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Everything posted by Tari
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That's not really new, though, is it? Haha. Maybe Tetsuo just felt like changing it up finally after 5 years? Rachel's mixup has generally been considered strong throughout almost every game (the slight exception being CS1).
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Corrected. Not sure how that happened, sorry about that. Went back and checked the rest of the entries' starter ratings and it should all be correct now.
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The 'S' is for its starter rating, and it stands for 'Short'. It's got the second worst starter rating possible (the worst being 'VS', or 'Very Short'). Refer to this: http://www.dustloop.com/wiki/index.php?title=Damage_(BBCP)#Hitstun_Decay
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I don't think anyone's failed at that level 2 j.2C combo since early on in the CP days, haha. Not really sure how different it feels between CP and EX, though, without playing the game myself.
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Yup. Pretty sure it fails at the 236B.
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Ah, you're right. The sound effect that occurred as he did the backdash was what caused me to think there was a j.214B cancel involved. Sounded similar to the pumpkin summon.
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Going through some of the more recent videos, I noticed N-O stopping his air momentum before doing a j.B: http://www.youtube.com/watch?v=GmkKjDW-Zk4&feature=youtu.be&t=19m38s Am I missing something, or did he just somehow cancel his j.214B into j.B? I don't remember that being in the change list, haha, but maybe I'm just reaaaaaaally out of the loop? You can't barrier cancel that, either, so....
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Continue the figure-discussion in the general thread, please. :P
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Yeah, it's LE only. I think it's probably still available in a few places, but it's not something I'm going to be buying anyway. Money! If I have cash later on, I'll probably ebay or yahoo auction it or something, but it's bound to be more expensive than its original price.
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Me, as well. Though, I don't have any money to buy it with. Arrgh.
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[Xrd] News & (Theoretical) Gameplay Discussion
Tari replied to Shinjin's topic in Guilty Gear General
If Millia really gets that outfit in the game, I'm totally going to learn how to play her, too. :P -
As a character, she's totally fine, hah. I think most of us are just curious as to what exact changes she's gotten (what's safe or not anymore). For example, the 3C blockstun nerf makes the gimmick of 3C/3[C] (non-IB) > 2C no longer viable against 5-frame 5As, as the gap non-IB is too long now.
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I'll try to remember to go through the rest of Rachel's moves and clean up that frame data page this weekend. Sorry about the delay, guys. That said, I checked the data for A/B/C tiny lobelia, and it's pretty much the expected (if unwanted) info: A tiny lobelia's frame advantage is nerfed from -4 to -6 B/C tiny lobelia's frame advantage is nerfed from -6 to -8 The tiny lobelia startup, (total) recovery, move level, blockstun, etc. remains unchanged.
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CP basic frame data is up on the wiki, now. It's a skeleton page, very under-construction. The current filled tables are down at the bottom of the page until I migrate the info to the new tables. Only did the normals, will work on specials/DDs later. http://www.dustloop.com/wiki/index.php?title=Frame_Data_(Rachel_BBCP) There's some other information (move starter rating, SMP rating, etc.) that doesn't fit on the old table, as well, so that's not written in yet. Notable changes (compared to previous frame data on wiki): 5A, 5B, 2A, 6B have 100 P1 now (most notable for 5B, as its P2 remains unchanged) 2B damage buff (420 > 480) 6A slower recovery (3 frames), longer untech time (4 frames) 4B fatal counter property, special/overdrive cancellable 4B damage nerf (800 > 680), but P1 buff (70 > 85) 4B startup is faster (2 frames), active is longer (1 frame), air untech is way longer (19 > 53 frames w/ ground bounce) Last hit of 3C (or 3[C]) is active for longer (2 > 5) 3C startup faster (2 frames), air untech is longer (40 > 80), no longer neutral on block (now -1) j.B P1 buff (80 > 90). Only mentioning this because its P2 nerf (86 > 85) is negligible. [*]j.C damage nerf (650 > 550) [*]j.2C P2 nerf, level dependent (lv1 89, lv2 92). Lv3 remains at 94 P2. [*]j.2C P1 is 90 at all levels (down from 100 at lv2/lv3). [*]j.2C (lvl2) dmg nerf (1200 > 880), longer untech time (2 frames) [*]j.2C (lvl3) dmg nerf (2000 > 1380) [*]ground throws ranges nerfed (from 100 to 70 units), air throw range unchanged (100 units) [*]ground throws P1 buff (90 > 100) [*]all throws P2 buff (100, 55 > 100, 60) [*]Counter Assault is 1 frame slower [*]Counter Assault has better frame advantage/disadvantage (-20 > -17) [*]Counter Assault has less air untech time (19 > 14) This is probably known already, by the way, but on air hit, Crush Trigger causes ground bounce and isn't emergency techable.
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It definitely seems to me to be a hitbox thing, as well. I don't mention that specifically in the video, though. In any case, I used to be able to do it fairly consistently, but I doubt I can do it as well nowadays. It doesn't come up that often in matches, either. As for 5B, it has its uses. Most notably, it's actually a reasonably decent oki tool if you space yourself correctly. Just have to be careful with it.
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Ah, I think I recall hearing about MSY showing up again. Didn't realize he was playing Amane now. And yeah, still hoping for more stuff from the lotus moves. That j.2C combo was pretty nice, though.
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Welcome to the Rachel boards. Enjoy your trip to Japan, and definitely let us know how the new Rachel feels. :P
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Haha, nice response. Yeah. CT-era was dominated by some of the other players, though, including the since-retired MSY.
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Getting used to Rachel's normals, tools, and movement is fairly important. That's all basic stuff that doesn't revolve around knowing combos, so if you aren't familiar with those things, it's worth learning/practicing them. Notably, I'm referring to things like how to approach and retreat with wind, how to use lobelias/lightning/pumpkin/frog for zoning, and when to use your normals (6A anti-air, 2A/2B/5B over 5A for poking, etc.). A lot of that is actually covered in our Rachel bible, if you will, that's located here: http://www.dustloop.com/forums/showthread.php?14170-CSE-Rachel-Gameplay-Guide Give it a read. Sakaku fairly recently updated that for the first time since its inception back during CT when kro first wrote it, so it's as up-to-date as ever. If you are familiar with all of that, there are some other non-combo related things that are fairly important, ala j.A instant overhead and the followup fuzzy guard, or things that are simply useful to know, ala 6CD > j.C > dash 5B. And if you're good with all of that stuff, then yeah, it's still worth learning lvl 2 j.2C combo timings, as it comes in handy more often than not. Other than that, make sure you know your basic combos (6A > 5B > sjc j.B > j.A > j.B > j.C > jc j.B > (j.A) > j.C, and other simple combos). Maybe practice things like 2C (CH) > 7D > 632146C, or 6A (CH) > 5B > sjc j.B > j.C > jc j.B > j.C > 63214D6C. Those are useful to know, but not core essentials. Most of the new combos are not feasible to practice in the current iteration of the game, unfortunately. Hm, so George's proration is still decent? That's good to know.
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@kirb: I feel like I've seen 6B CH combos in some of the videos, but I can't recall which one off the top of my head. :/ I'll keep an eye out for it more, in any case. @TD: Is it no longer possible to just 5CC > Frog > 5B into a combo in the corner? Or is that just an alternative combo path? I was under the impression that the old combo still functioned as well, just that it wasn't used due to bad proration/tech-time (which still seems true for the new corner 5CC > frog combo).
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As mentioned, if you land the j.BB hit low enough, you can follow up with most normals. j.A/j.B for situations where the ground normals don't work. Best option is typically 5A or 2B, imo, as both give you good axe gauge and will end in knockdown. If you hit j.BB on your first jump, you can double jump for a follow-up, as well. Useful if you do it too high or something, but I think it's often better to just take the spacing in those situations instead.
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No real song suggestion from me, especially since most of the songs I'd use for combo videos are under 5 minutes long. :P As far as colors go, I actually wouldn't even mind if you just threw everyone's names into the credits or did one of those 'Dustloop Rachel Board' credit things (probably with a link to the thread in the vid description or something), if you don't feel like specifying which combos belong to whom. That said, I probably have the least flashy combos in here, so heh.
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Haha, that's a hilarious oki trick. Going to have to remember it.
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I feel like I've seen longer combos from j.A IOH, but they didn't end with very strong oki, so perhaps players are just opting for that instead? I'd need to look through the older videos to make sure, though. :/