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kro_

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Everything posted by kro_

  1. Voted for Melty. I wouldn't mind spending a week or two in the hyperbolic time chamber to train sometime before EVO.
  2. So far I know you can do 5cc during these situations: -After 3c frog otg -Dash up 5cc after 5cdc 236b -Backthrow in the corner -Catching the opponent after BBL
  3. http://d.hatena.ne.jp/video/niconico/sm9512743 This is probably the best Rachel I've seen so far, especially since he's actually playing against someone who's... well, you know... good. Pay attention to how he sets up and uses 5cc wallbounce in particular.
  4. Haven't been to Vegas in like 7 years even though I used to go yearly with my parents. It'll be fun to actually visit at a legal age and not stay at Circus Circus for a change. Hopefully see you guys there.
  5. 6c otg into frog does the most damage among otgs, but you have to be pretty close to the opponent to land it. Anyway: 5b 5cdc 214a 6c j.236c 6c j.c j.214c sj j.c j.c j.236a - does like 3.3k On the other hand: 5b 5cdc 214a 6c j.236c 6a BBL (no followup) - only did like 3.5k, but at least you get forced knockdown Rather than trying to end combos in knockdown, I've been going for max damage combos that end with the opponent airteching really high. Usually, it's enough time to summon a pumpkin and then chase the airtech with 6a, airthrow, or start zoning with lobelias.
  6. I kinda wish they'd drop 2 or 3 of the 5 head-to-head 3s setups on american sticks. There are a good amount of players that prefer JP sticks on that game and it would make room for a wider variety of games. I love 3s, but the amount of cabinets it has spreads the competition too thin and you get stuck playing against the computer too often.
  7. Not really. With the way bursts are in this game, anyone who gets few chances to make high damage combos will get bursted. High average damage output is king.
  8. A little bit since I played her a lot early on in CT. I usually play multiple characters when the game first comes out but put the focus on one at a time. Tsubaki and Rachel first. Maybe Noel and Hazama later.
  9. Airthrow or aerial jab string into a mixup when you land. Noel is actually decent at this because of her strong air-to-air priority at close range and damaging combos off airthrow. No one really excels at catching jumpers except Litchi with her 2c itsuuA.
  10. I don't really play Nu much, but I'll humor you with this mini-flowchart I came up with for whenever I play her. Close range Start: 2c -> -6c > wheel/6d (pushback on block/easy hit confirm on hit and CH) -3c > wheel/gravity etc. (low) -tk crescent rc > 5dd etc. (high) -tk crescent cancel > dash up throw (throw) -IAD forward > j.c > 3c > wheel rc etc. (crossup high/low) -IAD backward > j.dd/j.2dd > crescent cancel (build distance) Far range Start: 5dd/6dd/2dd -> -4dd etc. (overhead) -236d~c etc. (low) -spike chaser/gravity (zoning) -j.dd/j.2dd > crescent cancel > IAD backward > j.dd/j.2dd (build distance) -j.dd/j.2dd > crescent cancel > IAD forward > j.b/j.c > 2c (close distance) -IAD forward > throw (airthrow) And there you have it. Anything jump cancellable into IAD backward > j.dd/j.2dd > crescent cancel is the safest and most common option while the others are there to mix things up. Don't forget the occasional backdash for spacing/escaping pressure. Enjoy.
  11. I still think I could wipe the floor with most people using Rachel though. Anyways, I have classes most nights now AND my cousin is having a baby shower on the day of the tournament so I won't be around much anymore. Just hoping FFA gets CS soon so I can get in bits of practice time against the computer.
  12. In this video, the lambda player did j.dd crescent cancel into another j.dd. Nothing huge damage wise, but kinda cool.
  13. Being between Carl and his doll is always a bad place to be for anyone. Chair can work against people who have no concept of baiting, but generally the risk isn't worth it. But yeah, your basic strategy should be to play defensively and fish for those anti-airs. Carl cannot run and any distance longer than his 5c requires time (or a predictable IAD) to reach you. Use it to summon things and control the space directly in front of you. Then lure him out. A life lead and wind regen usually does this for you. Don't fire projectiles at him when he's behind the doll like an idiot. If you're behind in life and you must approach him, then try to attack him while the doll is stuck doing an attack or interrupt it with something jc-able and rush Carl like everyone else. It's risky to approach Carl with the doll defending him because he can easily Vivace behind you while you're busy with the doll or beat you directly with a Burial or 8]D[. Volante (Nirvana fireball) is great for getting rid of your pumpkin since it is difficult to dodge, but if you're at a distance where he can't follow it up then A lobelia can be used to cancel it and set up a rod at the same time.
  14. So gonna play this song on the drive home if I make top 4. http://www.youtube.com/watch?v=KLNzGy49Xqs&feature=PlayList&p=506B917318E97052&index=14
  15. Agreed. You don't actually have to use other characters to fight them well, but you do have to know enough about them that you could probably use them pretty darn well if you took the time to commit things to muscle memory - which shouldn't take much time at all if you're familiar with the engine and fighters in general. Unfortunately, that's not the case for many people. In short, it's probably in your best interest to at least dabble with all of the characters. You'll get more out of the game that way and increase your familiarity with various fighting game archetypes. Don't burn yourself out trying to get better with just one character in one game. Without a broader perspective, you won't be able to get very far against experienced players. fundamentals > character-specifics
  16. Um, disadvantage against top 3 and Hakumen. Advantage against Rachel. Fairly even with the rest of the cast. Can't really get more detailed than that with limited experience.
  17. First thing that comes to mind is to fill up that charge meter like you said. Don't get in there unless you have a few charges to make the damage worth the risk. 22d during footsies also works well. Anytime you think Tager is going to stick out a limb, 22d it. You can punish his limbs, but he can't really punish 22d without a psychic spark bolt. I've managed to combo after it even during trades, and it usually beats most attacks with proper spacing. Just be ready to jump or backdash B sledge. 236d works as a full-screen punish anytime Tager tries to shorten the distance with a sledge or 2d, but you have to time it well. Mess up and he can 720 you right out of it. 22d unblockable is always strong especially with Tager's hitbox. Sometimes, you can still reach him if you hold it when he tries to backdash. By far, the biggest threat to using 22d during blockstrings is reversal 360a/720. The best way to avert that is to set up the expectation that he's gonna need to block. Jump cancel your normals and abuse aerial jab pressure on the way up to get him out of that habit of mashing 360 during blockstun. Mix up when you jump cancel and when you decide to 22d. j.cc and j.236c can be used to alter your falling speed. You've got 5a, 5b, and 3c for jump cancels and 22d can come out anywhere. Early release 22d can also beat Tager players that try to mash 5a or 2c out of blockstrings. Get him defensive enough and you can even go for overheads and kara throws, though simpler and safer is usually better from my experience.
  18. Tempest isn't really useful in combos. However, it can be used like Jin's ice wave super to punish airdashes. Tempest also acts exactly the same as a 6d wind. So if there's a pumpkin already on the screen, tempest can wind it forward and combo it into the rest of the super as a decent full-screen punish. Lvl 3 and 4 tempest allow you to combo after it.
  19. Cancel right away, then hold the button and release when they fall low enough to get hit.
  20. Combos, punishes, and setups to certain situations should be auto-pilot. It allows you to focus on the things that really matter in the match. Ask yourself where you affix your gaze during a match. Is it on your own character? If so, then you're doing it wrong. What you should be doing is looking at the space between you and your opponent. Once you are aware of this distance, then you will know what options are available to you and your opponent. If you know what options are available, then you can narrow down what your opponent will do and counter by anticipation rather than reaction.
  21. The second part of 6cc doesn't connect if the combo counter is too high. So I believe doing something like 5bb 2bb 5cc 22d 6cc will make it miss but omitting the 2bb will let it hit. If it's already late in the combo, you can just jump cancel the first part and do j.b into an air combo. There's not much time to move after 214b. You can do a slight dash, but if you're not careful it can easily become a 6b. I find that the best followup is to just wait for the opponent to fall a little lower and do 5bb into an air combo. The untechable time is a little longer if you do 214b right after a throw. The 5bb also hits higher than you'd think and combos in situations where 5b 2cc doesn't. If none of these things are working for you and you want a lazy-mode ender, then you can just settle for 6c dp combo or 5b dp combo. The damage is less, but it can be useful if you're having an off day and don't trust your execution.
  22. Here's a match showing cases when Tsubaki can combo off airthrow and when she can't. Case 1: Success Case 2: Failure In the first case, the Tsubaki player threw the opponent slightly below the peak of her normal jump and used D dive. In the second case, the Tsubaki player threw the opponent at the peak of her normal jump and used C dive. I don't think it matters which dive you use if you simply want to hit the opponent, but airthrow height definitely seems to matter. Regardless, I'm just glad to know she can combo off midscreen airthrow at all.
  23. kro_

    CS at Mike Z's!

    Rachel nerfs killed your immune system. Luckily, I already got my flu vaccine so I'm ok. Pneumonia is serious and you actually need medicine to cure it. Take those antibiotics and just keep hacking and shitting the junk out of your system. Play some CT Rachel for a placebo effect. Oh fuck, that's Arakune's curse cloud in a bottle. They know you're weak against Arakune. Better watch out man.
  24. I think I just threw up in my mouth a little...
  25. I'm pretty sure A lobelia has less recovery time, while B and C have more recovery time.
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