. CPU's just get cheap and fight dirty on the hell difficulty.
  7. Guess your right. Once ABA begins the Rape, it doesn't stop easily, that's for sure. And I guess it shouldn't be to hard for an experienced ABA player to get in without being knocked down, and it gives more of a fighting chance to characters with a weak defense like Millia and Dizzy. I guess I get it now.
  8. Poor thing already suffers enough from being knocked down... Why'd they have to make it even worse for her...
  9. Personally, since I like to use Millia. It's great that some characters have longer knock down time, it'll be easier to set up Oki with Tandem Top and Secret Garden. Same goes with Dizzy and her Fish Summons.
  10. This is good news! I really wish that the +R patch would come out soon, because it's pointless for me to practice any farther with Millia now because of her altered normals and combos.
  11. I'd like to be invited to! My PSN is BrokenStar96, and my location is in Ohio.
  12. Yeah, that should help a little. I notice Dizzy's Imperial Ray Overdrive is really useful for stuffing May's rush ins when she's not using Dolphin support. This match up is probably slightly in May's favor, considering her mobility, and the fact she makes it really hard to summon without worrying about being smacked by dolphins or her oversized anchor.
  13. Don't play with my emotions like that! Lolz! I feel like i'm in an abusive/dysfunctional relationship with ArcSys right now!
  14. DAMN IT!!!! *Flips Table*
  15. Wow, me an my big mouth! Lolz!
  16. Still no news on the US release of the patch huh... Bummer... -_-;
  17. This match up annoys the hell out me... Anyone got any tips to deal with the flying dolphins, and May just rushing in and not caring about your summons.
  18. Basically some thoughts after playing a Slayer online, along with several high level AI. Slayer players tend to play it safe. They wait for you to come close, and then punish you for trying to fight back. Dizzy usually has a slight advantage over him, because of her superior mobility, and her projectiles. However, Slayer has a few tools that'll punish Dizzy just for being Dizzy. One of the things you have to be wary of is his teleport dash. In my experience, I've seen Slayer use this to get past my Summons and punish accordingly. Second, while it's risky for him, he's capable of using his special move, Dandy Step to get close to you if you leave your self open. Once Slayer's in, your probably not going to shake him off without a burst. Finally, Slayer has pressure tools that are hell to deal with. For starters, there's his command grab where he drains you of your health, and he also has those awesome supers that close the distance between you and him, and make great combo starters upon hit. Just some thoughts from me. You might wanna double check though, and get some other opinions. If your really stuck, try looking at the Guilty Bits Video showcasing Slayer, so you can get a feel for his strengths and weaknesses.
  19. It's started to spread to the Guilty Room to... -_-;
  20. Makes sense, considering it's better to save the pin if for some reason, you lose the momentum and need to break in again. It'd probably be better to end one Air Combo with Oki, then use your most crucial break in tool for a little extra damage.
  21. Going to start a room in a few minutes, anyone wanna join?
  22. Internet's not great enough to get past a Level 2 connection...
  23. Anyone wanna play? I'm really bored right now, and could use the practice for my Rachel playing skills.
  24. Again, I think Naoto zones like Rachel, baiting the foe to make a mistake whether they set off a trap, get hit by her gun, or get hit by one of her Persona's sneaky attacks. And then let the rushing begin. Not to mention, with the fate counters and her one hit KO supers that are easy to combo into are something you should be wary of. It's situational, but if Naoto manages to bring your Fate Counter to Zero by hitting you with her traps and gun shots to often, be careful not to get hit by a Mudoon or Hamoon.
  25. Noel's just a character who can gain momentum with very little effort. If a scrub Noel is hard, Hate to imagine someone who actually knows what their doing!
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