Jump to content
Dustloop Forums

Soniti

Members
  • Posts

    785
  • Joined

  • Last visited

Everything posted by Soniti

  1. I remember this video -- it was one of the first applications of Rachels bound (lvl.3 j.2c) combos. One thing to note about it is how many throws Rachel is eating -- you can avoid them with universal defense (4a+b+c). It is a very good option when you see a tick throw coming, due to it's 11f throw invulnerability. While the Rachel player in these videos is good, they are WAY outdated and thus have early combos with lower damage. Please avoid videos of Rachel's using worse non-frog combos on frog characters as it misleads new players. Anything before late Feb/early March tends to have older combos. Never link to gamechariot's main video page for specific videos, because videos on that page are updated&removed often. Find/upload them on Nicovideo/youtube instead. On the topic of Shadow though, he does have a unique Rachel style, attempting to guard crush his opponent via safe frog setups (via pumpkin) rather than mix them up. This setup it way too dangerous to use unless you have a lot of hp and the projectile will finish them. The only time I do it is if I accidentally 236c and they are in my face. 4d wind works fine too. Shadow used shitty versions of Rachel combos throughout the whole match in addition to dropping things. Take a look at my combo list -- you can frog Carl midscreen and oki him (you just can't combo into the frog with 3c, you need to 2b/5b). He did however do alright vs Nee-san (Nii-san = male older brother... Carl thinks the doll is his older sister). You mixed up your video links -- the first one is vs Arakune, the 2nd one Carl. The player is Hatsune Piku, one of my favorite Rachel players. The video vs Carl has a good example of escaping from Carl's throw loop via wind @ 0:27
  2. 1) None of those URL's work 2) Please label videos with who the opponents are and/or what makes them special.
  3. This thread is for noteworthy Rachel videos, both match and combo, and discussion of said videos. MSY's Rachel combo video, 風の調律 (youtube link) Nanashi's Rachel combo movie (再編集 version), http://www.nicovideo.jp/watch/sm7657424 (youtube link) ^not sure if the person's name is actually Nanashi (which means nameless), or they are anonymous. New: H.H's Rachel combo + guard crushes and setups movie (実戦用セットプレイ集): http://www.youtube.com/watch?v=Fckbv1fPWO8 Please label your videos with at least what they are or which characters are in them. High level Japanese Rachel players: Kechan (けちゃん), H.H, N-O (N男), MSY, Yume (AKA Halloween/ハロウィン), Rise, Hatsune Piku (初音ピク), MASA8, Rock (ラーク), Esukiu (えすきう), Tobari (とばり), Aoniku (青肉), Eru (える)
  4. 4b beats most low pokes.
  5. By 1c you mean 2c, right? She doesn't actually have a 1c move afaik...
  6. 5c is a barrage. If you mash the button it does more hits. I'm saying you want to mash it for a little while then cancel to 3c and then 214d. On crouching opponents you can also combo immediately into 4b and it will connect and launch them for air combo (same combo as if you initially hit with 4b). Gravity fields are alright for zoning now and then, but kinda dangerous to put out randomly. Nu can teleport after the following moves either hit or are blocked: 5d/4d, 2c, 6c. Edit: Anyone know if there is there anything you can do (short of a rapid cancel) to make a blocked 4b safe?
  7. I should be able to do that. Ground BNB: (starters) 5b 6b 5c (hits full) 3c 214dc For an easy throw combo that works on everyone (timing is changed for arakune though, mash 'dat 5d for him instead of delaying it), throw 5dd 6dd 2dd j.dd dj j.2dd j.214d [[if you'd like to get more advanced, throw dash forward 2c (hits fully) 6c (hits fully) 2dd j.dd dj j.2dd j.214d]] For when her overhead (4b) hits, or for counterhit 2c: j.c j.2c dj j.c j.2c j.214d Random sword (5d) hits: 5dd 4dd j.2dd (j.214d if in range, otherwise go from 4dd to 236dc) For when 3c hits (midscreen):3c 214a 2c j.c j.2c back dj j.2dd j.214d [[For a more difficult version, 3c 214a dash forward 6a tk.2147d land dash forward 2c (full) 6c (full) 2dd j.dd dj j.2dd j.214d]]
  8. Here are some more fun combos for near corner opponents. If one or more of these have already been posted, then sorry. I'm getting ones that I don't recall seeing in this thread from my combo list Near corner 3c 214a dash forward 2c j.c j.2c j.214d land dash 3c 214b 6dd 4600 damage Near corner throw dash forward 2c j.c j.2c j.214d land 3c 214a 6a j.dd j.214d land 3c (oki w/ 214d) Near corner anti-air 2c j.c j.2c j.214d land 3c 214a 6a j.dd j.214d land 3c 236d (or oki w/ 214d) ~5500-5800 damage
  9. Seems like she has different throw combos for different portions of the cast. Would anyone mind listing the most damaging throw combo for each opponent? To increase damage from a ranged swords combo: Uses 50% Heat Gauge: 5dd 4dd 236d RC 5dd 6dd 2dd sj back j.dd dj j.2dd j.214d ~4000 damage Goryus, you said that you cannot land a super after a throw -- I found this combo on a JP BBS, can you try it out? throw 5dd 6dd 2dd 632146d 2dd j.dd j.214d
  10. Are there any cornered opponent specific combos starting with 5dd?
  11. Thanks a bunch for all of the useful info, Goryus. Only one thing to note -- they can still instant block that super in the air even if they can't faultless.
  12. As I suspected, you can combo out of her air grab with a rapid cancel 2(a or b I'm not sure which one it is) 2c jump air combo.
  13. That's a lot more than Rachel it kills. It's most of the cast. Bang, Haku-Men, and Tager would survive. Maybe another 11.5 k HP character I'm forgetting too.
  14. OW. 100%-0% death combos are painful...
  15. The combos on the Japanese wiki for Nyuu have been updated significantly. I'm translating them now, adding "land" where I think it should be. I'm also changing it to my notation cause that's what I'm more used to typing. If you see any errors, feel free to point them out. Note: the japanese really need to edit their wiki... There are some repetitive and old things in here コンボ combo (ch)…カウンターヒット counter hit (jc)…ジャンプキャンセル jump cancel (hjc)…ハイジャンプキャンセル high jump (super jump) cancel (rc)…ラピッドキャンセル rapid cancel 妥協コンボ compromise combo 2A>適当>3C>236D 2a whatever 3c 236d 3C始動 starting with 3c 3C>214A>2C>JC>J2C>J214D>3C>236D 3c 214a 2c j.2c j.214d land 3c 236d 3C>214A>ダッシュ6A>低空J214D>ダッシュ3C>214A>6A>(後ろj)JDD>214D>3C>214A 3c 214a dash forward 6a tk.j214d dash forward 3c 214a 6a (backward jump)j.dd j.214d land 3c 214a 3C>214A>ダッシュ6A>低空J214D>ダッシュ3C>214A>2DD>>JDD>(jc)>J2DD>J214D 3c 214a dash forward 6a tk.j214d dash forward 3c 214a 2dd j.dd dj j.2dd j.214d 3C>214A>6DD>2DD>(後ろhj)>JDD>(jc)>JDD>J214D 3c 214a 6dd 2dd (backward sj) j.dd dj j.dd j.214d カウンター始動 starting with a counterhit 214D(ch)>2C>JC>J2C>(jc)>JC>J2C>J214D CH 214d 2c j.c j.2c dj j.c j.2c j.214d J214D(ch)>ダッシュ6C>6DD>2DD>JDD>(jc)>JDD>J214D CH j.214d dash forward 6c 6dd 2dd j.dd dj j.dd j.214d 投げコン throw combos 投げ>DD>6DD>2DD>(後ろhj)>JDD>(jc)>JDD>J214D throw 5dd 6dd 2dd (backward sj) j.dd dj j.dd j.214d 投げ>ダッシュ2C>6C>2DD>JDD>(jc)>J2DD>J214D throw dash forward 2c 6c 2dd j.dd dj j.2dd j.214d 対空始動 starting with anti-air 2C>JC>J2C>(jc)>JC>J2C>J214D 2c j.2c dj j.c j.2c j.214d 2C>6C>6DD>2DD>剣エリアル 2c 6c 6dd 2dd aerial swords 6DD>2DD>JDD>(jc)>JDD>J214D 6dd 2dd j.dd dj j.dd j.214d 遠距離D始動 starting from far d DD>4DD>J2DD>J214D 5dd 4dd j.2dd j.214d しゃがみ限定 crouching only 2A>2B>4B>2C>6C>2DD>JDD>(jc)>JDD>J214D(未確認) 2a 2b 4b 2c 6c 2dd j.dd dj j.dd j.214d (unconfirmed) 4B>2C>6C>2DD>JDD>(jc)>J2DD>J214D 4b 2c 6c 2dd j.dd dj j.2dd j.214d 投げ始動 starting from throw * 投げ>ダッシュ2C全段>6C全段>2DD>JDD>JDD>214D throw> dash forward 2c(hits fully)>6c(hits fully)>2dd>j.dd>j.dd>j.214d キャラ限定で3982まで確認。安定しないキャラが多い Does up to 3982 but only works on some characters 2Cをすぐキャンセルすれば楽だけどダメージが3600くらいまで落ちる Cancel the 2c early to make it easier but damage drops to around 3600 * 投げ>ダッシュ2C全段>JC2C>後ろJ2DD>214D throw dash forward 2c (hits fully) jc j.2c backward dj j.2dd j.214d 3600くらい。JCとJ2Cは全段当てる感じで。 上より簡単。 Does around 3600, let the j.c and j.2c hit fully * 投げ>DD>6DD>2DD>JDD>J2DD>214D throw 5dd 6dd 2dd j.dd (from my experience, dj here) j.2dd j.214d ダッシュ2C当てるのが出来ない人向け。ダメージ3300ほど。 For people who can't do that dash 2c. Does 3300 damage エリアルパーツ air parts * JC2C>JC2C>214D j.c j.2d (from my exp, dj here) j.c j.2c j.214d コンボ数少ないとき when not many hits * JC2C>後ろJ2DD>214D j.c j.2c backward dj j.2dd j.214d コンボ数多いとき when lots of hits 地上コンボ ground combos * 2A>B>6B>C連打>3C>重力とか214DCとか出しとく。 2a b 6b c barrage 3c gravity well/214dc 2000いかないくらいで安い。一応3Cから236Dが繋がるキャラも多い。 Around 2000, low damage. Tentatively, from 3c use 236d for most characters. 2A始動しゃがみ限定 starting with 2a, limited to crouching * 2A>(B)>4B>エリアル(垂直JC2C>JC2C>214D) 2a (b) 4b aerial combo (vertical j.cj.2c dj j.cj.2c>j.214d) 4Bがしゃがみに繋がるってことで。 You can connect other things into 4b against crouching * 3C>214A>2C>JC2C>J2DD>214D  3c 214a 2c j.c j.2c (from my exp, dj here) j.2dd j.214d ダメージ3300くらい damage is around 3300 Regarding the 214d loop, I don't think that in a good situation it does meaningful damage 214D>3C締めからキャンセル214DCや重力場はいいかも。 214d>from 3c (?), cancel to 214dc etc. (gravity well good) D始動 starting with d * DD>4DD>低空J2DD>214D  5dd 4dd low j2dd j.214d 相手がこちらに近めのとき。ダメージ2300くらい When opponent is at a short/medium distance (otherwise the j.214d misses). Around 2300 damage. * DD>4DD>236DC dd 4dd 236dc 相手が遠いとき。 When opponent is at a distance * DD>6DD,6DD>2DD 5dd 6dd, 6dd 2dd 空中から攻めてくる相手を落とした場合。 Opponent in the air, at a distance * DD>236236D> 5dd 236236d ... ディストーションドライブに繋げる。レガシーエッジ中にνは動けるので追撃可。 Distortion Drive connects. During Legacy Edge, Nu can chase after her opponent (and continue the combo after she reaches them) ディストーションドライブ始動 starting from distortion drive 632146D>6C>(6DD)>2DD>JDD>J2DD>214D 632146d 6c (6dd) 2dd j.dd (from my exp, dj here) j.2dd j.214d 近距離切り替えしからのコンボ。 Short distance switch to combo 6Cを低い位置で拾えば、6DDを入れられる。5000ダメージ超える。 6c is at a lower level. You can start with 6dd. Over 5000 damage. カウンター系の浮きは全部(2C)>6Cで拾うとよいかも Counterhit 2c hitting fully floats>picking up with 6c is good?
  16. 6p??? b? No more dash 2c?
  17. JP wiki has combos now (excuse my extremely rushed translations, which are more intended to get the point across than translate the text word for word, and are liable to be inaccurate here and there): 投げ始動 Starting from throw * 投げ>ダッシュ2C全段>6C全段>2DD>JDD>JDD>214D * throw> dash 2c(hits fully)>6c(hits fully)>2dd>j.dd>j.dd>j.214d キャラ限定で3982まで確認。安定しないキャラが多い Does up to 3982 but only works on some charactrs 2Cをすぐキャンセルすれば楽だけどダメージが3600くらいまで落ちる Cancel the 2c early to make it easier but damage drops to around 3600 * 投げ>ダッシュ2C全段>JC2C>後ろJ2DD>214D * throw>dash 2c(hits fully)>j.c j.2c>air backdash? j.2dd>j.214d 3600くらい。JCとJ2Cは全段当てる感じで。 上より簡単。 Does around 3600, let the j.c and j.2c hit fully * 投げ>DD>6DD>2DD>JDD>J2DD>214D * throw>5dd>6dd>2dd>j.dd>j.2dd>214d ダッシュ2C当てるのが出来ない人向け。ダメージ3300ほど。 For people who can't do that dash 2c. Does 3300 damage エリアルパーツ air combo parts * JC2C>JC2C>214D コンボ数少ないとき when not many combo (hits)? * JC2C>後ろJ2DD>214D * j.cj.2c>air backdash? j.2dd>j.214d コンボ数多いとき when lots of combo (hits)? 地上コンボ Ground Combos * 2A>B>6B>C連打>3C>重力とか214DCとか出しとく。 * 2a>5b>6b>5c barrage>3c>gravity well or 214dc 2000いかないくらいで安い。一応3Cから236Dが繋がるキャラも多い。 Around 2000, low damage. Tentatively, from 3c use 236d for most characters. 2A始動しゃがみ限定 Starting with 2a limits you against crouching? * 2A>(B)>4B>エリアル(垂直JC2C>JC2C>214D) * 2a>(b)>4b>air combo (vertical j.cj.2c dj j.cj.2c>j.214d) 4Bがしゃがみに繋がるってことで。 You can connect other things into 4b against crouching * 3C>214A>2C>JC2C>J2DD>214D  ダメージ3300くらい Around 3300 damage. 214Dループは、状況いい締めに出来るかこのダメージ超えないと意味ないと思う。 Regarding the 214d loop, I don't think that in a good situation it does meaningful damage? 214D>3C締めからキャンセル214DCや重力場はいいかも。 214d>from 3c (?), cancel to 214dc etc. gravity well good D始動 starting with d * DD>4DD>低空J2DD>214D  *5dd>4dd>low altitude j.2dd>j.214d 相手がこちらに近めのとき。ダメージ2300くらい When opponent is at a short/medium distance (otherwise the j.214d misses). Around 2300 damage. * DD>4DD>236DC 相手が遠いとき。 When opponent is at a distance. * DD>6DD,6DD>2DD 空中から攻めてくる相手を落とした場合。 Opponent in air, from a distance * DD>236236D> ディストーションドライブに繋げる。レガシーエッジ中にνは動けるので追撃可。 Distortion Drive connects. During Legacy Edge, Nu can chase after her opponent (and continue the combo after she reaches them) ディストーションドライブ始動 Starting with Distortion Drive 632146D>6C>(6DD)>2DD>JDD>J2DD>214D 近距離切り替えしからのコンボ。 Short distance switch to combo 6Cを低い位置で拾えば、6DDを入れられる。5000ダメージ超える。 For low height 6c (anti-air?), enter the 6dd (combo). Does over 5000 damage. カウンター系の浮きは全部(2C)>6Cで拾うとよいかも Counterhit 2c hitting fully floats>picking up with 6c is good?
  18. Is it just me, or is it different timing/impossible to drive juggle Arakune after a throw?
  19. Can you combo into any of her supers after say, drive strings? Is it worth it? I'm trying her out right now, she's pretty fun to play.
  20. Can't wait to play her today. I am very glad to hear that she is fast.
  21. There has been a Guilty scene at FFA lately, primarily on Friday and Saturday nights (this past Saturday we had somewhere around 11-13 people. Thread for it is at http://forums.shoryuken.com/showthread.php?t=163130 We play on consoles in FFA's BYOC area (stations cost $4/hr so people pitch in $1/hr each). The arcade cab usually gets some action too.
×
×
  • Create New...