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Everything posted by zaeris
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5b does pick up some of the cast e.g. ragna.. but to get them into a corner situation is rather rare. beside that on non tech opponents just charge her 214d and break some primers.
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lol. forget it.. I'm getting trolled by some random cake posting on my visitor pages.... okay c-ya then
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Thats more likely due to its lack of hit box.... its is more likely to whiff on far pokes.. With that sad its a good Dp vs attacks that are forward moving which shifts hit box forward.. its something you learn when you're confident enough.. for now just DP all of noel D strings... to me that is more broken than OP since its giving him a free curse method even though it uses 100% people shouldn't have to bait it... and its more funny being chip to 0 health than dying to bugs from random places.
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I'm just trying to comprehend this.... But the idea was suggesting turning her CA into an act pulsar of CT which is the same as noel teleport CA. This doesn't mean its spam-able since you would need 50% heat which lambda burns often to get her BnB off.. CA assault is an escape method which everyone has it doesn't change the idea behind it.
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more offensive orientated can looked fun but not ideal if we look at risk and returns.... lets see where SBO this years goes since there hasn't been a foreign team that has pass the first rounds of SBO yet to my knowledge.
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I'm not sure if you can call it a safe panic move. But if it makes you feel better i will take a very large punishable (ragna infernal divider) reversal srk over a 10-12sec cool down..
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I had written an entire paragraph on burst baiting before but decided not to since it wasn't ask of before. You do have to realise that in many of rachel's matches people are frequently using barrier to avoid her pressure/mixup ectera. hence burst becomes more baitable and to a point you can just destroy nu after one KD, combo and build bar. Bait burst into rc and go into BBL for the finish. Rachel never had trouble with baiting burst except in corner sitiation when you summon forg which is a burstable point but you could always opt to do loberia B into BBL. So from my perspective I don't believe rachel has a problem with staying in since the opponent is more or less depleting his/her barrier bar guarding aginst your mix up. If they burst early which is when burst is quick then you have a situation that fits your discription. As for teleport... well its just like every other game (akuma sf4).. using a higher level yomi and predict it. since mid screen act puslar is reactable into punish being negative. As a run away tool rachel can chase.. beside there are funky wind option rachel can take to move around swords. Her real issue is Nu having more complete combo which are large and forces her to always tech to avoid said combo. Side note: there are other ways to recharge wind bar... out of the many option people can chose to end their combo into ground okizeme (tensionless or 1+wind usuage) into frog pressure or combo into BBL+pole which gives back a lot of wind. the only thing i will agree with that it is a bad match up and two rachel needs to work harder for said match up which means zero since its the same for everyone.. I know a lot of ragna I've played against complain when rachel can just out zone them into damage. If there is anything really you just accept if you're being out zoned.
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To fully punish it would IB 5dd (nu's) 66DB for CH fork I'm surprise people would complain about using wind to get in since its more free.... recharge and learn to block.. If rachel had to rc to get in then you might have an issue. Side note when someone out zones you better you're force to attack up close to get in, this is in all games.
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try staring at tager for a few sec, things will click once you realise you can just look at tager and he will do nothing..
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I probably should stop trolling people around ^^, a well, but if anyone wants to keep going at it and entertain me with constructive argument I wouldn't mind the challenging even playing the devil sometimes. Okay you've won, I will find something else to entertain myself or when the next person makes a post I can play with.
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says the one liner~~ dumbass.. can't you do better than sprout insults... lol.. well I figure since its DL filled with noobs ^^. awell I was having fun making debates regardless of the outcome.
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I feel your stuck to traditional game-play which hasn't evolved.. the concept while grasp should be more complicated to include other things. Round start is only at that instance since the position and movability is null. You can argue there is neutrality because time has stop but once the match begins and people start moving there is zero neutrality, you either block from full screen or attack your opposition as there is no such thing as a breathing zone with zoner. If you provide space your 'neutrality' you're only inviting an offensive from a zoning type characters. There is always action because it is not in your best interest to go into neutral~ Feel free to stop posting~
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seems to be an argument of semantics. I can create pressure by moving forward, as the term implies it is a forces or an exertion of forces distance isn't a problem but whether you can argue how effective it is. Would you like to define neutral for a zoning type characters since pressure or block string can be achieve anywhere on the screen if there was a neutral it would be the other person being at a disadvantage which is never even unless the zoning characters is blocking.
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probably more akin to an arbitrary scoring..... since I wouldn't say getting a D on a test is below average but failing. Spike chase makes people jump but you can stop air advancement with 6dd and 2dd as an aerial block string since those are jump cancel-able......into jc j2dd ectera the pressures goes. Spike chaser forcing people to jump however it doesn't mean it stop functioning as a primer reduction remove its not a matter of semantics as spike chase does reduce primer whether they jump or not another factor is it. ( ahhaha, awell~~) zoning and pressure are interchangeable terms since both meaning are equivalent with regards to a zoning character. You can arguing zoning is a form of pressure. Venom is an example where it's a set of pressure and zoning game, hence it is an interchangeable term when you talking about zoning characters. Is her zoning game stagnate where she doesn't have much option? its still reactive where unless lambda does something he opponent can only take action afterward.. I suppose my view of pressure is different since to me forcing a jump is an effective form of pressure while limiting option are consider or constant blocking string are common conception to pressuring... A character analysis should include guard crush since it isn't a minor factor but plays into her character being more prominent than what you believe. It's the same way people do include unblock-able into character analysis although it would depend on its influence factor, guard crush is the same here, it has enough influence that it should be included for a complete analysis. I don't agree with the scoring but since you're using a different standard to what use to I'm going to leave it at that.
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You can still link tk crescent from any move it doesn't have to be jump cancel to be effective.
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Lots of text as usually... A 17 frame overhead doesn't stop it from being ambiguous within its feint cancel which is the primary objective of using lambda. Since focusing on lambda high and low games requires a level of yomi than actual reaction itself cannot be reliable. If you believe its within human speed to react to feint from normal tk crescent saber than fine you can say her mix up are terrible~~ lol, I can't believe you would called it buzzsaw... awell words I would never use.... but as it goes you can make your opponent block those by making them land into it.. which is doesn't by them trying to spike chaser via jump and air pressure lock down into 236d. Guard crush isn't her primary game in itself but its what sets her combo situation.. causing them to jump its actually doing two things at once, a focus on guard crush applying pressure via primer reduction and setting it aerial opponent for AA its into larger damage. From what I've highlighting saying her best chance to guard crush is doing her super is rather a falsely looked upon view.. she has an equal chance of guard crushing her opponent even tk crescent saber can break primer and with that people block those more often. primer reduction is a part of her game, even if she doesn't continuously do it her opponent are reminded she has that ability and when your opponent is sitting at one primer.. the game becomes more fun with them barrier everything, or bursting. The reason lambda doesn't force it all the time because a burst is follow after a guards crush which is in her favour... if I say lambda is the queen of making people burst that in itself is true.. "Pressure generally means how well that character can keep you locked in block stun or scared to move." How about this if "lambda does nothing so will her opponent" I'm generalizing how her pressure game can be reactive because at full screen her opponent has less option than what she's capable. Lambda pressure forces them to jump but by jumping cautiously where lambda can pressuring you into an aerial lock down and push them back or block string into 236 D i wouldn't say her pressure game are terrible where in most cases it only sets up a better pressure game with the opponent being airborne. just minor issues I have as D implies very terrible.. I wouldn't say they are D lvl rank even, unless you want to imply she is at Rachele level.
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I'm more confident in saying he has a lot of free time~~
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The overall rank is an arbitrary assessment meaning you could assign any value to it regardless of what her factors include which seems to reflect her tier placements.... It's not like SJ is taking the average of each factor and concluded it was B. I however felt there were minor conflicts within each factor at least little buff here and there, lets say mix up if you can react to tk 2147 feint you can leave it at D. As for pressure, Lambda is full screen away where it stops or not she is still full screen away and freely allows to pressure you again or react to jump and push you back into primer reduction. I'm not one to take a character analysis seriously unless one of my lambda gods wrote since the experience of watching a match isn't the same as playing it. You can't feel being frame trap or you've realize the opponent has exerted great pressure that you only could had defend. Gravity is probably the SRK in BB CS atm if you factor in combo but its not in CH state at least. people with poor standing combo can't punish it more than A B C special, TT (top tier) however are different but that's the same with all punishable attack against TT characters.
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shrug~~ why bother> You can't balance every match up in every game... people in the proffesional gaming community learn to deal with disadvantage match up. Even in the world of Star craft the korean adaptor and learn the match up regards of which race they play. And no arakune gets no sympathy the curse system is a half ass attempt in creating a character. Enjoy eating 10 k combo.
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There's a few conflicting view since Sj would include pokes being A with D sword but discount them in Air-> ground section with a D ranked. If you include he j2dd poke it adds a different layer at least limits that choice to be above C ranked since its unbeatable at range into crescent saber with bar you combo into it. Although I find mix up at D lacking maybe from he's experience lambda players that fully utilize her melee aspect including tk 2147d feints combine with 5b into 2b and alternative 2147d mix up. Beside that Tk feint into throw and 236a into throws. Pressure at D? well it depends on how good the player is and maybe at this stage there hasn't been lambda that can fully uses her pressure game ranging from 236d 214d and 236c ( fidget character) of if we look at it from a Japanese point of view the good players are well able to keep their opponents out and deal a constant threat with guard crush combo. Secondly pressure from guard crush hasn't been included so I'm wondering why. *the review doesn't seem consistent with her melee and range aspect. While some areas clear such Anti Air, other areas lack this considering. Pokes, against ground, mix up and pressure are a few. just to highlight lambda pokes are not really A as we don't always use D pokes as the only option but also melee and poking with 236c, 236c are considered viable. Damage is agreeable because they are situational, however guard crush potential hasn't been mention and as a fact you would see lambda close or will GC people in matches leading them to burst early adding more threat pressure from primer reduction.
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I need someone to play with online ^^, While it is correct to nerf her. Some of the nerf are overdone especially 2c which is becoming unless. Even in combos you dont use it anymore or it simply obsolete to be worth using couple with proration, don't even use 2c its just terrible. there is nothing wrong with complaining about tager because he is lame ^^, but to wrote something note worthy is not to think of tager has only a match up vs. Lamdba but to the rest of the cast which he can be an ugly fort to defeat. It's silly to care too much about a story when we're talking about balance/tier placement in a fight game. Although true fanatics will consider the the story poignant it is in most cases irrelevant towards the fighting game community.
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I was having fun reading through the comment kinda wanted to see how it would unfold, Lol. The general idea is americans ^^, attach scrubs prefer their TT to be easier to be dealt with Nu being a heavy zoner and their inability to block made her unfavourable. unless you attach a japanese ninja (bang) to TT it is somehow more acceptable. People couldn't deal with Nu and whine and thats the entire story. Now for lamdba the point was taken that unlike Nu lamdba is different almost a new character with similar property something like a ken variant of ryu (of course sf4 is a bad game). At best I can see most of us or many are trying to envision a Nu that is from CT, she's different, plays different and generate threat in a different way. Am I the one having fun being the queen of guard crush ^^, probably one of the better changes is to see people advance and avoid getting caught blocking.
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Some people are forgetting the original intent of this thread. Which is asking which character you can practise in CT for CS not whether a transition to CS is flawless or efficient. With that taken into account it is character that exhibit combo that can work in Ct and CS or a makeshift that is similar which is impossible for purist or fanatics but if we were to give a close approximation we can suggest a few. Some character have new BnB which is impossible due to a change in their property Lamdba. As in you can't practise air hit 5cx8 6c or gravity combo into act C into pick up which is crucial to her new combo. but if you want to say practicing 5dd 6dd 2dd jdd jc jdd j214d is going to make you able to learn lamdba then shrug ^^, While I won't comment on Jin you can preform some of his new BnB to some extent but I will let the Jin expert comment on that. With litchi you can do a CT style Riichi combo which applies the same principle even though its harder somewhat but manageable for people to practise a delay Hatsu before Haku (her 3 dragon rekka) before riichi combo. Bang is the closest you can get or rather he is just easy to pick up if you know a bit of bang... ABC super anyone lol. I'm just going to wait for the picth fork from the bang player defending their easy to use character