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Tari

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Everything posted by Tari

  1. Dunno if it was mentioned yet, but it's worth noting is that GA mode's 2C is useful as a pressure reset. It's +4 on block, so you can do it and then follow it up with a non-gatling'd normal like 2B, jump cancel it and do tk Noir, or just keep going and cancel it into whatever special moves. Don't cancel into GA 3C or GA 6C, though, haha.... GA mode dash > air dash > j.A > j.B/j.C is a fuzzy, as well, though if you do hit with the j.A and combo into the j.B/j.C, you'll have to settle for a shorter combo.
  2. As AnneIFrank said, the level of j.2C that you get is based on how fast Rachel is falling at the moment she hits the opponent. It's pretty easy to get the level 2 and level 3 j.2Cs when you use wind, but the level 3 version is notably not as useful in this version of the game as it was in previous installments (where it was a staple part of Rachel's BBL combos).
  3. Not familiar with how Rachel plays in this game, so take this stuff with a grain of salt. I was basically just playing her as a pure zoning character and throwing lobelias, jumping/flying around, and landing the occasional hit confirm into the old CSE BBL combos (albeit shortened, since you can't really do the full combos anymore). ===== Try to not allow him to push you into the corner. He's not that strong midscreen, but once he gets to the corner, he has every type of mixup in the game (overhead, crossup, command throw, guardpoint frametraps, etc.), and it can be quite terrifying, especially since he has fairly good corner damage. Play patiently, take advantage of his bad movement and zone him to heck and back. You can punish him with projectiles for using his projectile-absorbing move, but you have to either stuff its startup or recovery (which feels fairly substantial). Otherwise, just avoid it or 6B it. 6B is good for stuffing some drive moves, but should probably not be used too much outside of that. If you do land a counterhit 6B, it's reasonable to not follow it up with a full combo and instead just set up a bunch of zoning tools (though this is not as much of an issue in this game, what with air combos actually having knockback enders). Also, when he starts doing his drive/stance mixups, you can use cat chair against a number of his moves. It's a weird situation, because he can theoretically bait it or space himself to avoid the counterhit, but if he adjusts his pressure to deal with the chair, his blockstring becomes far less effective. It feels like you can probably reaction cat chair some of his drive moves, but it's a dangerous game to play. It's worth knowing that, if you IB the second hit of his sliding drive move (it's probably Ryuusenken [2D~B], but I wouldn't know for sure), you can throw him out of any attack followup he tries to do, but not hit him out of them. If he decides to use his sword bunt and you attempt to do an attack, he'll guardpoint it and fatal counter you. Alternatively, you can cat chair here as well, if you miss the IB, but he can opt to just stop attacking completely if he thinks you're going to do it. Don't try to summon things when you're only sorta far range from him, by the way. He can hit you there for decent damage and corner carry. His worst ranges seem to be mid-ranges, where he has no real tools (though neither do we), and very far ranges, from where zoners just laugh at him forever. He has difficulty approaching you without using his projectile-invuln move, so try to keep him away from you. Tempest Dahlia is okay if you get him in the sky, if you catch him recovering from something, or if he's sorta close to you. His projectile invuln move has a total of 31 frames of startup (16 on stance, 15 on the move) if he gets it as early as possible, and TD, as long as you aren't at 0 wind, is only 1 frame after the superflash before projectiles start flying. Definitely a gamble, though, if you do it while he's grounded. Watch out for his DP, because it's a down-charge move. You can't effectively cross it up to negate it, and it has a huge aerial hitbox. That said, if he's blocking something high or if he stands at ANY POINT when blocking, he is guaranteed to not be able to use his DP for a while. Similarly, his wakeup super is pretty much not an issue if you see him emergency tech. He needs to hold back to charge it, but emergency teching can only happen if he's not holding a direction. A bit unfortunate for him, but oh well.
  4. Finally got home and picked up my copy of CP. It came with three pins, two of which are Platinum and Rachel. Quite pleased. Now to try to learn to play Rachel and Platinum in this game... once I stop being obsessed with trying Izayoi out. /cough
  5. Lol. That game. That game! >_< I'll make it out for the GG tourney next time, and hopefully Gundam as well.
  6. I'm going to bug you guys to test the lag from CA to WA whenever I get my game in. Hoping it arrives by next week (since I'm out this weekend anyway). :D
  7. If you want to make an archive video thread to store the old video links, we can try locking it (not sure if you can edit it if it's locked, though), or something along those lines, as well. In an archive thread, each post could be split by years, as well. One post for 2012, another one for 2013 if you ever need to phase it out, etc. Not sure CP will be around long enough for that to be necessary, though you never know.
  8. Pretty happy to see that the NA LE is getting bonuses as well. I'd totally buy it if it weren't coming out so much later than the JP one. :/ There's a Rachel cushion and wallscroll? Does the wallscroll look good? o: Edit: on an unrelated note, the anime just aired, so we have some Rachel screencaps from it. Pretty pleased with how she looks. http://i.imgur.com/Fe2ytm7.png http://i.imgur.com/cYcWI6a.jpg
  9. I second this. Anyway, I'm done with this thread. I don't actually want to join this argument at all.
  10. I pulled up my copy of GG to see if your answers to the butterfly were actually feasible (since it made me wonder why Anji players would ever butterfly oki Potemkin if it were so easy to deal with), and it turns out that no, slidehead does not beat a well-spaced meaty butterfly. Pot just gets hit later on in the move, before he actually finishes falling to the floor. Slashbacking the drop on the first butterfly when the second butterfly is next to your face turns out to be pretty hard, too, though I admit I suck at slashbacking. Beyond that, Anji can also just input 2369P for the second butterfly. If the first one hits, he gets a second butterfly, while if it whiffs because of some reversal or backdash or whatever, he'll just jump forward. Anyway, even if Potemkin has an answer to it, do all the other characters have a legitimate answer to it? I was only messing around with it on Pot because he has the most health and the glitch doesn't work in training mode. edit: I really want the macro glitch stuff to be illegitimate, but honestly, everything seems to point to it being quite good.
  11. Very nice CMV. Some pretty neat SMP combos in there. :D
  12. This is hardly a game-breaking example (I hope), but I found it funny, since I've literally never touched Anji before and I'm new to GG overall. Hell, I didn't even know what his butterfly input was, I just mashed 236 with random buttons till I found it. Took all of 5 minutes for me to learn to do this, so make of that what you will. Inputs for this were incredibly easy, though I did manage to fail at the end and walk forward by a ridiculous amount: [K+S+H] + Macro (PKHS) + 23[6], 23[6], 23[6], 23[6], 23[6], 23[6], etc. Yes, just hold 6 to make the butterfly come out, even if you did the input insanely early! Only downside is that you'll walk forward until the butterfly is actually possible to deploy. Pretty funny how long the directional input buffer is with this glitch. The fact that I can actually walk until the input is valid is quite odd. edit: Oh, so it's actually potentially game-breaking. That's unfortunate. >_>
  13. Last I heard, we still gravitate towards green axe level, but I don't know how reliable that information is. As for what changes stick and what changes don't, I suppose it's just a matter of waiting and seeing. It really boils down to whether they think Labrys is too strong or weak during a given loketest (or if anyone finds broken tech with her). I'll be playing her anyway, so I'm not really concerned with anything.
  14. I doubt these are her final changes, since ASW tends to buff and nerf stuff quite liberally during loketests. The nerf on tsurugi-hold is pretty random, though, I have to admit.
  15. Just here to point out that the Bridget glitch is not a 1-frame input. I'm not quite sure what the input window for the glitch in AC+ is, but it's definitely not a 1-frame input. It's also not something that has to be inputted every-other-frame, which I believe some people are discussing in this thread. I'm keeping my hands out of this argument, though.
  16. I would, but my weekend is dedicated to finishing a project I've been procrastinating on. Not to mention that I have no idea where you place is, lol.
  17. Just noticed this thread hasn't been updated yet. The next Dogfight (and final one at GC) is this Saturday, isn't it?
  18. Gatling yoyo? Roger with a gun? ...Roger Gatling? ...and then, for some reason, I imagined Bridget doing Zappa sword poses. :| But yeah, I don't care too much about what happens to Bridget as long as he's still 'it'. /cough Though I suppose I would like his gameplay to stay pretty similar to how it is now.
  19. True enough. It just stood out to me a bit, because of the mention of +R mechanics slightly earlier in the video, but that's a fair reason to not mention it.
  20. Nice video as usual, tataki. Found it interesting that you discussed the yoyo recall stop that Bridget got in +R, but didn't mention any of the other +R stuff that affected moves you covered (notably, 6K, as it's now a far more legitimate mixup without yoyo out, since it's special cancellable to non-yoyo moves). Regardless, good stuff.
  21. First off, welcome to the forums, Zombie! Secondly, please refrain from double-posting if you can avoid it. As for the oki setup you quoted, 22x is not a low attack, so there is no reason why the opponent should not be able to block the approaching 236A-A safely. The sword does make the approach somewhat safer, no doubt, but it does not give you an unblockable setup. In some situations, it may give you a safe approach if the opponent blocks the initial chain knuckle, though.
  22. May want to edit the second post to reflect that as well.
  23. No problem, it's pretty easy for me to re-up them. Just had to find one of my old extra youtube accounts to use. http://www.dustloop.com/forums/showthread.php?15323-CP-Video-Posting-Thread/page57&p=1534735&viewfull=1#post1534735
  24. 8/18 Tachikawa http://youtu.be/a5l9OC2q7Ww http://youtu.be/ARcC3z79aj0 http://youtu.be/x_mEtmKH_ek http://youtu.be/utu72U6K7-E 8/7 HWB http://youtu.be/Xad-zpgrZ_o http://youtu.be/xyjnukUfnWs (P2-1) http://youtu.be/izQvy59MaGU (P2-2) http://youtu.be/TzUVfTTAJsI http://youtu.be/hCWwJxLKW2E
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