sanshiki
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"Since you and I both know that is never what you do, we can erase that argument completely" I meant that in a neutral situation chains are useless to break guard. Perhaps its clearer that way. Rachel can do whatever she wants as long as she does it on reaction to Hazama's movements. I did overexaggerate the jump around with barrier bit; I wanted to imply that it also means that jumping past chain zoning and going into midrange/melee range was one of her options. "If Rachel forces her way in, what does she gain?" I hope that is a rhetorical question. On a match when Rachel's down hp-wise: If Rachel loses by initiating zoning from afar, there is everything to gain from closing in to threaten an infight. It is risky but its her only chance. Hazama has the advantage for zoning and its easier for him to counter blatant summons than hitting pre-emptive chains on Rachel. There are ways for Rachel to handle IB Houtenjin anyway: IB safe strings, Cat chair, jump cancelling, wait for super flash RC. When your entire gameplan hinges on throwing out a super and hoping it hits, which is the basis of all reversal supers, its such shaky play that even semi-decent players can bait it. It can be hard to see why Hazama's melee/footsie moveset is on par or weaker than Rachel's. I would simply say that Rachel's 5B and A lobelia has very reliable hitboxes. They have fairly even startups on their normals but Rachel simply outpokes him. Hazama's 5B has the same startup as Rachel's but it is alot more awkward to use since he is vulnerable while sticking his knee out. Shoulder to shoulder range, they each have 5 frame 5As, 6 frame 2As, so its really alot more even for the close up Rachel/Hazama game. "And again, smart hotenjin should definitely factor largely. Zakiyama makes Hazama look even with Ragna and Bang with how well he uses his meter on hotenjin alone. The key is not yomi hotenjin, IB hotenjin reaction, so your opponent actually has to successfully yomi YOU to avoid dieing, rather than the reverse." IB houtenjin always works if the opponent doesn't wise up to the fact that his 5B>5C string is FREE. IB houtenjin is a tactic that works in two situations: against good players who got caught out trying to mix up baits for houtenjin (ie. If they never throw anything that can be supered anyway, Hazama can just reset the situation by poking back or jumping out), or scrubs who are free. In high level play, the smart IB houtenjin is Hazama's Ace move, but like all aces, not a spammable thing. Treat it with the same abare as Tager's 720, just with different nuances in effective range and properties. I just have a problem with the way you put it that if it factored so well, everyone should play Hazama for free EZ supers.
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Generally Rachel can float around waiting for Hazama to miss a chain then summon pumpkin/lob to cover more chains/ chain followup trajectories. Sort of like the anti-Sagat/fireball strat in streetfighter. Fighting head on in zoning = Rachel lose, most definitely, but its not like Hazama gains anything from zoning with chains if all you're doing is jumping around with barrier. Hazama has only Jakou/qcb+d~b to force air barrier which are easy enough to see coming. I feel it is easier for Rachel to wait till Hazama messes up chain zoning than Lambda messing up sword pressure. Hazama has nothing similar to her ground spike summons that eat primers or force certain movement that makes Rachel commit to jumps etc. Rachel has stronger close up offense/defense options than Hazama till he gains gauge for houtenjin. Houtenjin is strong but not something you can throw out safely till he has 100% meter plus its not easy to super someone who knows you have the option. However still a valid strong move that tilts the scales when Hazama does get the meter. Hazama gains meter like a slut. Disadvantage to Rachel mid-round when she's down 50% health and Hazama has the possible full meter. Have lost many matches with full meter when Hazama busts out a half life damage 100% heat combo just because a mistake was made on my part. Feels like a race vs time mostly. Hazama gains exponential advantage having after 50%/100% heat, while Rachel has to force her way in before he does get that. Most of the time the match direction is already decided on who lands the first meaty hit or knockdown of the round, and the first most likely to do so is Hazama due to his more flexible design. I suppose the Japanese feel its pretty even since Rachel actually has pretty decent pokes against Hazama once you get past the chains. The use of Houtenjin is pretty much a shotgun/ double-edged sword option so it shouldn't factor too strongly in a matchup chart.
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Don't think of block strings as attacks that you want them to block, but strings that you want them to not be ABLE to block. In fact you'll get into trouble because the only way to extend block strings are through use of wind, so its easy to use up too much and leave little wind when you actually want to combo. For example, taking your first string as a string you can get them to block all the time. 2B>5B>4B>5B>5CDC If they are any good they will try to counter you at all the points I bolded above. The idea is to do something different at these chokepoints that are totally unexpected. 5B 3C for example is fast and will usually kill DP mashers because it is a low in a gapless string and they cannot DP and block at the same time. Use your imagination and remember to focus on your opponent's tendencies/weakness and not your own style of playing.
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umm i'll break down why all those situations are moot or in your favour. you have 44D. Granted its not free, but its there. Your aim isn't to run max screen anyway, just out of the way of Tager's immediate options and get him to whiff something. Being too far means you can't take advantage of any opening. I can counterhit 5B any Tager's pokes on reaction into 3Dj.B combo. Have to hit his hitbox when he is extending his arms so this is a little hard, but totally possible. You just got him to jump predictably, since Tager can't jump fork on reaction if you're in range. And fork beat's tager's 5a. Another "Tager reacting to rachel/Tager predicting Rachel's movements" scenario. If he's doing it on reaction, you can bloody well knock him out of an aerial attack first instead of doing whatever you were doing (probably pumpkin summon). If he's predicting you, he just jumped at you blindly, which is easily punishable. By the way you have a double jump. You're blindly throwing out fork without seeing what Tager is doing on reaction to your backdash. Backdashing is weak in neutral anyway with all the recovery. Its only good for reversal. I love this one. Knock him out of the air with a pumpkin and watch how he techs. Fire a lobelia or antiair once you are sure of or have confirmed his tech direction. I loled really. Constantly, because you have trouble dealing with him in the first place. Point doesn't matter. http://en.wikipedia.org/wiki/Table_manners You're fishing for counterhits, not attacking with your 6B. Use at the appropriate range.
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6CD is good here sparingly. Goes through 5D ala hurricane kick in SF4. Otherwise really just wait till she whiffs a sword and wind yourself in. Floating around with a trigger finger on wind helps to get you out of the way when Lambda tries to nail you with swords. Having Lambda on any disadvantage even when you're not near her is a good start. Be wary of air throws and 236C and you'll be golden. Keep lambda knocked down and honest. Extending combos without a knockdown is a sure way of getting into trouble when you overuse wind with a jailfree lambda. Keep gauge for tempest dahlia to hard counter abuse of sword spikes. You will find 2a a reliable pressure tool within the right range. use 3Dj.A/B or air lobelia in anticipation of 3Cs. Reliable example combos: Standing: 2A (2B hitconfirm+low) 5B 3D j.B j.C 5BD 6CC 5B 3C pumpkin summon. Crouching: xx 5B 5CC recover. peak9jump lvl 2 3Dj.2C recover, dash 3C pumpkin. All attempts to bring lambda nearer to the corner. Once there, summon frog instead. Off random hits try to rack up as much meter as possible keeping one wind in stock. You need meter for emergency Tempests or CAs. Blow your meter asap for damage when you can, even off a prorated low.
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I concur with Jason D. regarding the CS matchup. Rachel is forced to go on the offensive, or set ups for an offensive approach. Doing anything else will get you killed. Tried pure zoning before and it only ended up with myself running out of wind gauge trying to keep a spark bolt ready Tager away. Since keepaway is the tactic being used, getting magnetised by a blocked spark happens more frequently and then forced to block a string is retardedly advantageous on Tager's side. Seizing control with pumpkins at the start and moving Tager to the corner with 6C loop combos is much more effective. Tager has no real reversals save for backdash till he gets 50% heat. Abuse that fact and pin him down in the corner with wakeup frog and pokes. Use all your wind to score your successful hits and knock him down again and again. Always bait his MTG or 720 when he gets the heat and keep your strings unpredictable. Tager has such a shit time getting away from the corner you have to push every bit of advantage you have in that situation till he finally breaks free with 50 heat/spark. Then its back to zoning/dealing with spark bolt magnetism and hoping that you can get them to waste their meter asap. Tager with MTG/ 720 can turn the match in an instant and you don't want to even make a situation where that possibility exists.
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I used Bang competitively in CT now I'm using CS Rachel. I find that CS is alot more balanced than before. It doesn't help that I'm a masochist so its a complete biased opinion.
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Doesn't compare to certain nostalgic GG threads.
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Horrid match with poor play on Matsu's part. Round1: Only counted one situation where Satoshi got damage from high low mixup ala 5C. Rest of it was from Matsu trying to fight head on against Bang's normals which are comparable to Ragna's. Bang does not forgive. Round2: Matsu messes up back throw 9D dash 5C wall bounce into setup. Reset into j.B,C 2D lvl2 dj.2C failed due to Frog activation. Shit happens. Matsu generally looked panicky: His critical corner setup combos didn't work and he was behind on health with Satoshi leading in rounds. Ran away and loses to guard crushing unloading all his bursts. Didn't even barrier. Came away feeling like it was a waste of my time.
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j.236B is not an overhead either. Her only overheads are 6A and aerial normals.
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Its not an overhead.
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Alex when you quote Japanese videos as the prime example of how a rachel can be played the best. I have to be blunt here. I haven't seen ANY country's Rachel try to utilize all her tools to the max Matsu relies on terrible combos that doesn't flesh out her damage with use of wind (bar a certain moment where he 2C CH and did the bnb FC combo) and nice/great setups while MaDao has great combos but generally not as experienced in the game. She has great guard breaking ability. Just having the opponent guard the frog each time is 2 primers gone each with 4B 5CC. Job done, GTFO, rinse repeat. Your main means of damage is actually to just deal guard crush damage to the 4-5 primer characters by forcing them to guard the frog multiple times from a safe position. You don't have to deal with easy mode character bullshit if you're not forced to rush in brainlessly like being poked out while trying to mixup high lows. Lobelia spam is weak period. Rushing down with high lows is ineffective and unrewarding. Not to mention after phailing to break his block, you're also out of wind and a sitting duck for pressure. Guard breaking should be the defacto mindset of all Rachels (bar one certain matchup ). Rachel has gotten weaker from CT. Most of her ranged pokes/summons are now half as good as they were before. The reason why is obvious: Because thats some overpowered shit there; Imagine no cooldown on frog, and old pumpkin lockdown: Example situation: Opponent blocks frog, 214B, 4B 5CC 214A3D1D 4B 5CC. At this point if the guy was a 4 primer character, he would have eaten free damage just by blocking the frog ONCE. Rachel now has better melee tools. 5A is 5 frames. At least you can reversal 5A like a neutered Bang up close. 2A is buffed from 9 to 7 frames. Its easy as hell to land 2As now if they are poke happy at the wrong times. 2C is now autoguard at 3 frames, which makes it a much better reversal move against people trying to lock you down up close; Rachel has a much easier time getting out of shit now. If all else fails, she still can wind herself out of the corner. Bam! Neutral game again. Note how easy it is still to jump away from most characters, but now she can chose to stay on the ground and duke it out if she desires. Rachel C tier? Only because people are still playing CT Rachel in essence, no matter what new flashy CS combos or gimmick mixups they come up with. Rachel CAN have presence. It is the feeling of being primer assraped after blocking once. After they get used to the new Rachel, its only too easy to land lows when they desperately try to poke or DP out from your 4B/5CCs. Rachel's damage is only shit because her damage needs no mixups, only great zoning sense and situational setups. By the way, BBL rods also break guard. Now you have something to do with 100% meter in the corner.
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Going to work: here's something to bite on: In/Near corner: 4B (5B/5C) 6CD j.2C A lobelia, link 5AD 5B 5CC etc works. Seems like I can't do 5BD instead of 5AD which my good friend mentioned about in a 4B lobelia loop combo from the mook (ie. j.2C doesn't push me back far enough for A lob to give me leeway in combo stun. Going to figure out if there's a good way to combo off 6C on crouching midscreen without pumpkin. Hmmm.
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ATG, the combo at 0:26 can be improved with back to back Daifunkas, since its directly off a 623B fatal. Great imagination for some of those links there(Totally didn't see that Arakune one coming!)
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confirmed this loop works: Generic Launcher, 5B, j.C~2D jc.2C~2D, 5B j.C~2D jc.2C, air combo works. Means if you need that slight gauge increment for lily, you can spend 3 wind to lily off the 2nd lvl 2 j.2c (lol), or just go into an air combo. 2 wind BnB that may work (untested): first lvl 2 jc.2C~2D 5CC B lobelia, dash iris, air combo. same for the corner as well (confirmed: Launch, 5B j.C~2D jc.2C~1D 5CC loop does more damage than going into 5CC loop straightaway. It also sets you up for lily super after if you gain enough heat, for example: ~jc.2C 1D 5CC, 6CC Lily, any finisher. <-- 6CC should work, iirc. With CS Rachel now its way better to combo them towards the corner with a knockdown combo, than giving away a free tech with a subpar damage air combo, hence all the 2D wind I combo all the time using at the very least a single lvl 2 jc.2C now off random CH 6A/iris/lobelia,etc launches, its really much better than just dealing out a simple air combo. And I also discovered uses for Tempest. Rachel is getting crazy fun to play
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Hello peeps. While trying out MaDao combos, I discovered that you can do 6CC loops on crouching Tager. Its pretty good for charging heat and cornering him for some loli rage, maybe.
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with 100% fatal 623B super, 5B 623B super does nearly 6k damage. (59XX) 50% with the air combo ender does about 5.4k. Merry Xmas fellow Bang players!
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5k+... think 5.2k i forgot could be slightly more. Its really just for lolz. I think after fatal counter for 50% gauge the best combo would just be fatal 623B, super, then finish up with a meaty air combo in the corner. I'll test both out today again and get back with proper damage numbers.
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this works for lol damage: fatal 623B, daifunka, 5B 623B, daifunka 100% heat. umbrella super is really hilarious to pull out in a match. So much more dependable, since it doesn't disappear when Bang's hit, and daifunka super moves slowly through it (it rained like 20 hits then it resetted the daifunka super, not sure if its an unblockable in this version since i did it once only) can't double j.D in CS furinkazan now due to new j.D hitbox, and j.4C isn't very easy to use in that mode to combo. At least its easier to tag on that super at the end of whatever combo you do since you gain mad heat during a combo anyway. Learn to judge the height for 5B 623B relaunches off air-to-air j.A/B etc j.623B combos. Crucial to landing big damage off any poke and getting them to respect abare. BTW after 2 reps of 623B, any more 623B starts to do crap damage. Use that super early or shorten the combo if you're planning to use heat at all.
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hai guyz. Here's a pretty cool combo: corner xx 6C j.D 2B 623B, (opponent flies over) 6C j.623B, 6C j,623B. Any one has good combos for fatal counter 623B? that 2 extra untechable frames doesn't seem so useful for bang off a 623B launch I want to test if j.B combos to j.D on 623B fatal, just thought of it ;o
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Anyone tried mixup string into 6CD,C, then mixup/pressure into another 6CD,C till they hit the corner? Might be the way to fly since expecting to win off of projectile spam isn't reliable at all.
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projectile invincibility is not the same as projectile autoguard.
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5B counterhit 6CC is a godsend. Easy mode punishing unsafe moves from afar. Gives Tsubaki the 'fear factor' up midscreen. 5B 6C is also a scary chain as its cancellable to anything anytime. jc with a neutral falling j.C, or TK j.236C for great fun. 2DD unblockable into astral is funny as heck. An unblockable is just the tool she needs to keep everyone on their toes. Easy to punish on reaction, but good enough to switch up with a throw or CC, 5B counterfishing. j.214D is the secret to big flashy combos midscreen or corner. Love that slide. Random j.214D, 236C, 214B, 22C lets me charge it up to wallbounce, haven't test whats the best damage i can get off that 1 meter, or if i can do a decent corner combo off midscreen j.CC j.214D. with all these tools, her strength to get in damage from midrange spikes up. She can also control the midrange game enough to get in close enough to mixup high/low/throws but the beauty is she doesn't have to. Having the option to Rock It telegraphed moves from far is also respectable, as long as you actually hit. I'm really tempted to put her at B and not C tier, she's just getting more and more versatile as the game matures.
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against aggressive DP/zoning characters (think Jin, Ragna and Litchi), if you get like 60+% heat (from IBing or getting killed) before a chance to corner the opponent with sufficient install gauge I'd say its better to just land a super to charge safely, do some bonus damage and keep your heat meter uncapped. Being DP characters, its best to do burst damage against them which is not really Tsubaki's forte, so its easy to trap yourself into chasing them down trying to deal damage, but end up getting reversal SRKed (Have you seen how fast everyone gains heat to RC their DP now?) Some people advocate 22C combos but seriously, Tsubaki has problems finding opportunities to use heat not gain it. (Do a normal 5A 5BB 2BB 5BB 236A 214B 22C combo and see how much meter you get for horrid damage.) Having at least 3-4 install meters stocked give you a chance to reversal srk D rekka out of Ragnas, and at the very least gets him to be more wary of you, giving you more breathing room. By the way, 3C also goes into TK j.236C for delicious mindgames. There's no apparent landing recovery so...
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j.4C having more untechable time sounds sexy. Time to grind out some more FRKZ combos.