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Soniti

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About Soniti

  • Birthday 09/25/1987

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    Ventura, CA
  • PSN
    SonitiDL

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  1. So I played this matchup a decent amount during my most recent Round 1 visit. First impressions are that this may be one of, if not the worst matchup for Rachel in this version. My reasoning for this is entirely due to how much of a struggle neutral felt like. Rachel is more zoning focused in BBCF, but the length of Nine's normals combined with pretty decent startup time on them really seems to shut down Rachel's options. At slightly further than short all the way to medium-far distance, Nine has a variety of ways to counterhit Rachel if she makes an attempt to summon frog or shoot lobelias. If Rachel jumps, Nine's jump normals are also extremely long, which doesn't bode well for Rachel with some of the shorter air normals in the game. It seems like the only time you can get something going is If you are at full screen. Then you can sometimes summon something if Nine doesn't have a spell lets her easily punish it, such as rock (her go-to). edit: forgot to mention, wind tech seems pretty good vs Nine. Anyone have advice? Maybe I'm approaching this matchup the wrong way...
  2. ~5cc 6c j.c j.236c 5b 6a 4b 5cc has been pretty stable for me from normal starters if fully cornered. It's nice that we do have a windless route at least. Short starters have been hit or miss for me. I find them teching between 6a 4b from some short starters. Anyone have ideas? Maybe just 5b (6a) 236a ender?
  3. Do we have a way to capture any direct footage from the arcade cab?
  4. I am not getting to play much due to long lines, but I'll go ahead and start an observations post: -It seems like 6b is required after 5b in order to make 5cc combo in many situations. -it feels like 5cc combos from further distances -j.2c is a short starter overhead, but you need to wind it to be in range for a combo after. J.3d 5b combos, but you can't 5c after. You probably need 6b between. -j.3d j.2c > 5cc 6c j.c j.236c 5b combos. I haven't figured out what to do from there yet, as it seems you can't do the whole 5b 6a 4b thing due to the short starter. I didn't get to test 6a>air dash routes unfortunately.
  5. I still have yet to see any windless & meterless corner combos :(. All of them involve 5cdc or 5cc>CT. I'm going to Round 1 tonight, anything have specific things they want tested?
  6. Has anyone seen any meterless+windless corner followups to 5cc yet? Feels so bad to have to spend crush trigger or 1 wind to get a corner combo.
  7. I thought the TD trajectory change was reverted in the last loketest?
  8. It looks like he shot a lobelia before the video started and used upward wind it to make it take longer to fall. Also, if you have a longer overdrive the combo breaks because 6c jump cancels when you try to use 8d. Looks like the opposite of practical to me.
  9. This looks quite useful if you have ghosts at low HP you'd like to "heal up" safely while creating space.
  10. I'm planning on showing up to this on the 5th. If anyone wants to play BB casuals with me, that would be neat!
  11. Yep, that'll work on almost everyone.
  12. It also means CT becomes all but unusable for Rachel on a minimal charge outside of frog/pumpkin. She could barely dash 5b in time with the current one.
  13. You have to do 5c frog 8d (dash) chair now in Extend. Make sure to do the 8d sufficiently late. If you don't have wind you can just do frog 3c because 3c SMP is gone.
  14. if you think $10 is too much, how about $5 with food/drink sold on site to supplement funds? Think like a Costco run + pizza order then drinks from a cooler and pizza by the slice.
  15. Corner roll catch combo that doesn't use wind (for when pumpkin or nothing is summoned): 2a 5b 6a delay 236a 5b 6a 4b 5cc You may need to dash or walk forward slightly after 236a or 4b depending on spacing.
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