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http://www.youtube.com/watch?v=L1pwQlq0uiY Once again- Thanks to Kayeff for translating~ 0:01 BLAZBLUE Continuum Shift II Fundamental Rachel Combos + commentary 0:09 Thank you for watching this video. I’m just a Blazblue player that you’d find anywhere… …but this time I made something for you guys to see. Because I don’t practice often, I’m thinking the video may be a little tough to watch and understand. So be pious or whatever and take whatever measures you can to apply it to your gameplay. And so let’s begin. 0:14 I will divide the fundamentals into parts. air combo > j.2C combos on an aerial opponent, j.C > 2D > 9jc > j.2C (Lv2) j.C > 2D > 9jc part is fast, but all you need to do is gather composure and j.2C as calmy as you can. 0:17 Common failure #1 The jump cancel from j.C is too slow \/ Watch your hands on how you input 2D>9 during j.C’s hitstop If you start watching what your hands do, you’re a lot less likely to mess this up. 0:23 Common failure #2 The opponent is too high when j.C hits \/ The height for when j.C hits... …should be about the same as to the opponent. If the princess is too high when j.C hits and you’re facing the opponent… …attack with a low j.2C… …and don’t attack with a high j.C. 0:29 Common failure #3 j.2C is being done too quickly \/ Quick inputs are only needed until 9jc input. Afterwards, you must slow down. It should feel as if the opponent is travelling alongside you until to the point where you use j.2C to break the downward momentum from using wind. 0:58 Lv2 ground bounce into frog combos Note that the height that j.2C hits the opponent and the relative position the opponent is at to you are both important in these combos. 1:02 Common failure #1 When the opponent is too low and the frog ends up activating too late, there won’t be enough leeway for 5B. 1:08 Common failure #2 When j.2C hits the opponent too high, the opponent will airtech before 5B can hit. 1:23 To get a successful j.2C hit, it should hit as low as possible, and the opponent shouldn’t travel downward at all. 1:41 Baden Lilly into aerial A Lobelia, fastfall into j.2C(Lv3) combos This time I’ll go over combos from CH 2C. CH 2C > 7D > Lilly > legal loli (literal translation) > frog summon > 3C 1:46 First going from how the aerial A Lobelia position break works While flying you’ll notice that Rachel’s skirt has 3 stages that you can observe to get this trick down. 1:53 Baden Lilly’s attack should fully follow through (that is, all hits should land). Note the triangle next to Rachel’s icon and the direction it faces when Lilly is finished. When you airdash, you have to airdash in the direction you’re facing, so be prepared for that. * You can’t see the animation ending, but keep note that you can only move after the animation on Rachel is done. 1:55 airdash > A Lobelia You should travel over the opponent before doing Lobelia. Once you’re out of recovery, j.2C. 2:04 This trick’s dependant on when you use your wind. You can still make it work even if the opponent ends up being in front of you. You see here an advanced version how how it’s inputted. 2:16 Thank you very much for watching. You can extend the combos to have whatever you wish, as long as you have the important parts that everyone else is using. Special thanks to the people from the Rachel threads and the Wiki that always updates with useful information. * I also recorded some other combos for the omake for you guys to watch.
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Herp. Guess they translated the wrong video. I'll correct it. I'll also ask Kayeff directly to translate the correct video.
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Translation of the j.2C tutorial. Thanks to Kayeff for the translation. http://www.youtube.com/watch?v=wx5PrCmCDR8 0:00 Quick video (lit. summary) of Rachel’s aerial Lobelia fatal 0:05 This video is just some quick tips about the lobelia fatal trick where Rachel uses Lobelia momentum reset to start falling down at high speeds and using that in a ground bounce combo, courtesy of the Rachel threads. This is my first video so it’s probably a little sloppy here and there but I hope you’ll enjoy it. 0:11 So without further ado let’s start with the basics of the aerial Lobelia fatal trick. 0:17 If you do it this way, because of the aerial Lobelia’s manner of falling, both the Lobelia and the super bounce… 0:26 …aren’t right. 0:29 Here is what it should look like. 0:38 6A > 5C > j.C > j.C > lillly > hj8D > aerial Lobelia > j.2C The key is being aligned as you can be with the opponent, high jumping, using Lobelia that would go over the opponent, and then a little afterwards using j.2C a little before hitting the ground. 0:42 Here is a practical use for the trick. 0:48 Stable CH 2C combo using 1 wind. You did it princess! 0:56 CH 2C > 7D > lilly > hj8D > airdash > aerial A Lobelia > j.2C The base (lit. recipe) itself isn’t that hard to get down. The practical use isn’t that hard to get down. (probably using it whenever) Doesn’t look like they will tech. 1:00 In any case, let’s see which characters this trick works safely on. 1:06 Taokaka and Arakune work. 1:15 Tager works as well. 1:23 Using the same timing… Makes this fatal easy. 1:31 Just doing whatever combo works… 1:34 With this sort of thing, up until now it was hard using only 1 wind to utilize j.2C fatal, especially for Arakune and Tager. This trick works on all characters and has the same timing throughout, so you don’t have to worry. In any case let’s explain the key behind this trick. 1:38 Off of a CH 2C Perform a late 7D. 1:41 The height of a high jump (in Rachel’s case) compared to the height of the opponent should be about 1.5 Rachels apart. Then airdash till the opponent is on your left > A Lobelia. 1:45 Travelling in just about the same trajectory as the opponent Attack with j.2C. 1:48 After that do whatever combo you wish. 1:51 I don’t think there’s anything more to explain with that. Because the combo itself isn’t that hard, it’s very easy to make alterations or changes that will make the combo more practical or easier. The video’s very sloppy but I hope that it helps you. 1:57 omake 1:59 Let’s try doing it off of the Aoniku combo (Rachel player). 2:14 Ah…I missed. 2:20 Thank you for watching this video.
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Okay. Combo thread is undergoing reconstruction so it can be more organized. I'd like the following stuff: -List of characters than can be 3C BBLed windless midscreen.
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I remember Soniti asked about a windless punish corner combo. So, uh... this is what I came up with. He said to assume someone DPed at a bad time in the corner (DP whiffed or Rachel blocked it). I don't think this will work for DPs that carry the character out of the corner like Makoto's, but everyone else it (should be?) fine. Corner only. 50 meter. Windless. Does 4.8k damage. Regain 4 winds. 2C CH sj.C j.C BBL land frog 5CC A cannon (george activates) A cannon dash 3C sword iris 5CC pumpkin I'm a huge fan of 5CC frog oki, but sadly george is not quite done recharging by the end of the combo. Pumpkin + knockdown is still good though. Also, someone else probably found this, but I'll throw it out anyway- 1 wind BnB 5B 6A 5B j.C 2D jc j.2C (level 2) B cannon j.C j.C sword iris Does 3.3k damage. One wind. About 400 damage less than the normal BnB, but you save 2 winds. Due to 5B's pushback and 6A's short horizontal range, this can only be done if you hit them with 5B at a fairly close range.
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I'd like them better if they rode Harleys.
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I thought she wakes up undead? :V I don't actually know much about vampires other than they're usually faggots.
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Technically though, anything with a 1F timing actually has a 5F timing because of advance buffer. Also, don't giant walls of text. I went and fixed it for you.
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Technically though, anything with a 1F timing actually has a 5F timing because of advance buffer. Also, don't giant walls of text. I went and fixed it for you.
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Stuff that has too big gaps to be considered frame traps, but chances to keep going if they're giving respect. EX: 3C 5A or (pumpkin) 5B 2B 5B 2B 5D dash repeat.
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blazblue compared to ssf4 when it comes to linking frame?
Kuuhaku replied to zeeka29may's topic in Beginner Mode
Blazblue has a system called advanced input. You hold the button and it repeats the input for five frames. Though in general, Blazblue has more gatlings than links. Most characters don't have to worry about doing links. -
Become Korean. Play Starcraft.
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Few things I noticed right away in that Lambda match: 1) No pumpkin. Lambda gave you a lot of opportunities to summon it. 2) You didn't punish her when she missed with her swords. 3) You're letting her jump in for free. 6A her. In general, one thing you need to work on- You seem to default to A cannon even in situations where you get no damage afterwards when you could get damage. Make sure you pay attention to your wind and heat meters. There were quite a few times where you could have killed them, but decided not to. :<
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Yeah. I came up with that kinda on the spot since I'm working with pad. If you find anything better, feel free to post it.
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They can't handle that loli salt. :<
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Okay... working some stuff out, the easiest punish for forward rolling out of 5CC oki is 5CC frog (they roll forward) 6B A cannon (George hits) do whatever. You can j.C into j.2C level 2 combo, run up 6A BBL, etc. If you have 50 meter, they're going to eat over 4k. Doing that once should discourage someone from trying to roll out again. Oops. Not 4k, more like 5k. I'm working something out. I'll post the whole combo in a sec. :3 Ok. I'm working on the meterless punish, though it's hard because I'm working with pad BUT 50 meter punish 2 wind about 5.4k damage + 5CC oki ender 5CC george (they forward roll) 6B A cannon dash 6A BBL level 3 j.2C (2 wind version) delay george dash 5CC 236A dash 5CC dash 3C sword iris 5CC frog. So... yeah. Rolling out of 5CC oki is not a good idea. :3 EDIT: Mistyped the combo EDIT 2: I can't do j.2C level 2 combos very well on pad, so I'll post a meterless version once I get my stick back.
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Only A cannon if you see them neutral tech. If they roll forward, 5B them. Or you can A cannon anyway and wind it down and it'll hit them. Also, even doing an air hit 5CC, it still works for me fine. I don't think you really need to go for a ground hit. Most people will neutral tech. They'll only roll if they think Rachel's not paying attention. But rolling is very risky in that situation since it's giving Rachel a free hit. EDIT: Oh. If you want to super make them feel bad for rolling... free 5C starter.
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Uh... nope. 5B 5CD 3C BBL lvl 3 j2C (2 wind ver) frog 5CC 236Ax2 dash 5CC dash 3C sword iris dash 5CC ^ With this combo you'll still get hard knock down. You have enough time to set down George and meaty an A cannon. This is true even off of a really bad starter like 4B. So you might actually want to try things out for yourself. As for how "disadvantageous" this setup is. I've yet to find a character that has a solid way out. The distance from the corner makes most reversal options (DP RC, busters/sledge, etc) not an option. And even characters that kind of have a way out like Hakumen (who can counter on wake up to try to get out), instead of meatying A cannon, you can run up and grab him before George activates or if you don't think you have time (like he decides to Yukikaze), you can run away and summon Pumpkin. Either way, you're at advantage because he has to let you summon a pumpkin. And once you have them blocking or getting hit by George, you can do whatever and put them back in the same situation. Anyway, because of the base damage of level 2 j.2C (which is 1200) and because of the ground bounce, there are lots of situations where doing multiple j.2Cs in a combo will net you more damage. You shouldn't discount a combo as automatically doing less damage because repeat proration (plus j.2C's repeat proration isn't even bad). If you still need further examples, I'll post videos once I get my hands on the HDPVR and once my stick is fixed.
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You can still do it for wind regain. It's actually hard for him to D/cut it it if he doesn't time it right. Even if he does cut it though, if you're at the life advantage he still has to chase you down... so the orb isn't very helpful in that situation since you're full screen, have full wind meter, and you're probably setting up your stuff. One thing to be aware of though is that he can D between the second to last and last projectile (which is a lot easier/more beneficial than Ding TD itself) since that's the only place in TD that there is a gap. You can bait this by running up and throwing. But yeah, be careful. If you're not fast enough he'll punch you in the face.
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Wuku has a lot of fighting game experience under his belt. So he's really solid with basics. Last time I checked though, he's having kind of a hard time adjusting to CS2 Rachel. So, he's still really good. Just not as good as he could be.
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:< C0R. You posted a bad link. And yeah, wuku's picked up Rachel again. Though... I think at EVO he's going to run with Hazama because of SOME guy. *cough cough*
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Okay. I'm done now. Post whatever. I'll fill in stuff when I'm less lazy.
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Okay. Since I sometimes don't have time to work out stuff, I figure that kind of thing would be better so everyone could put up their stuff anyway. :3