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Everything posted by Tari
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Yes, those combo into iris on crouching. 5C combos into iris on standing. It's true in CSEX and in CP.
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To clarify, the Sword Iris combo'd on standing because he did it from 5C. Typically, people try to do it from 5BB or 6B, which doesn't work.
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Oh God, Yumekami, lol. Those mamis were great.
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Platager!? Sounds like a weird super hero name or something. Here's to hoping he has some neat stuff up his sleeve. :P
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Barrier and jump out, IB and backdash or 2C if there's an opportunity (ie: high-commitment move), etc. Poking out as Rachel is often not that easy, so barrier comes in very handy for pushing opponents away and forcing them to insert gaps or more dangerous moves into their blockstring. If you know the opponent will go for a mixup that has a gap in it, mind you, you should still be poking out and getting that counterhit.
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A 50 meter dodge wouldn't be horrible, I suppose. :P It's really just something you spam for fun, though.
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I sorta want her unlimited mode multi-lightning DD when she goes into OD, but that probably won't happen. It wasn't particularly useful, anyway, just flashy.
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There are a couple situations where you have to use j.214A instead of j.214B, but those tend to be height related and dependent on what move you're comboing out of. The first example I can think of is the impractical red axe combo of ...j.BB > j.D > air dash > j.214A..., as the height and timing is typically not j.214B-friendly. Out of a normal j.B/j.C combo, j.214B is usually stable. Can't think of any normal situations where it would fail, but there are probably edge scenarios where it happens.
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Alright, just making sure. :P Honestly, I'm thinking the Haku was just making silly mistakes. Maybe he meant to counter instead of slash or something? The Haku player teched in the middle of George trying to electrocute him. There's absolutely no way you'd be able to 3C there.
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I feel like I've seen some players use 5CC oki, but it would appear that in most cases, you can follow 5CC with an extra couple hits and end with 3C oki instead. And the failure to stop Nu's roll looks like it was bad timing/misinput/etc., not a change to Rachel's moves. I wasn't aware that cancelling before the 3rd move was actually a bad thing, either. As far as I knew (or assumed, I suppose), the main downside to cancelling prior to the third move was the potential to cancel late, which would give the opponent enough time to roll tech. Always thought cancelling as soon as any part of 3C hit would afford you the same amount of oki. I'd investigate that more, but I don't really have time until after New Year's at earliest, and it sounds like the JP players have already done it? Thanks for keeping that updated. Are there any Nico vids in particular that you want pulled and uploaded, or are you just waiting for vids to show up on Youtube?
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NOTE: Do not use this thread for CPEX discussion! Use the CPEX thread for that! This thread is for posting stuff from non-JPN players or stuff from users here. Videos can be posted to show progress, some general match up tips, or just to be flashy. Rules 1) All criticism is to be constructive. 2) If you post a video and ask for criticism, it will be given. Please do not get butthurt. For CSE video discussion, please see the CSE critique thread.
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Oho. Best of luck! This is definitely true, but I believe it has less to do with the proration (j.C prorates once, iirc, and has the same P2 as j.B) and more with the untech time of the hit and maybe the number of hits. j.B has more untech time than j.C, which makes it a more stable connection.
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Haha, yeah. That's part of the reason I always bring it back up, lol. Pretty sad I never finished that before EX came out, but hey, it's still fun to look at every now and then. Barely. It's basically not combo-able.
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We also have this old, incomplete CS2 tutorial video that briefly talks about all of Rachel's normals: http://www.youtube.com/watch?v=tmmmxR4bIIc Most of the information is still correct. The primary differences are in 6B (fork) and 2C (chair), iirc, so ignore any info you see regarding those two moves if you do watch the video. Also, welcome, welcome. Do feel free to ask questions, we don't bite. Much. :P
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Ah, yeah, 5AA after the FC B+D adds more proration and lowers damage. It's arguably more stable, as you can catch the opponent at a lower height and thus have a longer window for the dash, but if you can avoid doing the second A, I'd really suggest you do. The single 5A is just as stable if you practice it a little. :P That aside, definitely try using 2A at the end of your loops instead of 5A. If you're running into problems with having slightly too much proration, swapping out a 5A for a 2A will shave off a nice bit of the same-move proration you're incurring. Could make a difference.
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That corner carry combo and some variations are in a the general discussion thread somewhere, as well as in a couple of our combo videos, I believe. ====== It's been months since I last played this game, so I opened up training mode to check, and I'm pretty sure the FC B+D, 5A/2A > 2B > j.B > j.C > j.214B > 236236D combo should never drop. Ever. The only time the super will fail to connect is if you mistime your input and whiff the first hit of the super. In that case, the opponent can tech before your super ever hits them. If the super actually hits, all hits should connect. By the way, 2A does a tiny bit (around 20-30 damage) more damage than 5A at the end of a combo that starts off of FC B+D. Here's are four of the more common combo paths off of FC B+D, listed in order of damage: - FC B+D, dash 5A > 2C > FC B+D, dash 2A > 2B > 2C > 214B > 236236D = 5777 dmg - FC B+D, dash 5A > 2C > FC B+D, dash 2A > 2B > hj.B > j.C > j.214B > 236236D = 5686 dmg - FC B+D, dash 2A > 2B > 2C > 214B > 236236D = 5281 dmg - FC B+D, 2A > 2B > j.B > j.C > j.214B > 236236D = 5144 dmg In comparison, your version of the combo (FC B+D, 2A > 5B > 236236D) does 4422 damage. That's between 700 and 1300 damage you're losing out on. Having said that, if you don't feel like you can execute the other combos reliably (some of the timings take a bit of practice), there's nothing wrong with going with the more reliable option. ======= If you were talking about FC B+D towards the end of a long combo, then you either did too many loops of FC B+D and you need to strip one out, or your timing or choice of ender is incorrect.
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Good catch on the pumpkin. Definitely looks like it only goes in the traditional 8 directions. Seeing the pumpkin speed off towards the upper left when the wind was almost horizontal was pretty silly.
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Gii and Nago have the best voices, though! It's always great going through the audio rips and listening to all of Nago's screaming. xD Et Cetera is a great manga. Cute, simple, and just overall very enjoyable. Still have the entire series on my bookshelf. Yeah, definitely looks far more useful in that sense than before. I really enjoyed the burst at 1:40, lol. Can't wait for people to get a better handle on Izayoi's gameplay. I want to see some more Rachel v. Izayoi stuff.
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Yeah, the new voice is nice. I just like that they changed it up a bit, haha. More speaking lines for Rachel are great, anyway. Also, nice Et Cetera avatar. Never seen anyone sporting one of those, even though the manga is really cute. /cough I wonder if you can do funky resets off of that, now? Interesting. Any idea where in that video it is? My internet's being slow, so it's hard to check through the full 4 hours of archival footage.
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Just a note, the first combo goes into a ground throw, not an air throw. :P If I recall correctly, you can actually combo directly into BBL instead of doing the j.2C > 2A (whiff) reset, as well, but it does crap for damage. I think the reset is far more hilarious. Anyway, can't wait to see the result.
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The auto-target wind effect seems pretty neat. I'm probably going to blow myself up with it for a little while after the game comes out by hitting 5D (assuming it really is 5D) at the wrong times, haha.
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Hah. I was browsing through my old Youtube videos and came across the old troll/gimmick combos I posted up: 50 meter gain, corner carry from midscreen Video: http://www.youtube.com/watch?v=oBDbTJuNDfk Combo: 5B > 6BD > 6C > j.C > 5BB + 5D > 5CC > 214A > dash 5B > j.B > jc 8D > j.2CD (lvl 3) > 236A > 5CC > dash 3C (1 hit) > 214C > j.2C > 2A (whiff) Note: Gains 50 meter from midscreen, takes 4 wind, does ~3.8k or 3.9k damage. Completely impractical, sorta hilarious if you get it, and even more hilarious if you get the whiff 2A into throw setup for another 4k damage. ~~~ Corner crossup into corner BBL Video: http://www.youtube.com/watch?v=zqZW27-Pq4U Combo: corner crossup j.C1D > 3C > BBL > jump towards opponent, 8D > j.3DC (lvl 3) > 214A > 5CC > 236A > 236A > 5CC > dash 3C (1 hit) > 214C > dash 3C (2 hits) > 214A oki Note: Start with nearly 50 meter, of course. Just a corner crossup combo for Rachel, nothing too spectacular. Does around 5.4k damage. ~~~ Double frog into BBL Video: http://www.youtube.com/watch?v=WtqJWOENL-E Combo: 5B > 5CDC > 214A > 5B > forward jump j.B > jc (double-jump upwards) 8D > j.2DC (lvl3) > 236A > 5CC > 214A > dash 3C (3 hits) > 236A > dash 3C (2 hits) > BBL... ...hj 8D > j.2C (lvl 3) > 5CC > 214A oki Note: Start with ~8 meter. Up to the '...' part, it does around 4.7k damage. Adding on the extra lvl 3 j.2C and the ender tacks on another 300-400 damage, but I can't recall if you can do a one wind j.2C there or if it has to be a two wind j.2C. In either case, you can get to 5k damage. Gains 42 meter prior to BBL. Can alternatively be done without BBL for an extra 4 or 5 meter gain. ~~~ Color: default Rachel? That's the only color I use, lol. Opponent: Should mostly work on anyone, though spacing gets harder against some characters in the first combo. Second combo needs 3C to hit 3 times before BBL. These are all pretty old, so feel free to disregard, heh.