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[CF] Naoto Kurogane Video Thread (Updated 12/3/2015)
RurouniLoneWolf replied to Kieofire's topic in Naoto Kurogane
A92 usually shows up in Playspot Big One vids but he usually plays Hakumen. Guess he's taking Naoto for a spin now. That's pretty neat. Could always use more Naoto footage. -
[CF] CPEX -> CF Rachel Transition Guide
RurouniLoneWolf replied to RurouniLoneWolf's topic in Rachel Alucard
Well, I feel the DL Matchup threads are more for discussion than compiling data. My matchup guide will aim more towards compiling information about the matchups and just from Rachel's perspective. I have a loose idea about how I want to format the guide but its the first time I'm doing a guide of this kind so I'm sure I'm going to restructure it a lot based on a variety of factors. I do like how you format your personal MU notes though. It's given me some interesting ideas in terms of structuring the guide that I want to play around with ^,^ Thank you for the other suggestions as well! -
Added the example and a bit more info to Shawl of Everlasting Darkness. Thanks Canine!
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I've added additional info for Shawl of Everlasting Darkness to the guide based on contributions from @Monarch and @xLittleLucifer Thanks a lot for the help guys!
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Right. The spell I keep forgetting exists. Thanks for reminding me! ^,^ I've added something for it but it's pretty much as you said, it hasn't really been used currently so there isn't much to say in terms of use and how to set up.
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Evernote link for easy access and passing around: https://www.evernote.com/shard/s624/sh/d99055bd-ed5b-4a5e-a379-e2666d5eef30/246adc96f3955fa46fed05f3b7754833 DISCLAIMER: Because Nine is a new character, this spell guide is very much still a work in progress. I'll be adding stuff to it as I see stuff in match videos and as new tech gets developed before and after console release. If you see anything especially good, feel free to contribute by leaving a reply in the Dustloop thread!!! Introduction Hello everyone, Welcome to the Nine spell guide. Unlike other characters in Blazblue, Nine has no drive. Instead, Nine uses magic to cast spells with different uses. Considering Nine's wide variety of spells are the reason I picked up the character, it should come as no surprise that I wanted to document and compile as much information on them as possible and that's where this spell guide comes in. This guide will not only give information about the uses of Nine's spells but will also cover the best way of creating them. Spells 0 Element Spell Shawl of Everlasting Darkness Alternative Air Combo Ender Can be special canceled Uses: Although it doesn't see much use, Shawl of Everlasting Darkness has a good amount of untechable time and can be good as an alternative ender for air combos at lower heights when used in conjunction with Sea Moss Gate. It also seems to be good in some corner combos to optimize damage output. Best Way to Set Up: Since it's a 0 element spell, the only way to set it up midcombo is to use Sea Moss Gate and have your stock slot empty. Air Ender Example - https://youtu.be/EkCac8MrkVQ?t=201 Also, here's an example of it being used in a combo for its special cancel properties Combo Example 1 - https://youtu.be/rHsPu9bwtT4?t=467 Combo Example 2 - https://www.youtube.com/watch?v=OSUCY_7KBzw 1 ElementxN Spells 1 elementxN spells are about as easy to get as 3 Element spells but they aren't as useful as other spells. With the exception of Tanzanite of Mourning, most of these spells don't really see much use. Lapis Lazuli of Grief (W)/ Sapphire of Sorrow (WW)/ Tanzanite of Mourning (WWW) Very useful combo tool Uses: A very common combo tool to help Nine bring her opponents back down to the ground from an air combo to go for a ground ender. This is very useful because Nine tends to have better options and greater control over her opponent's wakeup options from ground enders. Best Ways to Set Up: Creating this spell is pretty straightforward compared to other spells. It's often done from juggling an airborne opponent with 4/5A > 6A > sjc j.2/5A. In situations where you are too far out to connect 6A from the 4/5A, you can make up for the lost water normal in the air portion by doing stuff like j.2A > j.AEmerald of Anguish (A)/ Peridot of Distress (AA)/ Malacite of Tragedy (AAA) Good anti-zoning tool Doesn't quite go fullscreen (At least at Ax1) Uses: As one would expect from a spell that's more or less functions as a laser beam, these spells can be a great anti-zoning tool to keep zoners cautious of pressing buttons. It can be equally useful in general just to hinder an approach. These wind spells also tend to get used to combo into her Flame Punisher distortion to tack on more damage to a combo to end a round. Best Ways to Set Up: When you have no elements in your active slot, doing a blockstring as simple as spaced 5B > 5B can be enough to safely create the spell. In the event that you already have elements in your active slot, safely creating this spell is going to require a more specific start. Falling j.B > 2B > 5B or falling j.B > 5B > 5B can get the job done at the right spacings. Coral of Anger (F)/ Garnet of Resentment (FF)/ Rubellite of Rage (FFF) Good for converting Round Start 3C and some 3C Low Mixups Uses: For the most part, this spell is only useful to confirm a round start 3C into a full combo using Coral of Anger [Fx1]. There's also a few specific blockstrings that'll open up an opponent with 3C low that Rubellite of Rage [FxN] will allow you to convert into a full combo Best Ways to Set Up: Since you'll usually only be going for this at round start, the 3C alone will provide you with the 1 fire element you need to use this spell 2 Element Spells Because of the nature of how Nine's spell system works, it's notably harder to get and use 2 element spells compared to 1 elementxN and 3 element spells since you usually have 3 elements stocked up. The best place to try and make a 2 element spell is after you've used a spell and you get put back to a clean state where you have no elements in your active slot. Taking advantage of 236D can also help create this opportunity if you don't have anything already stored up in your backup slot. Heliodor of Submission (WA) Gives Nine auto-guard point against a body attribute attack Uses: Unfortunately, this spell has seen little to no use currently. However, console release giving us access to a training mode with a lot more options than its arcade version could bring new developments that'll see more use for this spell. From what I've seen so far, it isn't a particularly useful spell. The most important thing to understand about this spell is that it'll only guard against body attribute attacks. Any other attacks like most jump normals and crouching normals will still beat Heliodor if you have it out. Best Ways to Set Up: Currently, no examples. Sorry ;.; Amethyst of Massacre (WF) Good for resetting pressure Good for hindering approaches Vanishes after 5 in games seconds if it doesn't hit anything On hit, has a shock effect Uses: Can be a good way to attempt to reset pressure against some characters. The advancing electric ball can give opponents limited options to deal with it at such a close range. Typically, they'll have to stay on the defensive or will attempt to try and jump out and risk getting tagged by Nine's 6C. If you happen to have it in neutral, it's also very good at hindering approaches, either from the air or from the ground depending on where you throw out the spell Best Ways to Set Up: Can be created by doing a blockstring as simple as 2/5A > 5C when you don't have anything in your active slot. Video Example - https://youtu.be/FZjNmqGvpu0?t=362 It's less common but taking advantage of a falling j.A can also be an opportunity to set it up by doing falling j.A > 3C > [WF] Video Example - https://youtu.be/gvc196YqU6k?t=694 Citrine of Rotation (AF) Good anti-zoning tool Absorbs projectiles that hit it and shoots a thin projectile back at the opponent Disappears if hit by anything else Will push Nine or the opponent as it moves forward if they obstruct its path Mirror can be kicked forward using Crush Trigger and Exceel Accel and will gain a hitbox. Wall bounces on hit Uses: Great anti-zoning tool for dealing with projectiles coming from the front. It won't protect you against stuff like Nu and Lambda's 4D but it'll still protect you from most projectiles. Best Ways to Set Up: Citrine is a somewhat awkward spell to set up. It works best as an anti-long range tool but because of the nature of how Nine creates her spells, you need to be up close and personal to create it. When you do try to create this spell, you should aim for a blockstring at your max range. This way, if you throw it out immediately, it'll be at a good distance to discourage your opponent from using a projectile to stop you from getting back in. If you don't throw it out immediately, then you'll have it ready to use right away or you can use Sea Moss Gate to store it for later use. Jump forward j.2C > land 2B > [AF] Video Example - https://youtu.be/_uas1-Iezao?t=61 Max range falling j.B > 5C > [AF] Video Example 1 - https://youtu.be/_uas1-Iezao?t=248 Video Example 2 - https://youtu.be/gvc196YqU6k?t=1679 If you're feeling truly desperate and feel you absolutely need the mirror, you can also use overdrive to help create the spell Overdrive Example - https://youtu.be/gvc196YqU6k?t=2724 3 Element Spells Nine's most powerful spells and the easiest to create. Almost everyone of these spells can turn the tide of a match in Nine's favor when used smartly.Celestite of Vows (WWA) Slows ground movement like Nu/Lambda's gravity Seed The opponent can't jump while in the field. If they're in the air, they'll be knocked down to the ground as if they got hit (The hit does no damage) There's a 2 in game second delay from when Celestite is set and when the gravity field starts to kick in 5D sets it on the opponent's location 4D sets it in front of Nine Uses: Unfortunately, this spell doesn't really see much use. But when it is used, it's usually used to hinder an opponent's advance or their ability to get out of pressure Best Ways to Set up: Taking advantage of the long blockstun of Uvarovite is one of the good opportunities to create the Celestite of Vows spell. During the fire shower, do jump falling j.B > double jump falling j.2A > 5A > [WWA] Video Example - https://youtu.be/_uas1-Iezao?t=141 From a blocked Uvarovite in a more neutral situations, you can do superjump forward falling j.B > 2A > 5A Video Example - https://youtu.be/1bDVc_2klQM?t=840 Getting your opponent to block a falling j.A or j.2A after a teleport dash can also be a good time to setup Celestite Falling j.A > 2A > 5B > [WWA] Example - https://youtu.be/1bDVc_2klQM?t=1911 Falling j.2A > 4A > 2B > [WWA] Example - https://youtu.be/1bDVc_2klQM?t=1415 Outside of Uvarovite oki setups, you should observe what elements you have currently. If all you have is one water element in your active slot or water was the last element you added to the slot, try catching the opponent with a 2 button water <-> wind blockstring like 3A > 5B Video Example - https://youtu.be/_uas1-Iezao?t=1187 Taaffeite of Fascination (WWF) The fairy attacks 3 times at set intervals. The first from the front, the second from the back and the last attack is from above Goes away if Nine blocks or gets hit by an attack Uses: A great spell for oki. Fairy oki is one of the more common enders to go for at the end of a combo. Syncing up your blockstring to go with the fairy's 3 consecutive attacks that happen at fixed time intervals is a great way to reset pressure or keep a mixup safe. If you have it available, Taafeite can also be great in neutral. The timed consecutive attacks can greatly limit an opponent's options and is great cover for an approach. Best Ways to Set Up: Fairy is usually set up at the end of a combo by doing falling j.A > 5A > 3C > [WWF] Andradite of Binding (AAW) Holding the D button moves it forward more and delays the explosion. Hold up or down on the stick to move it up and down. Blows back and wall bounces on ground or air hit for easy conversion into a combo Does a good chunk of chip damage on regular block and drains a good amount of barrier on barrier block The orb can be destroyed by the opponent before it explodes Uses: Great spell for neutral. Because it fires a laser beam in all four directions from its core, it's pretty great at controlling space and limiting your opponent's movements. However, if you can manage to get it out in a blockstring, Andradite is also quite good in pressure. It's good for resetting pressure but on regular block, it'll also deal a great amount of chip damage and on barrier block, it'll take an equivalent amount of barrier away from the opponent. Andradite as a combo extender Example - https://youtu.be/_uas1-Iezao?t=990 Best Ways to Set Up: Andradite can be created in a variety of ways from a blockstring involving a water normal and 2 wind normals. Since wind normals usually have the best reach, it's usually best to start with the water normal and then take advantage of the range of wind normals so you can finish creating the spell at a range that it'll be mostly safe to throw out the Andradite spell. Blockstring 2A > 5B > 5B > [AAW] Video Example 1 - https://youtu.be/_uas1-Iezao?t=59 Video Example 2 - https://youtu.be/_6Nug1EBbBg?t=2046 Blockstring falling j.A > 2B > 5B > [AAW] Video Example - https://youtu.be/_uas1-Iezao?t=146 Blockstring 2A > 5B > 2B > [AAW] Video Example - https://youtu.be/_uas1-Iezao?t=1556 Uvarovite of Destruction (AAF) There is a delay between the targeting circle first appearing and when the rain of fire comes down Uses: Uvarovite sees most of its use as an oki tool. When the fire shower eventually comes down, it'll trap the opponent in blockstun for a fairly long time. The fire shower is also really good at obscuring what's happening on the screen and can be a good place to try and slip in a mixup. In neutral, Uvarovite can also be pretty good. The area that the fire shower comes down in is fairly large. Even throwing it out at midscreen will greatly limit the way opponents can move without getting themselves caught in the fire shower, which would allow you to get in. When the opponent is closer to the corner, Uvarovite can be especially good in neutral because they have even less places to run, making it easier to lock them down to cover an approach. Best Ways to Set Up: The best place to set up Uvarovite is usually the same place that you would make the Taafeite for fairy oki. Instead of doing the normals you would need to get the fairy spell, you do normals that'll get you Uvarovite instead -> falling j.B > land 5B > 3C > [AAF] oki Video Example - https://youtu.be/_uas1-Iezao?t=13 Here's a more rare example of setting it up in neutral. There are definitely other ways to do this. Try to experiment Falling j.B > land j.B |> jump falling j.C Video Example - https://youtu.be/_uas1-Iezao?t=18 Kunzite of Prison Break (FFW) Launches on ground hit Ground bounces on air hit Tracks to the opponent's location horizontally Uses: Possibly Nine's most useful spell. Kunzite has a lot of great uses. Kunzite is a great spell in combos since the ground bounce it causes will allow you to easily followup with 4A/5A up close or 6C further out to keep your combo going. In pressure, Kunzite is a good overhead that can open people up for a full combo. Because throwing out Kunzite halts Nine's falling momentum completely, it's an amazing AA destroyer that converts into a full combo on hit and on block, allows her to safely come down to start pressure. Best Ways to Set Up: A very typical way of creating the spell is to use a 4/5A > 5C > 3C in a blockstring or a combo Video Example - https://youtu.be/_6Nug1EBbBg?t=1953 Another good place to create the Kunzite spell is using an alternative ground ender from Tanzanite of Mourning freeze ground by doing falling j.C > 5A > 3C Video Example - https://youtu.be/_6Nug1EBbBg?t=1957 More rare to see but air combo enders where air Crimson Raider will put the opponent in the corner is also a good place to create the Kunzite spell. j.A > djc j.C > j.C Example - https://youtu.be/ADRnZCooZvM?t=1390 There's a multitude of other ways to form the Kunzite spell dynamically from blockstrings, especially if you take advantage of spells with lots of blockstun like Fairy, Andradite and Uvarovite. Keep an eye on the elements you have in your active slot and experiment with blockstrings based on your current situation to find many more opportunities to create this spell. Morganite of Pulsation (FFA) The first hit to make contact with the opponent will always be a low. So if the first hit whiffs, the second hit will become a low. If the first hit is bloccked, the second hit will be a mid. Uses: Currently, seed doesn't see much use outside of attempts to do unblockables. It seems a bit hard to get the opponent to block it compared to other spells like Fairy, Uvarovite and Andradite. However, we might see new developments at console release when we get access to a training mode with more options to test with. Outside of unblockables, it seems like it could be a decent tool for controlling ground space. Between the 2 branches that sprout out of the ground to attack, they cover about 3/4 of the screen. Neutral Example - https://youtu.be/_uas1-Iezao?t=1469 Best Ways to Set Up: Like many spells, Morganite can be created by working in sync with Uvarovite oki. It's easier to do in the corner when you have better spacing and the opponent has less options to deal with Uvarovite oki. Midscreen Example 1 - https://youtu.be/1bDVc_2klQM?t=1015 Corner 2B > 5C > jc j.2C > [FFA] during Uvarovite oki Example - https://youtu.be/1bDVc_2klQM?t=2159 Corner 5B > jc j.2C > land 5C > [FFA ]Example - https://youtu.be/1bDVc_2klQM?t=1024 Also, while the setup will be more loose, you can attempt to use Fairy oki similarly in the corner by syncing up 4X inputs with the Fairy's attacks Fairy Oki Example - https://youtu.be/1bDVc_2klQM?t=434 Nephrite of Demise (WAF) Cannot be regular blocked. MUST be barrier blocked BEFORE the super flash. Drains a good amount of barrier on barrier block Countdown timer goes away on hit but not on block Uses: A great spell to just throw out. Closer to the end of the countdown, it gives the opponent reason to start going on the defensive or either risk having a button press get punished for big damage. On barrier block, Nephirite drains a pretty good chunk of barrier if the opponent barrier blocks while completely obscuring what Nine's doing. For these reasons, Nephirite can be great to either allow you to approach your opponent and start pressure. It can also be good for resetting pressure depending on what the current situation is when it's about to activate. Best Ways to Set Up: Because of Nephirite's long countdown, typically the best time to set it up and throw it out is when you're in the middle of fairy or Uvarovite oki so that you can waste some of the countdown time with your pressure. After throwing out fairy oki, jump forward j.2C > land 3A > 5B > jc j.[wAF] Video Example - https://youtu.be/_uas1-Iezao?t=55 After throwing out Uvarovite oki, jump forward j.2B > land 4A > 5C > [WAF] Video Example - https://youtu.be/_uas1-Iezao?t=467 Sea Moss Gate Sea Moss Gate is a special that'll allow you to swap the contents of your Active Slot and Stock Slot. Currently, it hasn't seen much use but the few times it has been used have shown some interesting potential. During combos A common combo part in Nine combos, 6C > delay 214A, can actually be done by doing 6C > 236D > 214A as well. This is pretty good for getting a fire element stock into your stock slot so you don't necessarily have to start from scratch if you find yourself back in neutral with nothing in your active slot. A single fire element might not seem like much but that single fire element can really help make it easier to make spells when approaching from neutral later on. With just a single fire element, you can create: Andradite [WF] from a single blocked A normal Citrine [AF] from a max range 5B or falling j.B poke Fairy [AAF] from a max range 5B > 5B or falling j.B > 5B blockstring Kunzite [FFW] from any simple A > C blockstring like 5A > 5C It's also just great to have that single fire element so that you can use Flux Nurture on defense in case things go south in neutral. Neutral Typically because of the way Nine's spell system works, it's usually better to use spells you want as you get them rather than to hold on to them. However if you find yourself back in neutral with a good spell, it can be a good opportunity to use Sea Moss Gate to store it away for later use. Future Development: Sea Moss Gate in Pressure? We haven't really seen much of this at all yet. However with Sea Moss Gate's short total duration, it feels like there's a lot of potential in pressure to make good use of Sea Moss Gate to store away key spells or pull out a spell you had on reserve for use. With console release coming up this fall, we might see some interesting new developments on this front. Sea Moss Gate in Pressure Example - https://youtu.be/kjpPmF3mdRw?t=4909
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All right guys. I've been a busy beaver since I've returned from Japan. Just to give everyone a head's up, I've Set up CF Rachel's movelist on the Dustloop Wiki Page. I've also updated move descriptions where necessary to reflect the changes in CF Filled out CF Rachel's combo section on the Dustloop Wiki. I'll keep adding new stuff as I see them in match and give extra details as I come across them Made and posted a CF Rachel Mixup, Pressure and Oki guide Made and posted a CPEX -> CF Rachel Transition Guide That pretty much ends almost all the work I had planned for building our CF Rachel Resources. The last item on my list is a CF Rachel Matchup Guide but this is a lot of work and a long term effort. I can only hope that most of it will be done by console release. I'll probably post it even if it's incomplete before then just so people can make use of the info that I have so far. But until then, I ask for you patience, Onegaishimasu (One day, I'll level up and actually start writing this stuff in Japanese characters., lol) Well, that's enough blabbering from me, I've got more work to do building BBCF Resources. If you guys need me for anything or want to point out a mistake I made somewhere, you know where to find me! (Here!!!)
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Again, Evernote link because for easy access and ease of passing around. https://www.evernote.com/shard/s624/sh/3b480a7e-5d41-4d79-8fe4-7eeebd581fc6/3065a148a58af52cc5ce42cb69aa88df - Introduction Hey Rurouni here, Welcome to the CPEX -> CF Rachel Transition Guide. I got this idea while talking with SoWL in the Bullet forum about whether or not we should include changes to system mechanics to the final changelist I was compiling and decided I would make one for Bullet and Rachel. What's this "transition" guide for? I'm glad you asked! A lot of the other guides I've written (and have yet to finish writing) concerning CF are both designed to be as informative as possible for potential newcomers and to cover only one specific topic. If you've been a long time player of Rachel, I didn't really want you to have to go through these giant walls of text and try to figure out what's new so instead I've written a guide aimed at highlighting the most important changes that you need to be aware of coming from the previous version. At the same time, I wanted to inform people of possible changes to things that didn't really fall into the topics that the guides cover or normally get talked about. Things like changes to the overall gameplan and thought process of the character. This is my first attempt at this sort of thing so I'm sure it'll be a bit rough around the edges. So, uh, please bear with me!!! - Overall Better wind economy In general, the wind situation is much better for Rachel in CF. For the most part, you should always have a good amount of wind at your disposal at all times. A few of the changes that have led to this are: It's unclear whether it's due to a change in gravity or the float properties on some normals but in general in CF, Rachel has to spend less wind to juggle the opponent. As a result, a lot of routes that required 2 wind stocks to stabilize an air to air juggle now only require 1 and a lot of routes that required 1 wind can now be done windless. Lotus oki requires no wind, allowing to you to save a stock of wind you would normally use to wind the pumpkin for a meaty on an opponent's wakeup Tempest Dahlia recovers 2 stocks of wind during the distortion now and is a great way to restock on wind in the late game ASW has given Rachel the ability to recover wind in the air but at a significantly reduced rate. It isn't much but it does help a lot with recovering more wind when you're juggling opponents. Much more deadly corner game Rachel's corner game has changed a bit. In addition to her usual very oppressive corner oki + high/low mixup and pressure, the new corner Ivy Blossom combos can deal a large amount of damage to the opponent if you have the resources to spend. Not only does it speed up how quickly you can die in Rachel's corner game but it also makes it so that even just getting opened up near the corner can be fatal to the opponent. As a result, you'll find that CF Rachel's ability to make comebacks in the late game is quite good. - Neutral No more Pumpkin As you all probably know by now, Rachel's pumpkin has been removed in CF. As what was once Rachel's most powerful tool, you're definitely going to feel the weight of it's absence in CF. However, it's loss is mostly felt more on the how you should approach individual matchups level rather than a universal improvement or decline in Rachel's performance. If you used to play Rachel with a more Pumpkin centric gameplan, then you'll probably feel the difference a lot more than most. Improved Lotus On the bright side of things, the buffs to lotus' start up and recovery have made it much more usable in neutral. Windless lotus in the right formation can control space very well and can be troublesome obstacles to halt an opponent's advance at fullscreen distance. Lotus controlling space to cover a frog summon Example 1 - https://youtu.be/Z0Lyn72-Tlc?t=99 Lotus controlling space to cover a frog summon Example 2 - https://youtu.be/Z0Lyn72-Tlc?t=218 Depending on where the lotus spawn, you can sometimes use them much like you used to use pumpkin by winding them towards the opponent to cover an advance. On hit, you can convert it into a full combo and on block you can start pressure like you used to with pumpkin. Winded Lotus covering an approach -> https://youtu.be/K-s19aXysD4?t=8530 Also similar to pumpkin, you can use winded lotus to save yourself in a jam if you're stuck in the air and need a safe way to get back down. It requires you to know where your poles are beforehand though so that you can wind the lotus in the right direction. Winded Air Lotus help Example -> https://youtu.be/4PQ-h2ercxQ?t=4927 Winded Ground Lotus help Example - > https://youtu.be/Z0Lyn72-Tlc?t=1222 Another more subtle benefit of the improved lotus and its more frequent use in neutral is that your opponent will have a lotus attached to them more often. This will help your neutral game a bit because of 5D gaining homing properties and the extra push wind will give while a lotus is attached. This extra push is especially useful for getting George across the screen with a winded 236A accompanying it. 5D extra push to get George across the screen example - https://youtu.be/Z0Lyn72-Tlc?t=769 When you start playing CF, I recommend experimenting with the new lotus a lot in neutral, both wind and windless to get a good feel for what works and what doesn't. - Mix Up, Pressure and Oki Mixup is pretty much the same. It's oki that's undergone change due to Pumpkin loss, Improved lotus, New Ivy Blossom and no cooldown on George. Most notably are: - You can go for lotus oki midscreen from doing stuff like 6A > 236B > Lotus oki - Pumpkin oki has been pretty much replaced with lotus oki in the corner - Much more rare to see but there are some combos that allow you to end in an Ivy Blossom + Frog oki setup For more information on the specifics of the new Lotus and Ivy Blossom oki, please check out the related sections in CF Rachel Mixup, Pressure and Oki Thread: http://www.dustloop.com/forums/index.php?/forums/topic/12745-cf-rachel-mixup-pressure-and-oki-thread/ - Combos 6A always floats now. Mostly used for midscreen routes In CF, j.C float under the effects of 5D wind has been removed and replaced with 6A giving a low float, even without the use of wind. This has resulted in midscreen combo routes on grounded opponents involving 5CD > 6C > j.C being replaced with 5B > 6A > jc delay j.A > j.B > delay j.C instead. SMP removal = less use of microdash 3C > 214C as a combo part The changes to how SMP works has also made the old CP combo piece of doing 6A > 236A > micro dash 3C > 214C more optional and less used in most situations. A lot of the times you can replace it with another 5B > 6A > 4B instead. 6B's new crumple. More stable confirms into full combos Perhaps one of the most noteworthy changes for long time players of Rachel is that her 6B no longer blowsback full screen on ground CH. Instead, it'll just cause a crumple state. This is a pretty good change because it's more stable to confirm into a full combo anywhere compared to the old IAD route. Typically you'll see CH 6B > microdash 6B > jc j.3DB > j.C > 5B > 6A > jc j.A > j.B > j.C > 6A > 4B > 5CC New ender for corner combos In CF, the corner combo route has changed but it still uses a lot of parts and pieces you've probably gotten familiar with in CP. The most noticeable new parts are * 5CC > 6C > j.C > delay j.236C at the beginning. The j.C > delay j.236C was done in CPEX but the chaining into the route directly from 5CC with 6C is new and * 5CC > 214C > 6A > 236A/B > 3C |> 22A at the end. The removal of SMP opened up an interesting new ender here that allows us to churn out a bit more damage and set up lotus oki Corner Ivy Blossom combos spikes damage output Of all the new combos in CF, these combos are probably the ones that caught your eye the most. A single Ivy Blossom can add up to 600 unscaled damage to a combo so the basic theory of these combos is to get out an Ivy Blossom, keep comboing them while the bats drain life and then throw out another Ivy Blossom before using BBL, which will keep the opponent in hitstun long enough to get the most out of the second Ivy Blossom's damage over time. The exact route can vary based on whether you started in the corner or you started the combo close to the corner and ended up there but in general, the corner route goes 5CC > 214B8D > 6A > 236B9D > 3C > 214B > 3C > 632146C > 8D Change in FC 5C route due to George having less shock. Requires at least 25 meter now for best damage Unfortunately, one of the side effects of george's shock doing less hits in CF is that the old big punish combo from FC 5C doesn't seem to be possible anymore meterless. You'll instead have to spend at least 25 meter on a Crush Trigger where you would've done 2C > (frog activates) FC 5C max damage Example -> https://youtu.be/K-s19aXysD4?t=8601 New midscreen ender from 5CC that uses 2 wind After knocking an opponent away fullscreen, you have the option to stay close at the end of the combo by doing 5CC > 236C > 3D > j.214C > j.5D > land 6A into either 236B > 22A oki or 4B > frog summon. It'll cost you an extra 2 wind to do but in CF's wind economy where many routes require 0-1 wind to do, it's not as steep a price as it might sound at first. The price is also definitely worth it considering the corner carry 5CC will give you just on it's own without factoring in the combo itself. Please see the combo section of the wiki for more details: http://www.dustloop.com/wiki/index.php?title=BBCF/Rachel_Alucard/Combos - Early Match Up Notes for New Characters? To be honest, when I first started writing this guide, I was going to put some tidbits for the matchups vs Naoto, Hibiki, Nine and Izanami here. Long story short, my idea evolved into a full blown CF Rachel Matchup Guide (Still in the works!!!). But I'm thinking it wouldn't be a bad idea to just write a brief paragraph about each MU here later? Not really sure. Feel free to reply and give me your thoughts about it. If I do update this guide with it, I'll be sure to post here that I did and tweet about it.
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Evernote link to make it easy to pass around and easy access for those who prefer evernote and junk. https://www.evernote.com/shard/s624/sh/bf8a398d-8544-42a6-81c1-8886329ab2d2/fddbd5b39bcbfcee80fb987278e18423 - Introduction Hi Hi, Rurouni desu. This time I'm here bringing you a Rachel Mixup, Pressure and Oki guide. I originally started this idea of a mixup, pressure and oki guide back in P4AU after Marie's release. Marie was a character that had a lot of cool tools, similar to Rachel, and it wasn't immediately obvious how to structure your mixup and pressure with her. So I wrote a guide that I hoped would help Marie players understand not just what their options were but what are the potential weaknesses they need to look out for and how different options can compliment other options to improve your mixup and pressure. Since making the Marie Mixup, Pressure and Oki guide, it's been my hope to make this sort of guide a standard here on Dustloop. In secret, I had plans to create a mixup thread for every Persona character when 2.0 released on consoles. Unfortunately, we all know how 2.0 Console release ended ;.; I don't think I'm going to do anything as extreme for BB for the upcoming BBCF release but I will be trying to do it for a good amount of characters or as many as I can with the time I have. I probably won't be able to go into this much detail with everyone though. (P.S: I probably will go back and do those mixup threads for Persona 1.1 instead after I'm done my BBCF work) For Rachel in specific, I also wanted to do this mixup, pressure and oki guide to provide an alternative perspective from Sakaku's Rachel Bible and TD's Mixup thread. I wanted to put more emphasis on how to optimize the structure of your mixup and pressure with this guide. I also wanted to structure the guide in a way so that its easy to see that there are points to vary your pressure at almost every button you press in Rachel mixup and pressure. Instead of thinking in terms of pre-canned blockstrings like most other characters, there's a higher emphasis on dynamically making your blockstring as you go that you should get comfortable with. - Overview Rachel's mixup revolves around her instant overhead that she can do by doing a short hop j.A by making use of a 2D wind. This gives Rachel an exceptionally strong high/low mixup game compared to the rest of the cast. But Rachel's mixup and pressure only truly reaches its full pottential when she is in the corner and her oki options become oppressive. There are ways to escape her oki setups midscreen if the opponent is knowledgeable and on guard but a lot of these problems disappear in the corner. In the corner, her oki is not only able to deal with many wakeup options, it's also capable of baiting counter assaults. When you combine this with Rachel's really good high/low mixup, you get a corner mixup and pressure that might very well be the most scariest to deal with in the game. Once Rachel puts an opponent in the corner, they might die in that corner. - Tools IOH j.A Go to Overhead. Even on block, you'll have very good options to go for more mixup or continue pressure. j.B Mainly used as an overhead in the fuzzy guard mixup. It can be used as an IOH overhead in the same manner as j.A. It's slower but it's also a better starter. It's usually better to just go for IOH j.A though. 4B The overhead mixup option you use when your opponent has completely forgotten that this normal can be used as an overhead mixup. Not really recommended to use as a mixup. Not only is it a slower mixup compared to IOH j.A, your options on block are also much more limited in comparison. On the bright side, it is a better starter and doesn't require wind so maybe it wouldn't be too bad to go for when you're low on wind and want to conserve wind 2B Go to low. Much like IOH j.A, you'll still have good options to go for more mixups or continue pressure if your opponent blocks it correctly. 3C An alternate low mixup option. Unlike 2B, it doesn't have any good options to go for more mixups on block and your pressure will probably come to an end here since it's -2. You mostly want to use this option in two situations. On an opponent's wakeup during frog oki. On hit, the shock from George will allow you to pick up the combo without spending a wind or using a pole/lotus for iris. On block, the shock from George will allow you to reset pressure. Winded 3C can be a good complimentary mixup after using j.3DA a few times to try and get yourself back in close to an opponent after being pushed far out in a blockstring Throw The mixup option you'll be luckily to see once in your lifetime. Okay, maybe I'm exaggerating just a bit but it does sum up this mixup very well. Rachel's high/low game is already so good that there isn't really a good reason to try and go for a throw mixup, especially since a throw tech will end your pressure right away. On the other hand, the fact that you have no reason to go for it is the very reason it'll work if you go for it once in a blue moon. Video Example - https://youtu.be/4PQ-h2ercxQ?t=4572 tk 214C (2147C) If you have a lotus attached to the opponent or a lobelia pole on top of them, tk Sword Iris can be a great way to reset pressure because of how + it is on block. - Different types of Oki Lotus Experimentation with lotus oki began in 1.1 when it's attack level got increased to match Pumpkins but ultimately, both pumpkin and frog oki ended up being better and more used. In CF, Lotus oki has become the most used oki in the absence of pumpkin and also thanks to it's improvements in startup and recovery. Lotus oki has many great pros. Lotus only hits once but its active for a long period of time, making it easy to deal with all kinds of wakeup options. Lotus automatically seeks out the opponent, making it unnecessary to spend wind like the former pumpkin oki and making it even easier to conserve wind in CF. Lotus oki means you'll have an attached lotus to work with in your combo later if you need it. Using the attached lotus to extend a combo with sword iris leads to alternative combo routes that will allow to not have to use a stock of wind and keep regenerating wind instead. You can also use the attached lotus to reset pressure with tk Sword Iris. Setting it up Midscreen Midscreen, lotus oki can be set up by doing 6A > 236B |> 22A at the end of the right combos. You can change the timing of the lotus summon as well. If you summon the lotus quickly, it'll force the opponent into blockstun when they air tech low to the ground. If you delay the lotus summon, it'll force the opponent to block the lotus when they've landed. Midscreen lotus oki from midscreen 236B Example - https://youtu.be/Z0Lyn72-Tlc?t=440 Setting it up in the Corner Typically, lotus oki is setup in the corner by ending your combo with 214C |> 6A > 236A/B |> 3C > 22A oki. However, in cases where you started the combo close to the corner and ended up midscreen, it can also be set up by doing 5CC > 236B |> 22A Corner Example - https://youtu.be/AIBItQNlgiA?t=138 Close to Corner Example - https://youtu.be/Z0Lyn72-Tlc?t=517 Close to Corner Example 2 - https://youtu.be/Z0Lyn72-Tlc?t=417 George/Frog Summon George at the end of the right combo to have him activate his shock on the opponent's wakeup and trap them in blockstun for an extended period of time. Mostly used when a combo ends close to the corner. When combined with the right windless or winded lobelia, it'll force them into the blockstun of George's shock, giving you time to run up and start mixup and pressure. It can also be good for midscreen oki in situations where you want to try and keep momentum and your current combo is ending with 6A > 4B > 5CC. In these situations, you can cut the combo short and do 4B > 214A instead. Close to Corner Example - https://youtu.be/AIBItQNlgiA?t=273 Midscreen Example - https://youtu.be/FYarNUEZ168?t=209 However, George oki isn't completely inescapable. It's important to note that George's shock won't immediately hit the opponent if they neutral tech immediately, giving them a chance to jump out of it. It's also possible for the opponent to delay tech through most of George's shock. Doing 2A after summoning George should solve both of these problems though. If they try to jump, they'll get tagged out of their jump startup and get opened up off the bat. If they try and delay tech, 2A will OTG out of the period of time where they can't tech at all after hitting the ground. Once you've done this a few times to show you know how to deal with it, your opponent should start realizing it's too risky to go for these options except very sparingly and you can start doing other stuff on their wakeup instead. Also, you should keep an eye on your opponent's meter. If they have 50 meter, they might try and take advantage of George oki's blockstun to try and counter assault out of your pressure. To discourage this, play around with the timing of when you want to start your pressure from oki. If they try to counter assault right away and you instead choose to wait a bit, you'll block the counter assault and will be able to go for a full punish. If they try to delay their counter assault and you go for a mixup immediately, you might just end up opening them up before they even get a chance to use their counter assault. Additionally, Jin and Hakumen can Yukikaze out of George oki. There's no real danger to you so long as it catches the shocks from the frog but you still need to be ready to hop over the strike and chase after the Jin and Hakumen player. Yukikaze Video Example - https://youtu.be/lg6CF4Iw3xM?t=5336 Ivy Blossom Summon Ivy Blossom at the end of a combo to drain some life from your opponent as you do your followup pressure. Typically, doesn't see any use in matches since it doesn't really offer much in terms of handling wakeup options compared to lotus and frog oki. Combine this with the fact that Ivy Blossom corner combos already do a lot of damage and the minor life drain you'll get from Ivy Blossom oki doesn't really seem worthwhile. If you attempt to go for this oki, I recommend doing it from a combo route that'll allow you to get both frog and ivy blossom oki Example Combo - Corner Ivy Blossom + Frog Setup - https://youtu.be/Lv8ICY-WKp0?t=1433 Instant Overhead (IOH) How to Input it There are two different ways to input it When you do it raw on an opponent's wakeup or another situation, you'll have to input it as 2D > jump forward j.A. Usually you'll want to do this from situations where you can hide that you're holding 2 down for a while so that you can do this input comfortably without getting a super jump. When you cancel into it from a normal, you should input it as X > 9jc j.2AD to make it harder to react to. Getting the most out of IOH j.A IOH j.A may not be reactable on its own but that's still a 50/50 chance of the opponent blocking a mixup. That's a bit too big. We want to turn that 50% chance of blocking the mixup to almost no chance of blocking the mixup so that we can minimize wind used to open up the opponent. The trick to improving your odds of opening up your opponent is straight forward: variation. We're going to vary the points at which we'll throw out the instant overhead, making the opponent not only have to guess whether to block high or low but also when they need to do it. Raw 2D j.A - https://youtu.be/lg6CF4Iw3xM?t=4905 5A(1) > 9jc j.2AD - https://youtu.be/FYarNUEZ168?t=212 5A > 9jc j.2AD - https://youtu.be/FYarNUEZ168?t=169 5B > 9jc j.2AD - https://youtu.be/Vj42DygQ_Uk?t=212 - When to use 2B You can go for a 2B mixup in many places but not all of them are equally as great places if your 2B gets blocked. We need to be careful about controlling our distance from the opponent. We don't want to get pushed out too far if we don't have to or IOH j.A will start whiffing. The best places to go for 2B are: On wakeup -> There's no better way to minimize how much pushback you'll have to deal with on a blocked 2B then to make 2B the first thing you do in your blockstring. After a blocked IOH j.A -> Great place to go for a 2B for similar reasons as doing it on wakeup. A blocked IOH j.A > j.B puts you at a distance comparable to the positioning you would do wakeup 2B. Video Example https://youtu.be/FYarNUEZ168?t=178 This isn't to say that using alternative blockstrings to go for a low are discouraged. Stuff like 5B > 2B is still a very good option to go for a low but requires taking advantage of you training your opponent to block high after 5B first by putting a higher emphasis on doing IOH j.A previously. Long story short: Ultimately, the best way to make sure 2B doesn't result in you getting pushed back too far is to structure your overall mixup and pressure in a way that people blocking 2B is fairly low to begin with. So your IOH j.A got blocked. What now? Congratulate your opponent. He managed to block the first in a series of hard to block mixups. Can his luck hold up though? You have three options at this point: Fuzzy j.B overhead. After chaining into j.B from your blocked IOH j.A, do double jump j.B to go for a second overhead. Video Example - https://youtu.be/4PQ-h2ercxQ?t=4711 Land after chaining into j.B and go for a 2B low to open people up who remain standing to block a fuzzy j.B Video Example - https://youtu.be/FYarNUEZ168?t=178 Land and just reset pressure from here. You can for IOH j.A again either raw or from cancelling 5A (1), 5A, or 5B or do whatever else you want. - You've let yourself get pushed back a bit far back during a blockstring. What now? So, you've let yourself get pushed out far enough that you can't go for the usual IOH j.A or 2B mixup. Maybe you decided to throw caution to the wind and after 5B you went "Screw it, I'm going for 2B now! I've done IOH j.A a bunch after this, there's no way he'll expect it coming!" and the jerk actually decided to keep crouch blocking. It doesn't really matter how you got here. The point is you're here and you need to deal with it. You have four options Wind yourself back in and go for a mixup at the same time by doing 6B > j.3D > delay j.A Video Example - https://youtu.be/K-s19aXysD4?t=8866 Chain into a winded 3C to try and open them up low if they're expecting you to try and wind yourself back in with the above overhead option Video Example - https://youtu.be/lg6CF4Iw3xM?t=5094 If you have a lotus attached to them or a lobelia pole on top of them, take advantage of 5B or 6B being jump cancelable on block to do tk 214C. As mentioned earlier, tk Sword Iris is pretty + on block and will allow you to run up and reset pressure Video Example - https://youtu.be/FYarNUEZ168?t=1334 Retreat. Take advantage of 5B or 6B's to IABD away. Sometimes, it's better not to push your luck, especially if you're running low on wind. Video Example - https://youtu.be/FYarNUEZ168?t=1027 - Overdrive Raid and Exceed Accel In CPEX, Overdrive Raid wasn't too big of a deal as a Rachel player because the way her pressure and mixup is structured made it hard to catch her whiffing something with long enough recovery to punish. Usually, it pretty much required just as much of a guess as blocking her 50/50s and so it wasn't worth wasting your burst on such a high gamble. Unfortunately, the addition of Exceed Accel has changed things. The ability to go straight from Overdrive Raid's invuln straight into Exceed Accel's invuln makes it dangerous to try and continue pressure. There still isn't much risk to Rachel since she can usually react to the Overdrive Raid's super flash in her pressure and retreat but it can be troublesome because this scare tactic can force you to have to stop your scary mixup and pressure game or risk eating 2-4k damage and still losing momentum anyway. There are some things you can do though to try and prevent putting yourself in this sort of situation. The root of this problem is Overdrive Raid. Fortunately, Overdrive Raid works similarly to Counter Assaults, so you should consider taking similar counter measures. Keep an eye on your opponent's burst. When you see they have a burst available, you need to start carefully deciding the structure of your pressure and oki. You might consider shying away from George oki since this is a very easy target for Overdrive Raid and Counter Assaults. You might also consider higher emphasis on opening people up very early with stuff like raw IOH j.A, 5A (1) > IOH j.A and wakeup 2B while putting a lower emphasis on using 5B in your blockstrings which is also an easy target for doing Overdrive Raid.
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Ah, I see. Thanks for clarifying! Crossfire Wheel, huh? I like it
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Thanks a ton for translating! Lots of good info here. Some things I knew, others i did not. One quick question though. There's several mentions of "Cross" in the translation. Is this referring to the new command grab? I didn't know the official name of it until now. I did not know Cutting Shear no longer gives untechable knockdown. Oof, ASW really is just piling on the work needed to keep playing this character in CF. At least that explains all the rising j.A stuff I've been seeing and the awkward Capture Break enders. Afterburner ender having better advantage if the move that hit before it was an air hit is a pretty nifty detail to know. I wonder how much more we're talking about though. It's worth experimenting with. Bullet's EA giving you more + on hit than other EAs is a nice touch.
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[CF] Hibiki Kohaku General Discussion Thread
RurouniLoneWolf replied to Monarch's topic in Hibiki Kohaku
yeah. IAD j.C is definitely a pretty good option to keep in mind for oki. I'm pretty sure it'll safe jump reversals as well if the opponent doesn't delay tech like Fenrich did in Monarch's example. -
Didn't know you started off playing Melee. That's pretty neat. It makes since that you're pretty comfortable with pad then. Also it's good to hear that the new double snaphance combos aren't demanding. I guess it really is possible that they just don't know about them then. I'm looking forward to learning them when console release happens ^,^
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Sometimes, I call it pinging. Sometimes, I call it paging and when I'm on the receiving end, I even like to call it summoning, lol. But really I just mean using the @ UserName feature to send a notification to a person to grab their attention. It's a pretty useful feature when you need someone's input in a thread. Bullet would be way better if she had a regular run dash but that's not what ASW was/is going for with the character. They want players to make smart use of good movement and her drive to make up for her lack of a run dash. It's just that they've never really gotten the balancing of the drive part right. CPEX was probably the closest they came to getting it right. Adding the ability to special cancel drives really boosted the rewards of hitting people with a lock on and increasing the range of j.D made it even easier to use in neutral. It felt like they were on the right road in CF with the changes they made to 5D and other adjustments. It's just that going into the last loketests they convinced themselves that the new 5D was too good and decided to nerf the pushback on block, which more or less ended up making 5D too risky to use for the most part. At least that's my interpretation of the new 5D. Who knows. Maybe somewhere in Japan off stream, 0 and MC are making great use of it. I remember watching this CMV. I've been wondering why I haven't seen many JP Bullet players use them yet though. I'm curious if there might be some execution or stability issues. It could also just be that they don't know they exist or they're just not using them just because. I'll have to look into it when the console version releases. Have you had any difficulties practicing them at Round 1? Oh I see. I guess you're mostly a pad player Lunais? I guess only being able to play CF on stick kind of sucks. Oh well. Doesn't hurt to get used to playing on stick. You might find yourself in Japan one day and want to play in arcades.
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Been a while since anyone's posted here. Unfortunately, I'm a bit too busy updating the BB Video DB all the time and with other stuff to post videos here too but you guys can pretty much just follow along here http://www.keeponblaz.in/?character1=rc
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huh, now that you mention it, I guess I can see a bit of the crossover between Bullet and Izanami. She's a pretty cool character. If I didn't already have like a million characters I want to play in CF, I would probably sub her too, lol. Also, thanks a lot for giving the translation a shot. I'm sure there's some interesting things for me to steal toss into the mixup and pressure guide I'm going to work on while giving proper credit ^,^
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An update on what? If you're trying to get someone to translate that Bullet Okizeme document, it might be best to ping someone like @SoWL directly (Whoops, guess I just pinged him) and ask very nicely. One more thing, that snaphance infinite was pretty neat. One more thing, in case no one knew already, Futaba and Asai switched to Izanami. So if we add Kurenai now only playing her casually, not seeing MC footage since like December and 0 footage since like beginning of CPEX, we're running out of Bullets to watch. I think Rascal and Nochan are all that's left and they do some questionable things ;.; One more thing, I finished that transition guide I was talking about with SoWL at CF launch. I finished it like 3 months ago but I've been dragging my feet posting it because I keep hoping to see some new footage of a great Bullet so I can add more content. I'm going to start working on other content for CF Bullet soon like her wiki, possibly a mixup+pressure thread and start compiling info on optimizing handling MUs. Feels like we're going to need every little bit of help we can get to survive CF 1.0 at the moment One more thing, Played CF Bullet a bit while I was in Japan. Don't have anything report other than it seems like Bullet's j.D does have as much range as the old CPEX j.D if you do j.[D] but when the circle first appears before it starts growing, it's definitely much smaller than CPEX Bullet's j.D when the circle first appears. Also, doing the drive follow up to her command grab is one of the most satisfying things to do in the game for me right now, lol. One more thing...Sorry. I just wanted to keep the gag going. I'm actually done. (I wonder how many people actually got the "One more thing" joke, lol)
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Yes, yes you do kirbster-senpai. But to be honest, this is what BB balancing does to us. They usually like to take away all our nice things ;.; Anyway, on the topic of Corner Ivy Blossom combos that TD brought up, they're great but you usually want to reserve them for kill combos or a combo that's going to put them on death's door. If you've been watching N-O's Rachel religiously since CF release, you'll notice he went from using it as soon as the opportunity arrives to holding out for kills combos and there's a great reason for that you might've already picked up on from watching more recent N-O and Tetsuwo footage side by side since Tetsuwo still uses corner Ivy Blossom combos the way N-O used to. Corner Ivy Blossom combos do a lot of damage but they also use up a lot of wind, 50 meter and the positioning of the oki you get afterwards won't allow you to beat roll tech as easily as the usual lotus route. For this reason, the moment to counterattack for opponents is in reality not bursting out of the combo itself but instead, roll teching, CAing, bursting out, ODRing or EAing out of the follow up mixup/pressure if they have sufficent health to warrant the use of resources. If they can successfully get out, they'll be in a very good position to take momentum because the Rachel player usually only has 1 wind and low meter to defend themselves with. In the grand scheme of things, I think Ivy Blossom combos are fine and are properly balanced...but yeah, ASW usually doesn't like characters having extremely nice things beyond the usual 1.0 release so expect Ivy Blossom to become useless maybe as soon as a 1.1 update, lol
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Translation of Ruu's Personal Impressions of May by BloodWolf https://www.evernote.com/shard/s733/sh/36946ad5-7fbc-4389-9af3-62066adf4c8e/3c085c915d6e04db495b290d2d42628b
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Mike (Jack-O) vs Hase (Slayer) FT7 https://www.youtube.com/watch?v=p7mUpf_YeDE FG (Jack-O) vs LOX (Bedman) https://www.youtube.com/watch?v=TXxeGbpdhYk&feature=youtu.be https://www.youtube.com/watch?v=BRzcJZFKSS8&feature=youtu.be FG (Jack-O) vs Samitto (Chipp) https://www.youtube.com/watch?v=4qJsFtFqvNY https://www.youtube.com/watch?v=of4tvVtgr4o Jack-O Overview By Drunkenchicken https://www.youtube.com/watch?v=_omh394R65E&feature=youtu.be&a
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Hi, hi. I've been finalizing my personal CF Rachel notes since I'll be in Japan for KSB in about a month. As an addendum to the earlier combo video I transcribed, I've gone over recent N-O footage to see what sort of combos he does presently and thought I'd post them here since it might be useful. Not many changes. The most noteworthy thing you'll see different compared to the transcribed combo video is the change in corner enders. A lot of corner enders are now 5CC > 214C > 6A > 236A |> 3C > 22A. Still a work in progress at the moment though. I still need to find a CH 6A and j.3DB/C starter combos to add to the list. I also want to add a midscreen combo with the new ender N-O uses to stay close after 5CC by using 2 wind.
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[CF] Nine the Phantom General Discussion Thread
RurouniLoneWolf replied to Monarch's topic in Nine the Phantom
Thought I'd post this. It's a few notes I wrote like a month ago but got lost in my many, many notes and things to do. Not really noticing anything new in particular these days so the next time I post, I'll probably focus more on matchup tidbits. Probably Carl next since Saki vs Ryuusei or Chiri is a pretty common occurrence at Playspot Big One (Early Preview: This matchup is SOOOOOO boring, lol) Fairy goes away on block - https://youtu.be/N8bspwDhfU8?t=4342 Seen Shadow messing around with this a bit in his sets a while back. When nothing is in the active slot, 5A > 5C > Electric Orb For pressure reset or force them into taking to the sky. Or you can vary it up with 5A > 5C > 3C to get Kuzinite instead - https://youtu.be/FZjNmqGvpu0?t=362 Random Nu-13 notes I took since this is when one of the few MUs that interest me: Teleport dash can be good to get past Ds and punish the whiffed D in some cases but on the other hand, careless teleport (air) dashing can get blown up by Luminous Slave - https://youtu.be/ZwDx3epC8Cc?t=4164 Strategically placed gravity seeds can be problematic to deal with - https://youtu.be/N8bspwDhfU8?t=4328 -
FR19 - P4AU - Winners Final - Tectal Eastside vs Yohosie (Kanji) https://www.youtube.com/watch?v=b-NQEOWUj6I FR19 - P4AU - Grand Final - Syklone(Naoto) vs Tectal Eastside https://www.youtube.com/watch?v=VD8SwVRxV4w
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[P4AU] Rise Combo Thread Updated 8/1/15
RurouniLoneWolf replied to Tecta1Eastside's topic in Rise Kujikawa
Looking at the evernote Tectal put in the OP of the thread, this combo seems to get you a bit more damage and the scan. Give it a shot. CH 5C(2) > 5B > 214B > 2B(2) > 5c(2) > 214B > 5AA > 5c(2) > 22B > delay 214A > 66 2C > 5D > 214A Dmg 4937 SP 40 Scan