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eSportsHero

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  1. RESURRECTION Learning Rachel, had a fun set with another Rachel online. http://www.youtube.com/watch?v=75G6SI1rTWw It went pretty back and forth overall, I learned a lot by the end. All i wanted was to rush him down but this guy was not having it. Hope you like timeouts, I think we had at least 10. Things I've already taken away - I was SUPER lazy/stupid with j.2C. I like to think I used it better as time went on but there were some shameful ones in this set >.> - I would lose matches trying to transition from zoning to rushdown. I think I was able to capitalize on some hits, but he stuck to a gameplan and took advantage when I'd get ahead of myself and start running in after a full screen pumpkin/lobelia hit. - I would shoot lobelia's and forget about them waaaaaaay too often. I rewatched the vid and was almost screaming at myself to activate the poles. - I don't use the pumpkin enough. - L2PUNISH YOU SCRUB!!!! It was a definitely a learning experience and I was adapting a lot better the longer the set went on. (He forced me to be patient) Hopefully I'll remember to use more options and not drop so many opportunities with experience. Question: I noticed in one of the matches that wasnt recorded that 5B > j.3D2C would bait and punish Rachel's own counter assault, I used it a few times in the later matches. But does anyone know if that works on any other characters? I mean I'm sure she has ways but it'd be nice to start with a juicy j.2C
  2. I'm learning rachel and I'd actually like to put together a list, maybe even some vids of some optimal-ish combos for different situations. IE mid w/X wind, corner w/X wind, 5B punish starter, 5b > 6B > j.B [3D] >... hit confirms. Im just trying to find a good balance of wind use/damage/canIactuallydoitinamatch Corner fatal, the one i've been going for is this one that i've pulled from a combo vid 5C > 214A > 2C [frog] > 5B > 6A > 4B > 236B > 6A > 236C [2D] > 5B > 6A > 236A > 6A > BBL Does 5500ish if memory serves. It's not too hard and takes NO WIND to start I've found that I really like using a short hop combo extender (5B, jump, 2D, j.5C) as a go to as its really good at keeping them at low heights for 6A > 4b or 5CC continuations Corner combos: No Wind at start (almost same as above combo) 5B > 5CC > 5B > 6A > 4B > 236B > 6A > 236C [2D] > 5B > 6A > 236A > 6A > BBL 1 Wind 5B > 3C [9D] > 5B > 6A > 4B > 236B > 6A > 236C [2D] > 5B > 6A > 236A > 6A > BBL 5B > 6A [5D] > 4B > dash 5CC > 214A > 5B > 6A > 236A > 3C > 236B > 6A > BBL (needs just over 1 bar of wind to start) 5B > 6A [5D] > 4B > 5B > 6A > 236A > 5B, [j.2D] j.5C > 5CC > 214A > 3C > 214B > 6A > BBL 2 Wind 5B > 6B > j.B [3D] > j.2C > 5b > 3C > [9D] > 6A > 4B > 5B > 6A > 236A > 5B, [j.2D] j.5C > 5CC > 214A > 3C > 214B > 6A > BBL 5B > 6B > j.A [2D] > 5B > 6A [5D] > 4B > 5B > 6A > 236A > 5B, [j.2D] j.5C > 5CC > 214A > 3C > 214B > 6A > BBL 5B > 5CC [9D] > 214A > 2C [frog] 5B, [j.2D] j.5C > 6A > 4B > 5B > 6A > 236A > 6A > BBL http://www.youtube.com/watch?v=_rv-wxZCPs8
  3. I would argue though and say I think valk is his worst match-up right now cuz wolf vs azrael is like 8-2. Falling, you cannot beat any of wolfs buttons, Ground v ground, or air v air you are so much slower its pitiful. I win against valks that run into my moves or try to force oki/pressure. I lose against the ones that know how to zone me. The smartest ones hung out around max gustaf range, and wolf can punish wiffed buttons from over half a screen away. I agree with ragna being an extremely effective counter to a lot of azraels options. 5B > azrael I always figured tager was one of azrael's only good matchups, 6-4 or better even, but I probably rank Azrael and Tager both lower than most people. I don't understand how dogura puts Jin at even. If he knows how to zone with j.C and get out from under me it feels like he's another character that will always win the neutral game. I do like that you can react to a lot of his fireballs with phalanx, and typically you only have to hit jin half as much as he has to hit you. But these hits are hard to come by and its really easy for him to bait growler or OS your backdash. I would rather fight tao than any of the other characters listed (not that i think its easy). Az's buttons work on her and she's weak on wakeup. She has to hard read a backdash to catch it typically which a lot of times you can react to with growler. It's also really rare to get non CH growlers in my experience vs tao, but this is honestly one I'd like more time with.
  4. more optimization, fatal counters, spending meter and combos without weakpoints (option off j.5C RC, wiffing the T in TCL to keep the combo going as well as carry az forward) 50% midscreen or corner, no weakpoint required - ~5357dmg 623C > 5B > j.B > j.C > dj.D RC > j.5C > (236C) 46C > 236D > 6 > 5C > 6 > 6C > 6 > j.C > 5B > 623C > 3C > 6A > 2C > 6D 5C CH close punish with UW ~ 7505dmg UW, need 44% to start, mid or corner, somewhat close to opponent 5C CH > CT > 236D > 6 > 5C > 6 > 6C > 6 > j.C > 5B > 623C > 3C > 6A > 5C > TCL > 5B > BHS 5C CH close punish no weakpoint ~ 6836dmg need 56% to start, near or in corner, somewhat close to opponent 5C CH > CT > j.5D > 2C > 2B > 236C > 46C > 236D > 6 > 5C > 6 > 6C > 6 > j.C > 5B > 623C > 3C > 6A > 5B > BHS (two dif crouch confirms~~) 5C CH 50%, crouch, no weakpoint ~5055dmg 5C CH > 236A RC > iad j.D > 3C > 22C > 5B > 236C > 46C > 236D > 6 > 5C > 6 > 6C > 6 > j.C > 5B > 623C > 6A > 2C > 6D 5C CH 50%, crouch, no weakpoint ~5235dmg 5C CH > 6C > 5B > 3C > 22C > 5B > j.B > j.C > dj.D RC > j.5C > (236C) 46C > 236D > 6 > 5C > 6 > 6C > 6 > j.C > 5B > 623C > 6A > 5D
  5. off of slide (j.D/5K CH) or Gamma blade and any place where you're going to 5S 5H iad, to go into BnB on faust, instead of running up 5S > 5H > iad XX do 5K > 5H > iad and it should work ^ this also helps on axl and a few others i cant remember off the top of my head another thing to note is that his hitbox is very wide and you can combo into 41236K~D easier and further away than on most chars while often continuing the combo
  6. Thank you for the semantics, i figured people understood what I meant in regards to recovering. But I'm actually inclined to question that frame data. At the very least i feel there's a bigger potential active window than 7 frames. But I know its used often as a low risk limb to stick and leave out to catch people who like to approach from the air. I've had success baiting dps on wakeup with it, though maybe i'm just lucky. 10 frames seems like too big a discrepancy to "safejump"
  7. Not really. The 5B "wall" is used to grab the last active frames of the attack. I don't feel like looking up frame data but I feel like I have a good idea what its going for so bear with me. 5B is extremely active (for a long duration of the move it is able to connect with the oppnent) and more importantly its active up through almost the entirety of its recovery.*** What this means is you throw the move out and hope to catch them with the last active frames. They either get caught, or you recover and are safe/able to start pressure. You do this when the opponent is in the air (dashing or falling) and you're goal is to get the opponent to fall onto your move after its already active. Either you win with a solid hitbox or trades and you may still be able to pick up off the counterhit. And because the move is active for so long it'll catch even baited anti-airs (like a plat that floats or an azrael that j.2CS to throw off your timing). (A lot of people use this to scare Tao's and Valks from flaying all over the screen looking for punishes. Note, its risky as hell on tao when she's grounded) Or you do it on the opponents wake up so that you hit with the very end of the move giving you frame advantage and working the same as a safe jump. (The move will hit them on their wake-up but if they try to punish/reversal you can block before their move goes active) I think that first use will become less "useful" as people learn to abuse 2C and 6B more. Learning the timing to bait reversals is a good idea though. ALSO 5b hits behind you, things it catches: IZAYOI TELEPORT OMFG! <<<< she's in the air, throwing fireballs, about to tele behind you, preempt her with a 5B COUNTER, if not you should recover in time to move out of the way of the fireball or block before it gets to you. koko tele arakune tele kagura cross-up azrael dash among other shit
  8. You have to slow down the neutral game like you do with a lot of characters. A lot of people (i'm not saying anyone in this thread) doesn't really understand how to play the neutral game with azrael. You can play it in two parts with phalanx and without phalanx. They're two very different games. My advice to you if you're playing the no phalanx game is to just wait and try to build a charge or two, try to walk forward to trigger her electric trap without actually standing under it. I know several people that didn't know it'll activate just by getting close, then backdash/forward dash/growler. Once you're in, go nuts. Be prepared to do 5B > 5B > TCL regardless if you wiff the first 3-4 hits. Teach koko she can't teleport on AZ. I love that you can followup on wiff. (I feel like 80% of my vs koko matches are gonna be won off vortex to kill or full life BHS / phalanx > BHS tho) I agree with backdash/growler all day until she gives you some space. This is just something i do with Az though...I wont block for at least 2 matches...(NOT ADVOCATING THAT KIDS). Unfortunately the moves that fuck with me the most, j.C and 3(?)C (The whip she throws at your feet that out reaches our 5c =/) These moves tend to hit you out of growler without extending her hurtbox far enough for backlash...I love growler, but I hate it too... IMO backdash all day if you're not in the corner. I believe she has to hard read you with an airdash or a 3C to beat backdash which will either open her up or end her blockstring sooner. As a koko, or really playing against Az with a character without strong DP options. Block one move and chicken block ALL DAY. I either stay on someone the whole match til death, or spend the whole match chasing them. (I understand you dont want to spam 236A, but frankly I use it to dash all the time in this matchup. Gets me under fireballs, and with 50% might let me start pressure (also learn a midscreen combo off 236A RC, i've got standing and crouching confirms) This is probably his biggest weakness and the only way to deal with it is to be patient and push them to the corner. If they get out...and koko does rather easily sometimes...you just have to go back to being patient Now you may say this isn't fair and why does she get to start free pressure all the time...There's no answer for that. She's koko, you're not. 6B beats koko j.C from quite a ways away(usually)! Some very very general advice, these are not an end all be all, just good options to think about for very general situations (might not even should be in the koko thread =/): If they mash something thats not a DP (EASY) just frametrap with 5BB / 5C > XX all day If they chicken block all day chase 236A / 5C > 6C / Airthrow, 5BB > 5BB > 5BB blockstrings tend to mess with these people If they mash DPs, crossups probably dont work unless its on they're wakeup, just means i eat a counterhit 2C instead of DP =/. Learn your fatal combos. Az can do 4.7k no bar, no weakpoints, max distance 5C on a baited infernal divider, you just have to hitconfirm crouching. It's going to boil down to who can read who harder. Its really going to help if you're turning your reads into half life. But quite honestly I would rather chase down koko and arakune than play the hitbox wars with ragna and taokaka... Ragna 5B > azrael If they block LOL spam weakpoints > I would be totally (kinda) fine with the match if it wasnt for her j.C...fuck that move.
  9. I can only comment on the valk. You lose in movement, and while your normals arent bad by a longshot, I think valks are more convenient, especially his C button hitting in very nice places. From neutral try not to stand still and use standing B liberally even if he's not next to you (this also applies to Tao). The move is very active and quick recovering, if he tries to dash in, a lot fo the time he's gonna eat the last few frames of 5B and get counterhit. God I wish we got more off j.2C because his AA's are pretty easy to bait, but he has no reason not to spam them because our air mobility isn't very good and the punish off j.2C is non-existent. you can use 6A in the same way as 5B. Just try to control the space around you so he doesn't feel comfortable coming in. If you can leave the match at neutral it'll be easier. Once he's on you, there really isn't an easy way to do this. His pressure has A LOT of holes for you to IB > 5A, BUT until you sit down and learn valk strings and where the best places are to go wolf>dash its gonna feel shitty. For example, try to 5A him after any of his 2Cs or 6Cs. HE DOES HAVE OPTIONS to beat this, but once he starts picking them he'll be cutting his blockstrings short. I use 3C liberally on the valks I play in strings because they're so prone to hold up/back or try to wolf out against characters that aren't known for long tight strings. Mod Edit: Post moved.
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