-
Posts
1,561 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Kuuhaku
-
Well, you just saved me some testing. I was going to see if adding the windless level 2 to the corner combo I posted earlier would add damage. Hmm... doesn't seem like it would be that much more though. But, your version has an oki ender which is pretty sweet.
-
Yeah. There's a list of characters somewhere. Though wuku says he was testing it and that list might not be 100% accurate (so we'll do further testing this weekend). Jason D. posted a tip earlier that says you can force them to take all 6 hits by doing 4D when you BBL -> 63214D6C
-
A translation would be awesome. In that case, I'll just make a tutorial covering the other stuff. ^_^
-
ON THE LAST EPISODE OF NAGO BALL Z Episode Title: Happy Re-birthday Hime-sama! >After a long and harsh battle with the Litchijins and Bangyu force, the CS1 Rachel players managed to gather all the remaining Nago Balls. >They summoned the almighty Adrien Brody and wished to have a real character again. >Rachel was reborn! She immediately went Super Loli 4 and destroyed all of her remaining allies with unreactable j.A and high mid screen damage! >But just when it seemed like the battle was over, a new enemy appeared... Frezina the Trinity! >Now Rachel must fight to maintain her title of Loli Queen of Blazblue. >Will she succeed? Or will she get sent into the next dimension?! >Would you like to become a Magical Girl? /人◕ ‿‿ ◕人\ And now, let us be reborn into yet another exciting installment of "DUSTLOOP: BEHIND THE SCENES" _________________________________________ Welcome to the Rachel boards! We're all not crazy (see disclaimer). But with CS2 Hime's regained strength, we are excited to put fear into the hearts of people everywhere. Still, when not on a quest for global domination, we have time to relax in a dignified fashion. Featuring the CS2 bonus package! You can look forward to: 1) Ice cream, of your preferred flavor, while you wait for CS2. -New flavor: Rage Tears... tastes just like victory. 2) A deluxe cinema for loli anime -Now featuring Gosick and Madoka Blu-Ray. 3) A punching bag that looks like Bang, and Nago-shaped gloves with spikes. Those babies can rip through WW2 tanks. -Nago-gloves have now been upgraded to discharge CT BBL with every hit. Nago hood now included with built in earmuffs for your delicate loli ears. 4) A Gii plushie that will obey your every whim and command. -It also makes a good foot rest. -Comes with a pumpkin that will fetch drinks for you while you read. Now travels twice as fast! 5) And of course, the dorm in which you get you own private room. Breakfast, Lunch, and dinner are all accounted for. -Tea time is now included. 6) Geno is always available at the 3rd floor along with Jason D. if you need advice or psychological counseling. -Ass rubbing is not considered part of the counseling. 7) Always be in your room after 9 PM. Lufenia patrols at night and devours everything he deems adorable in his sight. -X number of victims claimed so far. RUUURUUUZ 2.0 Happy Rachel-ing~
-
High damaging corner combo Close in the corner with 3C 3C (3 hits) BBL sj.8D j.2CD (level 3 fatal) George 5CC 236A 236A dash 5CC sword iris dash 6C j.C j.C 236A 5916 damage 2 wind 50 meter Gain 2 wind and 40 meter Off of 5B- doesn't have to be the corner, but close enough to where they will be in the corner when 3C hits 5B 5CD 3C (3 hits) BBL sj.8D j.2CD (level 3 fatal) George 5CC 236A 236A dash 5CC sword iris dash 6C j.C j.C j.236A 6053 damage 3 winds 50 meter Gain 2 wind and 48 meter
-
Uh... for the glitch part, I meant lvl 2 registering as fatal. I tried it out on PS3 version and I couldn't get it to level 2. I'll mess with it some more. EDIT: Derp. Nevermind. It works on PS3. That's pretty random. Works the same with the other cannons too.
-
For people who are asking about the j.2C combo, I recommend you watch the tutorial in the JPN video thread. I'll post a rough translation of it tomorrow. From what I understand though, one factor is what height you hit them at with 5B. If you hit them too high, you must also jump higher with j.C. You also have to make sure to do enough of a delay between the jump cancel and j.2C. Tips on practicing- Rachel is fat, so the combo is easy to practice on her. You should make sure to practice on skinnier characters like Noel though since the timing is more strict. Also, because of the 5B height I mentioned, the easiest setup to practice is off of throw 7D.
-
Huh. That's weird. Does that only happen on the PSP version? If so, my guess is it's a glitch. But yeah, as SpA states, level 3 j2C fatals on normal hit. Level 2 shouldn't though.
-
Four more. Hakumen can't special cancel his forward hop until frame 8. He could jump cancel his forward hop during frames 1-4 and Tsubaki though, but that's kind of a waste since it's still slower.
-
Though, actually one thing I didn't notice is that Kishu is invincible waist up (someone told me it low profiled). That's what I get for not reading frame data... anyway, Hakumen can use that to go through pumpkin. So that's something to keep in mind. EDIT: Herp. It is just low profile.
-
19F is fast an an overhead, but it's reactable. It's by no means an instant overhead. That's Rachel's j.A which is 12 frames (and yes, for moves you have to TK as overheads, you do have to count the jump start up). If he's doing forward dash into Tsubaki, then yes you'd count the start up of the dash too. Also, the point for 3C is if he uses it, that's great for you. He's done and you can get out. On IB you should have time to dash buffer and hit him. You don't necessarily have to be always approaching Hakumen. What you're looking for is tagging him with a projectile (namely pumpkin) and then starting your pressure. Hakumen has no real way to deal with Rachel pressure. You can bait his counters pretty easily by making him whiff or throwing him. If you're at neutral, Rachel can zone him pretty easily. If he gets an orb out, you just make him move away from it by super jump + wind or you can just camp it out (you want to move away from it if it's near you as that thing can mess up your combos, which is the only thing I find really annoying about it). If he has you in the corner, then yeah it can get bad, especially if you get tagged by certain moves. But there are certain points where he's done and you can get out. Look at it this way- That match up was at worst 6-4 in CS1 when Rachel was super weak and Hakumen was pretty strong. Problems Rachel had in that match up is she did have to heavily rely on her zoning (which was also weaker) to get damage since her actual combos and pressure weren't that great. Also, getting hit by Hakumen did hurt pretty badly. CS2, you out damage him pretty easily mid-screen and your pressure and zoning are stronger. If you're getting 3C CHed for trying to punish a whiffed Hotaru, you're probably doing it too slow. If you're having extra trouble with it then take that time to summon pumpkin or bring pumpkin in with you. Finally- Bursting to keep him in the corner isn't a bad idea (at times), but he can also counter your burst. So, it's not something I recommend if you have better options to keep him in.
-
There's some things wrong with the above post... The fastest Hakumen can do Tsubaki is 19F (15 startup + 4 jump start up). If you can block Gurren, you can block TK Tsubaki. 3C is not safe on block. It is -4 on block and ends his pressure more or less. Best he can do is rapid it, he can't even special cancel. Even if you normal block it, you can 5B him at the right range, or at the very least 5A/2A. Or, you could jump out and still have time to barrier block... but that's probably a better idea to do if you IB and it also depends on range. If he's doing max range 3C, it's probably better to try to jump out or backdash (use wind if you feel like you need it to get out). 3C will kill the frog, but if George doesn't activate (which he shouldn't as Hakumen wants to kill him before that), you can just throw out another one. Or just summon pumpkin while he's busy killing George. Or throw a lobelia at him to make him block something. Hakumen can only 4C the pumpkin if you're using it predictably. Hotaru has 23F of recovery, so it is punishable on whiff.
-
It would help if you list what combo you're trying to use. You might want to take a look at the CS2 combo video since that has quite a few corner combos too.
-
Overview Tips/Misc Getting hit by Taokaka leads into drive loop which will carry you to the corner. 6A is your friend, but don't get baited (keep in mind that Taokaka has three jumps). Taokaka's counter assault has changed (it's now her 6C), so keep that in mind. j.C is good for smacking her out of the air. B cannon can also be useful for knocking her out of the air. Keep rods/pumpkin out to limit her mobility options. Taokaka's mix up is not very strong. Keep blocking until she gets scared and backs away. Character Specific Combos JPN Match Up Videos Here
-
Overview The biggest change about this match up is it no longer takes six years. Rejoice! People will stop raging at you for playing Rachel mirrors. Tips/Misc As usual, wind management is very important. Rachel has a tough time getting out of pressure, so getting knockdown first puts the match up heavily in your favor. Getting hit by cat chair hurts a lot in this game, so make sure to bait it. Character Specific Combos JPN Match Up Videos Here
-
Overview Increased wind mobility and pumpkin are really nice for this match up. You still don't want to get sandwiched between him and Nirvana though as Carl has many mixups that are very hard to block. Having rods out can also prove to be annoying for Carl. Tips/Misc Character Specific Combos JPN Match Up Videos Here
-
Overview Beginning of the match, get in her face. Do not let her setup. The match up becomes super annoying once you let her get her steins up, but once you start your pressure the match up becomes super annoying for Mu. Watch out for DP, but don't be too scared of it since she can't get damage off of it. Just you'll have to make sure to get back in on her. If you get stuck in a full screen zoning match, just block. Lasers don't do chip and eventually she'll try to approach you using the lasers as a cover. Be careful of approaching her air to air as her air throw range is still huge. Tips/Misc Airdash + wind is a very good way to approach. Though be careful of sticking out a move like j.B as she can also DP you in the face for doing this. She can't start zoning right away as she has to set up steins first, so don't give her that chance. Bringing pumpkin with you can also make life hard for Mu. Character Specific Combos JPN Match Up Videos Here
-
Overview Tsubaki is no longer super sad in CS2, but neither are you. Her range is short, so make use of that by zoning. Tips/Misc Character Specific Combos JPN Match Up Videos Here
-
Overview Getting hit by this character will make you super sad. Zoning works well on her, but make sure you don't get parried. Other than that, nothing special about the match up here. Tips/Misc 5B reaches really far and moves Makoto farther. It pretty much always reaches longer than you expect it to. So be careful when poking with your own normals. ORE GA BARRIER is really effective against Makoto. Her mix up is mainly staggering her normals for frame traps, 6B overhead, and grab setups. Barrier until she's out of reach and then back dashing or jumping out to get pumpkin out is probably your best defensive option. At close range, she'll try to 3C or run under lobelia. 3C goes clean under A cannon. However, if she does it as an approach, you can 5B her for free. It is plus on block though... so if you have to block it don't start pushing buttons after. j.2C can be weird do deal with. If you don't feel confident you can anti-air it with 6A, move out of the way. She does have landing recovery on it, so if you're quick enough you can punish her. As for zoning, spacing well with cannons and rods is really important as she has a tough time dealing with mid range and long range zoning. Pumpkin can also keep her scared. If you approach with pumpkin though, she might try to parry so be prepared to stuff it with 2B or jump out of the way if you don't think you have time. Orb oki is very scary to deal with as it makes things like 6B very hard to see. If she starts off her orb oki with 2A, you can tech wind over her. But otherwise, just be prepared to block. Dead angle if you don't feel confident. Make sure you watch your summons if you're going to air summon. Makoto gets really large damage from CH air normals, especially in the corner (or even not CH like her 4.8k off of j.A in the corner). She runs pretty fast too, so watch your ground summons as well. Getting hit by her sucks so do your best to not get hit. Character Specific Combos JPN Match Up Videos Here
-
Yep. They're both physical/projectile now.
-
Overview Hazama is very strong in CS2. He's also a character you don't want to get hit by (especially in the corner is a given). Getting hit by 6C is bad times and could possibly kill you. However, other than that this match up looks a lot like it did in CS1. As usual, pumpkin makes approaching him a lot better. Tips/Misc One setup to watch out for is where Hazama will try to bait you into doing a throw and then hit you with 6C (which will move him back and out of your throw range). This really hurts, so learn to watch out for it. He can punish TD with warp portal super. This also goes if you summon TD in the air or if you do summons period at full screen when he has 50 meter. Learn how Hazama's chains work so you understand where there are gaps in chain zoning. Summon pumpkin at angles he can't punish you at. If he tries to full screen approach you with chains, IB 6A. Hazama's mobility options are not very good for avoiding rods. So have rods out and use them carefully. You might even consider not using Sword Iris at the end of the BnB to save the rods you have on screen and use them to discourage him zoning. Jayoku will lose to 2C, but don't overly count on it. Hazama can get a lot of damage if he baits 2C. Play patient and wait for openings. Character Specific Combos JPN Match Up Videos Here
-
Overview Noel is very strong in CS2, but she still has issues with getting zoned. Make use of that. You do not want to get hit by her on the ground as it'll hurt a lot. However, unlike CS1 Litchi, she cannot also destroy you for being in the air (unless you get shot out of the air by 6C). Tips/Misc After 3C knock down, your safest option is 5B meaty (no summon). You don't want to get hit by Noel's drives. It sucks a lot. Watch for wake up drive, 2D crossover, and j.4D (it'll cross you up in the corner too). Zoning works pretty well if you're above Optic Barrel height. If she whiffs one, it's a free excuse to hit her in the face. Using 6A in block strings can stuff 2D mash, but it loses to 4D mash. A cannon will work against 2D and 4D mash, but loses to 5D mash. Go for corner carry as soon as possible as mid-screen knockdown actually puts you at a disadvantage. If she has 50 meter and you suspect a Counter Assault, walk back until you're at max 6B range. A lot will try to dead angle during George. But if she dead angles at that range, she'll end up in front of you and you can hit her back into the corner. If she tries to get behind you, 3C will trip her up and you can try to regain momentum from there. If you time it right, you can also try back throwing her back into the corner. Noels like to mashy mashy a lot. 2C can be effective, but also very risky. Use it well. Character Specific Combos JPN Match Up Videos Here
-
Overview This match up is much better than it was in CS1. Bang got beaten up by the nerf stick. Tips/Misc Bang's crouching hitbox is pretty tall, so j.A will make him hate his life. Bang's mid screen damage now looks a lot like CS1 Rachel damage. Character Specific Combos JPN Match Up Videos Here