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Everything posted by EvilWolf
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I tried it a few more times today. Did it successfully a few more times, though I still missed quite a few, my j.2c lands outside their hitbox. However, all those that I did successfully registered as invalid combos, the part where the opponent could tech out being the j.2c hit. D: I think I've -almost- got the timing down, but still need some more practice. Mostly the problem i have now is that my j.c is too low, or I fail at the jump cancel part, or 2d becomes 3d. The latter 2 can be slowly worked on, just need to get the height proper now. Hmm, in all those videos where this combo is being used, do they use super jump or normal jump? I know super jump helps with the height, but I fail at combos with super jumps in them...D:
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I'm going to try it again later today, gotta work on the timing. Also, if the J.C has to be delayed, I have to input 6A, 5B, (j.b), delay, J.c, 2d, then j.2c?
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0.o then the J.b 5A J.c 2D J.2c that Ma Dao keeps using must be pretty hard to pull off. While trying to do j.c 2d today, i did have a few problems, like 2d became 3d or i double jumped too early. Still need more practice i guess.
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Me too. After so many weeks still can't get the timing down. I managed to try that move a bit at the arcade today, using CT cos the CS machines were all occupied. Only managed to do it once or twice. The main problem i have is that after the 2d, either Rachel lands on the ground or is very low, or opponent techs before I can j.2c. What I'm doing now is inputting the 2d when I see the animation for j.c. Is that correct? Or does anyone have a better idea? In CT, there's like no delay lol, I double jump and immediately j.2c, still hits.
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In CT you can actually do 6A, 5B, j.b, j.c, Jump cancel, then J.2cd, works better that way. And yes there's time for a 6A. As for those combos in Ma Dao's latest combo video, I shall try them out on Saturday and Friday. Hope the corner J.2C works, really looking forward to being able to use J.2c so much like CT again.
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So this means we can combo from J.2C in the corner now? I like these new combos, not as hard as some of Ma Dao's from his previous CMV, and better damage too!
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Argh I have been trying to do the air lvl 2 J.2C in the arcade for a few weeks and still haven't got the hang of it. Also, I've been having a bit of trouble dashing after 236B in Rachel's basic combo string, after 5cdc, is the timing stricter or something? I'm also having some trouble with the timing for Rachel's corner throw loop into 5B 2D 5CC, etc. I always mess up the timing for the 2D. While trying to do these combos, I've also lost almost every single match, cos I have trouble with pressure or even hitting my combos, since Rachel's normals are almost out-classed by everyone else's. Anyone know of any good/effective mind games for baiting people with Rachel?
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Nice compilation. Thanks.
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I find TD quite useful for randoms pokes, it's won me quite a few rounds.
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What about the combo I posted then?
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Hmm I thought Shadow had pretty nice combos...but MSY was the best.
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Lol just noticed this. You forgot Shadow. And MSY is a terrible loss. Hmm anyone know if who those japanese people in the picture is, like Kaqn, Buppa, etc?
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Sounds a bit hard to pull off.
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Ok I feel your pain Geno. I tried doing that combo in CS yesterday...6A 5B J.b J.c 2D Jump Cancel J.2C...I can't fucking do it! I mean, I can hit them with J.2C but they don't bounce up! What am I doing wrong? Also, I found out that Tempest Dahlia can be linked to Rachel's air combo, 6A, 5B, J.b, J.c, then link to Tempest Dahlia, then maybe you can land and continue to air combo if you hit your opponent with a 4 wind Tempest Dahlia. You can also do TD after jump cancelling and J.b, J.C, but I feel its easier to link to another combo if you hit your opponent with TD closer to the ground. Btw, I thought of a nice combo for Rachel today, requires 100 heat and for her to be somewhat near corner and at least 3 wind (4 would be best): Throw Opponent towards corner, Tempest Dahlia (preferably with 4 wind), TD will hit as opponent wall bounces, 236A (should be able to throw 2 lobellias if you're using 4 wind TD, since it keeps the opponent suspended in the air for quite a bit), 6A, BBL, run back, 236A, SJ9D, J.2CD (lvl 3), 3C when opponent falls down, sword iris, 3C, into pumpkin or frog oki. Or if you're feeling ambitious, you can replace the part in bold with 214A, 5CC (whiff first hit), 5B, Frog hits, SJ8D, J.2CD (lvl 3), pumpkin, 3C when opponent falls, sword iris, 3C, then frog again, into pumpkin and frog oki. Haven't actually tried out the above mentioned combo, but I'm pretty sure the first version is practical, not sure if 4 wind charges is enough for the more advanced version. Pretty sexy combo though, should be at least 4k dmg if not more. Can't wait to try it out.:yaaay::yaaay:
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My god that noel fighting the Rachel was a frickin beast!
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Holy shit that Rachel is nice
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Sword Iris is good for mixups mid-screen and for linking combos. Eg. if your opponent blocks your first combo and you have a pole nearby, use it to keep your opponent blocking. If I recall, Sword Iris's blockstun lasts for longer than most of Rachel's normals. Stupid nerf to J.2c...must be the worst nerf Rachel has gotten...
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Sexy combo indeed. But seems a bit specific, need to be close to the corner for wallbounce i think
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Yes, V-13 deserved to be nerfed more than Rachel. Its not like you could just use Rachel in CT and anyhow spam and win. Rachel needed skill to be played well, which is why Rachel doesn't seem broken at a lowbie lvl of play. V-13 was far more broken. And yet, look at Lambda and arakune now, both still doing 8k combos. There is one block string Rachel still has that can abuse Tager's hitbox. Remember the old j.b, j2.c, j.c loop? I use j.a, j.b, j.a, j.c against tager, costs no wind and is fairly safe. Problem is, sometimes when I use it, I get grabbed as soon as I land, but if you jump cancel or use wind, you can probably avoid it. That's pretty much the only safe block string against tager. Rachel can't do anything against Tager in close range when she's magnetised, except block. And Tager's sledge is unfair. I fought a Tager once, he punched through my Tempest Dahlia and killed me. And as for detonating the poles, I suggest you do it Alex, they are a great mixup, especially in the air, good for covering your retreat or offensively. And is it through barrier blocking results in more blockstun?
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CS is way more imbalanced than CT imo. With Rachel in CS there's nothing you can do when Tager has Magnetized you or when Ragna is pressuring you or when Taokaka is running all over the place. Tager's sledge goes through EVERYTHING Rachel has, and with Tager's buffs its almost impossible to win. Just imagine how many combos you have to do to him to win whereas he can just do one or 2 then 720 and game over. Lambda is a bitch to fight, all those that I fought all either used that ramming move of hers or her 5c/6c, always out of melee range. And against Ragna, Lambda, and Tager I always get guard broken, and eat a 3k min combo, or worse, 720c from Tager. My Rachel these days has to rely a lot on lobellias and Tempest Dahlias. Still, CS Rachel is fun though, except when you lose.
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Tao's taunt loop is nonsense. I ate 7k from one taunt loop yesterday. I have trouble with Ragna, Lambda, and Tager in CS too.
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Ok thanks for all the help. Would still be better if I could see it to visualize it better though.
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Um after the air iris, do you land and jump up again? And then bit confused for this part too: 236B j.C j.C 214C BBL. So you jump and j.C twice and land then BBL?
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Could you link the video for that pls?
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4B is actually pretty good for pressure. If you can predict when your opponent is going to block low, it can connect and does pretty good dmg too. And even if they block it, it still takes away a guard primer. Matsu uses 4B pretty well. Uate may be better than Matsu, but Matsu is definitely more entertaining to watch. :yaaay: