Discotheque
Members-
Posts
69 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Discotheque
-
The character specific crap she has will guarantee that you get carried to the corner if she scores any counter-hit on you (and doing like 40% while at it). And her mix-up/pressure stuff at the corner is freaky. But I hate Litchi just because her combos are so mad long and not too flashy.
-
2C is probably the worst choice to be using as a getaway against Jin just because the risk-reward factor usually isn't worth it. D shoryu can rip apart Rachel's offense when used well and can have ridiculously nice damage output depending on location. This match-up is pretty momentum based imo. It's a matter of how well the Jin manages his tension.
-
No. D for Sylpheed(her drive) in between her C's
-
Playing against good Tagers will teach you how important it is to IB his pressure stuff once he's in. Learning how to tech his shit if he does manage to catch you is more important than knowing when to 6B/ja/6A imo. It's much easier for Tager to get in on Rachel than Nu/arakune imo.
-
B/C lobelia works wonders at a distance, because it'll most likely force tao to block it (because all tao players love hopping around in the air to get you with a JC counter-hit). If they block B/C lobelia, you have enough time to get out a pumpkin. If the tao is really close to you and in the air, you can occasionally throw out a A lobelia/rather than 6A because it can beat/trade with a lot of her pokes, which is nice. Don't backstep too often because you might eat a 6C for nasty damage. I find it that if I'm really in trouble with her pressure, I just try to IB->jump, because even if I get hit by some follow-up, I can usually tech in mid-air, and I have much better options than getting pressured on the ground. Jump->wind away from corner is also really useful in this match-up.
-
Well, you're new so... Just watched like the first few seconds, but you really HAVE to maximize damage from counterhit 6B. You won't have the opportunity to hit people with 6B at higher levels, so you never won't to drop a combo when the chance comes. Other thing is wasting wind. Latter being much more vital.
-
6A sucks at killing ground/homing clouds so I end up using the frog.
-
It's hard AA'ing arakune with 6A when he can change momentum/direction really well, I find myself eating his bird/dive when I try to spam 6A. I think it'll be better if you jC him a lot though I don't honestly know this match-up too well.
-
I mentioned this before in some thread but some nice tricks vs V-13 (tricks that are no way spammable but nice tactics to keep in mind) If you manage to block her 3C/3C->forward sickle, you can 3C(wind) approach. If they block, you're at a frame advantage+can apply pressure, if it trades with 2A or something, you have nu on the floor, if you hit her, you can lay a frog or summon a pumpkin. I believe 3C goes under her j2D too. Don't iad, summon raw pumpkins/frogs ever. Air lobelia gets shot down really easily as well by her dash 6D and even if it trades, you're at a disadvantage because you'll be knocked down while nu will be stunned only momentarily. I personally like to stay away, try jump approaches, guard her swords, land repeat until I feel comfortable that the nu player is going to 6D, then I summon a pumpkin on the ground and rush her shit down. Or keep dashing->stopping->blocking her 5D string->until I guess right and get air pumpkin before her 5D. Spend all your winds once you get in, and make sure you get damage, any damage. Then when you run out, run away and keep blocking her shit till you get 3-4 wind again. Always use tension for BBL because you really don't need to dead angle. And don't even bother bursting against nu unless she is doing her jc->j2C combo.
-
Doing B lobelia's in between 8D's will help stall some time I think.
-
The problem is simple: she just does way too much damage. And all of her combos pushes the other character to the opposite side of the screen+knockdown, which puts v-13 with a great advantage.
-
The arcade scene is just larger, doesn't mean the U.S. players are "worse" The main problem with this though would be that if the arcade scene is smaller in the U.S. (which it definitely is), you'll end up playing against the same people more frequently, and you'll develop specific strats against that player that might not have been the safest strat against other players. And those specific anti-player strats are somewhat hard to catch in vids.
-
Just watch vids of Alzarath raping people if you want US Rachel vids.
-
Jin fairs well compared to rest of the cast in this aspect, hence why its 50/50. Nu just destroys everyone's approach game, but characters like Jin/Bang who has a nice acceleration and fast dashes can approach Nu much easier than characters with dash step animations (like Carl, Hakumen). Arakune can only turtle against you well if he gets you cursed, and as Jin, you shouldn't be letting Arakune get free clouds at all.
-
If you land 6C after CH, you can do the 5DD-6DD-2DD-aerial swords combo After 3C you usually to a ground sickle for damage, or lay a spike chaser or force field. And please stop with the -kun and :3 faces.
-
Just stick with Litchi Jeff. Your Litchi is beastly. And I fucking hate that shoryuken to loop. Only because the combo is way too damn long (I mean, its my fault for getting hit by it).
- 1,522 replies
-
- loli magneto
- no tags
-
(and 1 more)
Tagged with:
-
Yes, everyone there is good. Like there was only another player out of like 15 that were there at BB on Thursday that I probably could have beat. I got to play against two really good tager+Litchi players which was great, cause no one plays Litchi and Tager at CF
- 1,522 replies
-
- loli magneto
- no tags
-
(and 1 more)
Tagged with:
-
Coming back to the US on the 14th. I was in Japan over VISA shit and got that stuff sorted out. Had free time so I went to A-Cho and met FAB, Summit, NO, Dogura, DC and others though I didn't enter the tourney for obvious reasons. Tried playing BB but I got rocked hard. There was a ridiculously good Carl/Tao/Rachel player there.
- 1,522 replies
-
- loli magneto
- no tags
-
(and 1 more)
Tagged with:
-
I've been messing around with SFIV with my friends, but the game didn't suit us well, so we're heading back to BB. I'll be around Fri-Sat.
- 1,522 replies
-
- loli magneto
- no tags
-
(and 1 more)
Tagged with:
-
Her 5A kinda sucks because it whiffs pretty much all crouching characters and kinda the same for her 6B. Her B has no range but comes out fast. 2A like everyone else, is good for buying small amount of time so you can judge how you want to set-up ur mix-up. 2B is just a ordinary low. 6A is situational, but still has its uses (kinda overshadowed by 2C as anti-air, but 6A has upper-body invincibility at some parts so its better at beating some specific jump-ins). V-13 maybe has the best mix-up game if you get her down. TK crescent is like a TK Ensenga that you can faint for more rush-down/throw mix-up. Her 2C is insanely good for crossing up, or going for a completely safe 3C low (which you can choose to go for another low with sickle storm), or TK crescent for a high.
-
I couldn't have made it anyways+I probably suck even more now that I haven't played for like a week. I'll get readdicted after my exams are over tomorrow. Anyone going on Wed afternoon?
- 1,522 replies
-
- loli magneto
- no tags
-
(and 1 more)
Tagged with:
-
v-13's combos look friggin' badass. I might learn her... EDIT: Nope, staying with Rachel.
- 1,522 replies
-
- loli magneto
- no tags
-
(and 1 more)
Tagged with:
-
=Banana Rachel. I actually like that color for some odd reason. I personally love playing against Bang and your Bang played well so... Who plays Tager/Litchi here? Need more experience on this match-up.
- 1,522 replies
-
- loli magneto
- no tags
-
(and 1 more)
Tagged with:
-
Thanks Soniti for the info. Just clarifying a few things. J2C>J2C>214D is for finishing a combo string when the hit count is still rather low (so any higher than like 15 hits or something and it will not work) For 214D loops, unless you can set-up yourself for something or do more damage overall, the loop is worthless. Canceling anything from 214D>3C to 214DC or gravity bind is really good. For landing any counterhit that ends up "floating" the opponent, (2C)>6C is the best option