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Everything posted by Kuuhaku
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http://www.amazon.com/Real-Arcade-Pro-V3-Playstation-3/dp/B0041SGD44/ref=sr_1_3?ie=UTF8&qid=1307518177&sr=8-3-spell Unless you're going for a PS2 stick, it's probably better just to buy one. This one's pretty good and $129.99.
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Always end corner combos with 5CC oki. There's literally nothing Tager can do in this situation but block or block pumpkin/frog and dead angle. You're out of MTW and buster range (unless you're magnetized). If he sledges, he loses to 6B (5CC oki puts you at max 6B range). If he hits anything, he's also out of range (his only normals that will hit far enough have really slow start up, plus pumpkin and/or frog is right on his ass so this is a bad idea anyway) and will die to 6B. If he does anything but block, you can combo him and put him back in the same situation. As for what to do when Gadget Fingered- back dash + wind beats all of Tager's options except for Spark Bolt... which is risky for him to do because that'll lose if he guesses wrong and you decide to hit a button instead.
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General tips: You should go for knock down more. Also, that guy was really mashing buttons. He even mashed in places where it could have gotten him killed. For example, after you did 3C sword iris... you're +2. If you had 5Aed him there, you would have gotten a counter hit, but you 2Bed instead and got hit. Also, when you land cat chair, it's super important you follow up every time so they get scared of it. The main problem with that match is that guy wasn't afraid to hit buttons, but his mashing made you scared. Learn to discourage people who like to do stuff like that. Be careful when you shoot cannons and summon. Also, make sure you catch shenanigans like when people try to roll out of the corner. One good way to do this is to practice catching people who roll with dash 2A. Or, you can be lazy and end your combos with 5CC frog/pumpkin. My personal preference is 5CC for corner knock down. General Valk Stuff: Jumping in on him without pumpkin is a bad idea. His 2C will easily stuff all of Rachel's jump ins. Do not hit buttons during his block strings. After 236A, you should 2A. You'll win against 236A 2A. And, as gli said... when summoning outside of knock down pumpkin should always be your priority. Zone him. Having rods out will discourage him approaching with wolf dash. Round by round: 1st round- (he bursted, but this would have been a problem anyway), it looked like you were going for a 5CC combo. 3C BBL would have killed him. 2nd round- It looks like you got scared and started hitting buttons in bad places. You mashed after getting hit by 236A. You got throw reject miss from the command grab because you mashed throw on wake up. 3rd round- Going for that pink grab wasn't really worth the risk. It made you lose momentum. Doing TD against his 236A isn't really a good idea. @11:30 Off of the 6A and 2C, you should have done BBL. Even without level 3 j.2C, it would have killed him. 4th round- 12:57- If you had hit confirmed the pumpkin with 5A/5B, the round would have probably ended right there. The big mistake was accidentally putting yourself in the corner. :< 5th round- Dropped the corner combo, which ended up putting you in a really bad situation. 6th round- Bad pumpkin summon. Hit buttons after 236A. Bad cannon. Hit a button and got smacked by 2C. Bad summon. When you did have pumpkin out, you used it pretty well most of the time (there was one time where you let Valk jump over A cannon and pumpkin, which was kinda bad). You also spaced well with 6A and did some nice stuff when you did get knock down.
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Just happy to see you guys use that stuff~ Finished with something Rachel related. I'll update the video thread. Lemme know if anything else needs to be updated.
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Hmm... it seems like I can safely update stuff now.
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Updating the thread today. List should be updated soon. @ Question- Uh... if we counter assault them into George then probably. At least it's not CS1 Valkenhayn's 4k off of dead angle.
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Modified the corner combo I posted earlier for about the same amount of damage + oki setup In the corner (or close enough for 3CD to put them in the corner) 5B 5CD 3C BBL sj.8D j.2CD (level 3) frog walk forward 5CC 236A (george activates) 236A dash 5CC dash 3C sword iris dash 5CC frog -5992 damage. Uses 3 winds, regains 3 winds (and close to the 4th bar of wind). I forgot to check the meter gain, but it's probably like 47-48. I asked gli to test it out on everyone (because I was lazy) and it works on everyone. Just the timing is slightly different.
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I think there's 2C CH combos that are close to 7k. Another thing- if you're close enough to the corner and sword iris hits them at 5CC height (which most oki enders have), you should end your combos in 5CC frog/pumpkin. It gives you a harder knock down and more time to set up shenanigans.
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Aoiniku? I think is the name. They're a Kansai area player who basically racked up a ridiculous win streak. He hasn't played on that account since. PSR only seems to be an accurate indicator of skill if you play a lot of games. There are a lot of people in the top 100/200 that have only played like 30 games and have super high PSR.
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Only if there was a B set where instead of the character names, it's Rachel calling the characters insults. For example (going off of names she used in story mode/arcade): Ragna = Idiot Jin = Shameless Dog Bang = Disgusting
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I always hear Lacheru R-tard.
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@ Xerlic- Don't forget stuff like using wind defensively. If you have pumpkin out, you can use it to discourage people from approaching. If you get knocked down, you can also do neutral tech 5D to get away. In some pressure setups, you can super jump or super jump + wind to escape. Counter assault is also very valuable for Rachel since she doesn't have any legitimate reversals. As for Hazama, my general experience is to use an opportunity for when he whiffs a chain to put out rods. You want to try to discourage him from attempting to pressure you full screen with chains since it can be pretty annoying. A whiffed chain is also a good opportunity to get in with wind and wind also fucks with Hazama's movement a lot. CS2 Rachel's movement with wind is extremely good, so make sure to take advantage of that. If you have pumpkin out and one wind, it's actually pretty easy to approach most characters by jump/airdash + winding yourself forward. Or, you could just dash forward with wind and pumpkin (though this is not recommended on someone like Lambda who can just 5D you for trying). Another general tip is most guard crush strings have points where you can get out (either they're slow in start up or they end the character's block string and said character has to try to restart pressure). For example, Lambda does Spike Chaser, you can super jump over it because it has slow start up. An example of a move that ends pressure would be Bang's Super Crash. Rachel is kind of difficult for new players to get used to because she's a character that has a butt ton of options due to her wind mechanic, so it can take a while to get used to it. Best way is via experience.
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To frame trap people, you just late chain stuff. Or, since you're Rachel, you late chain stuff and wind pumpkin forward. A basic example would be 2A 2A. 2A's neutral on block and chains into itself, so it's pretty easy to use in this instance. Just do it a little slower than you normally would so there's a gap. If they're mashing anything that's not an invulnerable move (which they wouldn't since you'd recover in time from the first 2A to block and punish), you'll get a counter hit. If you've seen Noels run up and do 5A 5A, this is exactly what they're doing. They're doing it late enough to where you think they're done, so you hit a button to try to get out, and then they'll do 5A again to hit you out of the start up of your move and get a counter hit. @ tofurr- I love Rachel mirrors. I feel like I'm some kind of gothic loli kite. Plus, it's fun to troll the other Rachel by winding her cannons so they go in awkward directions.
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Rachel would be the best witch ever. :3
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You could neutral tech 4D/5D. It gets you out of the corner too if your opponent is crouching. :V
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Yeah... it was something odd I noticed where Rachel can actually now cat chair through stuff like Hakumen's 3C and Zantetsu. I dunno if that's new though (it never seemed like a good idea to me). Yeah. 2C now wins against Jayoku, even if he does it after she does 2C. He has to delay it until after 2C's autoguard. Otherwise, he gets hit. The change is he's no longer invulnerable on the first active frame. Therefore, the 2C autoguards the super and Hazmat gets whacked. He can still be hit if he tries to punish 2C too early because of how active 2C is. EDIT: Slightly corrected.
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Yeah. That works. Out of all of her current enders, that's the one I found does the most damage. wuku said doing 6C j.C 2D j2C (level 2) doesn't work that late into the combo. If you want though, I'll just stick to posting stuff for knockdown purposes.
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If you want to kill them. You can pretty easily adjust that for knockdown by just doing another 3C after sword iris and then pumpkin, or even 5CC and then pumpkin. IMO- It's always good to know what a combo can do in a max damage scenario so you don't end up going for oki when you can just make sure they're dead.
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Corner throw combo Throw 3C (3 hits) BBL sj.8D j.2CD (level 3 fatal) George 5CC 236A 236A dash 3C sword iris 6C j.C j.C 236A 4.5k 2 wind 50 meter Will post regain and meter regain in a sec.
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1) It's momentum- which is determined by a few things like how long she's in the air (longer she's in the air, the faster she falls, hence her being higher in the air = more time in the air). Her momentum is also fastest at the beginning of wind usage. 2) It's not an overhead because she already has the fastest overhead in the game (j.A). They most likely did it so her mix up wouldn't be too strong, especially since you can cancel into 2B on landing. Her mix up being way too strong is one of the things that made her broken in CT (that and her whole I kill you in one combo lulz).
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I want that costume. :<