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kro_

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Everything posted by kro_

  1. Inferno dividah and conquer.
  2. It lets you combo iris for those times when you hit with 236b and 236c near the peak of its firing arc. Back in CT, if you activated iris right away, nothing would happen because the seed didn't touch the ground. That's no longer a problem in CS. I don't really know anything about the JP wikis. If that is an official changelist from a trusted source like Arcadia, then a translation would be most appreciated. I'm sure that if you PM Soniti with the finished product he'll update the first post. If I were you though, I would doublecheck the sources with some of the other info gatherers on DL before putting in the translation work.
  3. Bang can very easily shut down your zoning game with d or even b nails. Running him out of nails is much harder in CS than it was in CT. It's probably a good idea to try and get some hits in before he gets the meter to do his safe reversal super. And you have to go in once in awhile to avoid getting negative penalty. Best strategy: Run away and make him use nails, then super jump at him and spam j.a. Jumping barrier block is also your best friend. Don't summon anything unless he's knocked down or at the other end of the screen. End all block strings with 236a or 5b IAD backwards. If you're forced to block, wait until you get a chance to 236a or 5b IAD backwards. Use bursts to maintain life leads. When time is almost up, pull out the runaway Storm. This strategy works against the entire cast. It is unbeatable.
  4. I thought the guaranteed FC on lvl3 j.2c was common knowledge. Same goes for the j.3db 2b mixups and being able to combo pumpkin 5b after j.2c 236a.
  5. I've hit with j.214a after a low to the ground airthrow. I don't think j.214d will combo after airthrow everywhere though. And I agree with Zaido about the j.236d thing, though I'd have to double check to make sure.
  6. http://www.youtube.com/watch?v=bfNankob2Mo youtube comments And thanks to whoever put more vids up.
  7. Not it. This. That's what the combo and video discussion threads are for. Most of the information you want is already in there if you dig a bit. It's hard to compile things because most of what we have now is untested, we don't have frame data, and testing stuff at an arcade is difficult.
  8. I think it's possible to get a lvl3 j.2c with just 1 wind, but the timing is pretty tight.
  9. Dunno, if I do get a chance to do something I want to go to Mike Z's on Wed.

  10. Can't do it today, sorry.

  11. I'm trying to find a chance to head over to Mike Z's, but I keep getting trapped by family to do stuff.

  12. That was an old combo I used a lot in CT. From what I remember, I could only land the dash 6a BBL for full damage on Bang, Hakumen, and Tager. Regardless, dash 6a after 236b should work on everybody and you can guarantee full BBL damage by adding 4d during the BBL motion. One problem with this combo is that the distance required to hit with 236b while still being close enough to dash 6a is different for some characters. On Carl and Nu, you had to be further back during the 5b to not overshoot the 236b or time the 5cdc differently. It should work on most at (or close to) point-blank range though.
  13. frog hits > 3c 236a > 3c iris > 3c pumpkin > tk frog + wind pumpkin wherever they tech
  14. Definitely unsafe if they IB and you don't cancel to 236a. Pretty sure it's just neutral if they don't IB it though.
  15. kro_

    CS at Mike Z's!

    I'd like to come sometime the week after Christmas if I can get away from the relatives. Let me know what days are open please.
  16. Gah, I have an appointment that day. Oh well, maybe next time.
  17. Better to have a good 100% heat combo up your sleeve than to have none at all. Cornering is about the only thing she can do well. Just look at winded 236a, winded frog, and how the shorter range on pumpkin lets you use it consecutively in one direction. She can still keep opponents in block stun for awhile but she can't mix them up well or deal heavy damage. Corner frame traps with 236a, iris, and dash 2a/5b are some of her best options in CS because she's still decent at it - maybe even slightly better. Rachel is shit tier, but the last thing I want to see is people using it as a crutch for sucking.
  18. I forgot to mention that you can connect tempest after a 5c. Also, there is a theoretical combo that I always seem to forget to try so I'm posting it here if someone wants to try it: (corner only) 5b 5c > lvl 3 or 4 tempest > 236a > BBL > sj. 8d2dc > frog > 3c > pumpkin > 5cc x2 > 3c frog I'm pretty sure that's enough time in between frogs to summon another for oki. The thing I'm not sure about is positioning correctly for BBL after tempest (probably different for lvl 3 and lvl 4) and whether or not there's enough time to add a pole in between.
  19. I agree. What many people don't seem to understand is that even though Rachel has combos that can do 2.5-3k in CS, the hits that actually land on an opponent nerf that damage heavily. j.3db, frog, and 2b are the main starters that actually land me hits. Any of those will drop that combo damage another 500 points or so. The only time I ever see damage that high is off a punish or a 5b counterhit. I could kill an opponent 3 times over in CT compared with the amount of work I have to do in CS, and that's just from an offensive standpoint. You still have to do that while spending 70% of the match blocking and trying to get out of pressure. If your opponent is cautious and you are good at blocking, then you will almost certainly end up in a time-out situation win or lose. Also, I don't understand how they could make 6b CH worthless when stuff like Ragna's 2c CH, Litchi's 6b CH and j.c CH, and Carl's 6[d] CH are still in the game. Whoever rebalanced Rachel was probably dumped by some crazy bitch dressed in goth loli fashion due to inadequacy in bed.
  20. Someone here asked about it earlier, but her B specials are indeed projectile invulnerable for at least some of the time. Everything was tested against the computer. -I managed to 236B through Jin's ice sword right before it hit me. I think it's only invulnerable during the start up where she stands still for a second. It's not invulnerable while she's moving. -214B seems to be projectile-invulnerable longer than 236b. I think it's during the whole time where she moves forward with the green glow. Managed to avoid damage from a good portion of Noel's ground super. -22B charged has guardpoint against projectiles. Rachel's lobelia bounced off me, it blocked all of Noel's 2d, and it blocked Jin's 5d. -623B knocked away one of Rachel's lobelia seeds. I think all versions of her dp can do that though.
  21. I think j.236b can be used to crossup. It moves her forward and floats her a bit regardless of previous momentum. Could probably combo into j.214d for floorslide and then 236c followup.
  22. Well, she does have that kara fastfall with D~BC, but I haven't been able to implement air throws into my game much. There's no way to combo after it so it's not really worth trying imo. To deal with air approaches, jump forward or jump back j.bb works pretty well. You can also double jump when it connects and end the air combo with a dive to gain some charging time. 2c is also really good. Almost CT Rachel 6a good. It has head invincibility and her hitbox is really small during the attack. I don't think I've ever seen it lose to anything when properly timed. On ground CH, 2c staggers the opponent for a long time much like Ragna's 2c. The range isn't great though.
  23. It takes 50 heat, but the damage it deals is based on how many charges you had when you first activated Install.
  24. So it seems like the key to maximizing damage is knowing how many additional C attacks you can add to ground strings yet still relaunch into an air combo without having the opponent tech out early. If high hit count shortens untechable time, would that mean that juggling with 6cc off of wallbounce net less damage than something like 5cc due to the possibility of a relaunch? Basically, I'm wondering if it's possible to have more setups that go into a combo like this without having to start from the unblockable. (lvl 3) 22d 6cc jc j.c dj j.c j.214d 5c 2cc jc j.c dj j.c j.214d 5c 236236c (2 charges 50 heat corner only) Can't tell how much damage it did exactly but I know it was somewhere between 4k and 5k.
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