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Kuuhaku

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Everything posted by Kuuhaku

  1. Nvm. BBL in general got a damage buff. 6CD j.C is a pretty good way to get under them to make sure all the hits connect.
  2. Rachel is noticably weaker. The stronger bounce from the lobelia in the corner makes it harder to control the corner by just chucking lobelia there. The plus side: OD makes it so that she can jc any normal. I didn't check specials. 6A is jc able on hit. So no more letting air combos go if you hit someone with 6A too high and it's not CH. OD air BBL also has some kind of bonus damage? It's pretty weird. If you OD Air BBL right above/below someone it's super noticable.
  3. SMP was never specific to Naoto. It was a programming oversight available to all characters. Her's just happens to be the most practical. Teddie has SMP loops. EDIT: The reason why Teddie's isn't used is because he has to go out of his way/spend a lot of resources to do it and he can get pretty much the same result in less impractical ways.
  4. Since a lot of characters have varying wake up options, I figure it'd be nice to make a topic for character specific oki setups. Examples- *notes- By "lose to roll", I mean you have to confirm that they're not rolling first. Noel 3C 2D j.A beats all drive options, but will lose to roll. 3C frog/pumpkin 2D j.A will beat all Noel drive options, but lose to wake up super (can just empty jump to bait super) and roll. Can also meaty throw her out of her drive, but will lose to her neutral teching and jumping out. 2A will beat 4D, but she'll get out with 2D. Hakumen 3C 2D j.A beats all drive options, but will lose to roll. 3C frog 2D j.A will beat all drive options but 5D and Yukikaze. Corner 5CC frog 3D j.A will beat all drive options but Yukikaze. You can empty jump in after frog to bait Yukikaze (and super jump out). You can empty jump in throw to beat other drive options, but they'll lose to roll and up back. Azrael If pumpkin meaties, you can block growler in time to punish. Use 6B. 5B/2B will be absorbed. Can also 3C knockdown at a distance where Growler whiffs. Frog is pretty useless. Rachel Stand after knockdown to keep her from escaping with windtech. Mash 2A to meaty and beat wind backdash. Make sure to confirm 2A into combo, do not autopilot 2A > 5B. 5B may whiff and get you punished.
  5. You don't have to microdash. Just try dashing when you see them bounce off the ground. It's not a gatling so you do have to wait for it to recover, but you have a lot of time with 4B on air hit. If they're too high then you have to adjust the timing of 4B to change how they bounce.
  6. Against like Hakumen and Arakune, it's not unusual to go into different routes because 236A 66 3C(1) is extremely easy to drop on them (and dropping on Hakumen could mean you die). Alternate route involves going into air route with dash 6B jc etc. Or if you want corner carry and ground knock away which is more important, just go into 3D j.B j.C 5B etc. Also j.[C] counts as a different move than j.C so you can do j.[C] j.C. It's mainly used for Rachel air juggling or height correction.
  7. It just really depends. It's more worth doing if you're close to regaining one wind you need for some kind of setup, especially if they're in the corner. You can stagger gatlings with like 5A/2A and gatlings from it (including repeating 2A and 5A). If your plan is to jump cancel and back out, you can wait until you're pushed back pretty far to 5B or 6B and super jump or IAD backwards. IAD/jumping backwards and throwing B/C cannon is pretty common, but if the person you're up against is very gusty they can try to run under it to get you. 3C and 3[C] is also a safe windless way to end pressure, but many people will try to IB it and come after you. If you can safely get them to block 236A at a good distance, that's also a good time to back off. If you have a rod out and can safely gatling into Sword Iris, both versions are plus and that can also be a good time to get out. Or you can also go for a tick grab or TRM setup if you're low on wind and don't have George/Pumpkin out. That way if they do see it or tech it, you'll get pushed back pretty far and against most characters can reasonably escape without being pursued. If they don't, then they'll get tossed and since you can't combo off of it, that can also be a great time to back off.
  8. It's probably also possible in 1.0, but in the long Pre-Arc Revo set of Hazure Metal beating up on people against Ragna's Gauntlet Hades he'd always 2B after blocking the first hit. If Ragna keeps going Rachel will low profile and air hit him with 2B and you can confirm into a combo with 5B. If Ragna stops then 2B will hit him during the recovery and you can still confirm with 5B. Ragna can't do anything about it unless he has 50 meter to RC, so it's something to keep in mind.
  9. It depends on a lot of things. On a base level 236A 9D and j.236A/B 3D and 236B/C 3D cover a lot of space. But generally you want to be able to coordinate multiple tools for better space control. For example if you normally use like j.236A/B and they run under it and you have no second defense, depending on the mobility of the character you could be really screwed. However, if you also have pumpkin out a ground approach is largely closed off and zoning with those tools becomes much more effective. http://www.dustloop.com/forums/index.php?/topic/4959-cp-rachel-gameplay-guide/ Covers a lot of stuff actually. It's not really something that's easy to explain in a condensed way other than your goal is to combine Rachel's tools to put the person you're playing against in a bad situation. You also have to keep in mind that some characters have tools to go over/under Rachel's stuff so you also have to adjust for that.
  10. You should also keep track of ways Tager can get you bustered and in general whatever reset gimmicks the Tager you're playing likes to use. More or less now dealing with Gadget Finger oki feels like choosing between mashing 5A and backdashing. Backdashing without wind gets you out of everything except 6A and 5C. 5A gets you out of those but loses to other options. I've also been having a pretty hard time getting out of 6A setups with backdash wind, so I'm not sure if that's possible anymore. In which case so far it's been better to not use wind when you backdash since there's not much benefit and you can use that wind stock for other things. As for his air buster reset, I haven't run into that so I'm not 100% sure what's supposed to be Rachel's answer to that, but it's probably either j.B or j.C. I'll post when I know for sure. Other than that, the match up seems very much the same as in previous games. In neutral you position yourself to summon until he decides to sledge. Then you decide if you can punish him for sledging (run up 2A or 6CD work pretty well, 6B if you can get him early) or do something else. If he jumps, depending on what you think he's going to do, you anti-air him or you just get out of there and run under him. When you carry him into the corner, run instant overheads on him until he dies. Pumpkin 2D j.B oki works very well on him, but you still have to be careful about wake up backdash. You can 6CD this and any wake up sledge/buster attempt. If you mess up, do your best to guess at what reset he's going to use and then try again. MTW seems to be nerfed. 2C can beat it, but it still clashes with astral. The most important thing to note is that Tager can no longer MTW to burst bait/punish. Also, if you're blocking it, if Tager doesn't have meter to RC and you want to do something funny, you can also IB the first part of the MTW and then astral him before the overhead hit comes out. Oh yeah. The other thing that's a really important change, well, it was there before but it's even more important now is that if you're magnetized you want to be extremely careful about jumping. Air buster can pull you in from almost full screen. I would highly suggest staying on the ground until magnetism wears out. Also don't get shot by ground to air Spark Bolt.
  11. I'm not entirely sure if this goes here. But I would like to request a rip of the BBCP arcade mode lobby emotes.
  12. Huh. That's actually the route I was doing. 5C > 214A > 2C [frog] 5CC 6A > 4B 5B > 6A > 236A dash 5B > 6A > BBL summon. Hm. Maybe it's because I'm not doing the 236B route.
  13. What's the go-to route for 5C fatal in the corner if you have meter? So far I have 5.3k.
  14. Midscreen off of 3C, I think Pumpkin 3D 2A is covers the most options. You still have to watch for late rolls and late neutral tech. If you do it as fast as possible it catches most timings, but there's a certain timing where they'll just get out if you don't delay 3D. Also, hilariously enough Rachel's wind affects other people while they're neutral teching so that's also something you have to keep in mind. If you want to catch people jumping after George, I'm pretty sure 2A/5A will work and 5B will catch them in the air if they're not barriering. Other than that, you can just do 3C no summon and you can just 2A whatever they decide to do. As for the latter question, it depends. I'd say pumpkin oki is better in most situations. However, if you're against someone who's super respectful and will always neutral tech, George is strong. The number one answer though is to go for corner knock down and not bother with mid screen. In the corner I prefer George, but Pumpkin 2D j.A/j.B is pretty strong against people who neutral tech. No summon meaty j.A is also strong against Noel and Hakumen. Depending on what they like to do, sometimes I just throw down George and walk backwards a bit or backdash to see what they're going to do first.
  15. I was watching some of N-O's matches against Noel players and it seems like meaty j.A works pretty well. 4D only has body and projectile invulnerability, so j.A will beat it clean.
  16. Actually, good idea. Maybe I'll bring over some Korean BBQ and the instant rice again. Lol.
  17. Yeah. As I mentioned, there are definately ways around it, but it's something that makes her combo paths different from EX since her EX paths had a lot more flexibility. Now you just have to be more mindful when choosing what route to go. I definantely agree though that the way her combos work now make her overall game stronger. Even not knowing any damaging combos, I still got by using 3c knockdown into j.A shenanigans.
  18. One main thing I noticed that really changes her combo route is the lack of things that put people airborne on hit. Before there was 3c8d, sword iris, 6a, lobelia, george, bbl, and 5cc in the corner. Now there's 4b, 3c8d, bbl, sword iris, george, and 5cc in the corner. 5cc and 3c, and I think? 4b all have really bad smp. 5cc and 3c is needed for knockdown/enders though most jp players mainly use 3c. So when playing, I felt a bit confused as far as trying to get both damage and knockdown. I think this I wish I had more time to get a better feel for her combo paths, but I'll have to wait until October. But yeah. In combos where I did something like 3c bbl george 5cc, I was like "Shit. What now?". In hindsight, I should have used 4b 236a 5cc or j.2c for knockdown. Still, it's very important to be aware of the limitations in CP, which is not something you really had to worry about previously for Rachel.
  19. I actually checked there first, but it only had the frame data and not the actual input, so I checked the JP wiki page for Rachel.
  20. According to the JP wiki, you're right. I guess I read it wrong.
  21. If it was the Rachel Nendoroid, I would have already stolen it. It was a Hazama hoodie, Noel Nendoroid, a 25th Anniversary Arcsys book signed by Mori, and a Blazblue Towel. 2nd place got the Noel nendoroid. 3rd place got BB marshmellow candy.
  22. I'm not sure if 2C is actually punishable on hit, but it is extremely crappy. It's not a good idea to press buttons after. You'll probably either trade or get counter hit. Other things I noticed: Lotus does more damage than I thought. Two B lotus does 450~ damage. Lotus only travels a set distance. If it hits someone, it'll stick on them. It also seems to stick on them on block. However, if the bats have to travel too far, they'll disappear. Lobelia starter is really hard to combo after unless it hits point blank range. 4B starter into 5B does not work. Could only connect 5A after. I have no idea how 6A 4B dash 5B is supposed to work without wind. I didn't check j.A on Noel and Hazama. I probably should have, but there was only one setup for stick the whole weekend and it was a one and done before you had to stand back in line. I spent time trying to learn the combo paths. Astral motion is backwards BBL. 412364C. Aoniku kind of? works. I never managed to do the full combo. It'd usually drop at the second j.C. You actually can move during TD, but noticeably much later than how it used to be. j.2C is very different. I think in general it just works differently. Sometimes I'd get the level 2 bounce and sometimes I wouldn't. Level 2 bounce is also different. j.2C seems to fall much slower than normal. Level 3 fatal j.2C might be only possible with the A lotus. But, it doesn't seem like you can do much after so it doesn't really seem worth it. 5CC and 3C SMP makes them tech immediately. I also had a hard time trying to figure out what to do after BBL. And overdrive, it just seems to make her supers do more damage. I didn't really notice anything with wind regain, but I only used it like twice total. Air A lobelia in the corner seems pretty useful. It covers a lot of space.
  23. I'm working until 7. But I'll stop by afterwards to play games. I also want to eat fried rice.
  24. I'd like to sign up for BB. I can bring a PS3 with Extend as well.
  25. @Venussail91 Since j.C whiffs on block if they're crouching, you should do 6C j.2C into 2B or 5B or whatever. Or since 6C is +4, if they're not barriering it, you can just do 5A. For CH lobelia situations like 5:38 in the first video, you should do run up 5B into full combo. Or if they're too high, do j.B into combo. Same with Sword Iris. They're both pretty untechable so you have a pretty decent amount of time to run up and 5B into full combo or j.B or whatever. Rachel's damage isn't super high, so it's important to get all the damage you can. It's good to practice now since it'll be even more important next game. Use less wind on 5CC on block string (or don't waste a wind on 5CC in block string). It doesn't break primer and it limits your options to pretty much 3C or A cannon. 5B 2B 5B 2B should be your go to block string if you haven't quite thought of what else you want to do. Just keep in mind that if they're barriering, you'll probably whiff the second 2B, so be prepared for that. You can do a winded j.A/j.B, 3C (if they're not super far), 6B A cannon, A cannon or if you think you can get away with it, do 4B. But this way you're still keeping scared while keeping an overhead up your sleeve (you can get 50/50 off the first or 2nd 5B). And yeah, like TD said, you want to put more variety in your block strings. But just by not using winded 5CC, you'll save yourself a lot of wind or at least be putting that wind to better use.
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