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Tari

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Everything posted by Tari

  1. I sorta agree with this, actually. Most of the time I only actually used two or three bombs for approach/spacing, and ended up spitting the other 3 out randomly just to get rid of them (often after 3C).
  2. 2C was repeated in frying pan combos, mostly, but also in bubbleless hammer loops, some item-swap combos, some of the super missle combos, etc. It wasn't exactly unused. For the most part, those combos don't need multiple 2Cs to be performed, so it's not a big deal. Proration changes are definitely what's going to kill the combos. edit: your current avatar is full of win. if only he had a pickle.
  3. Wow at those changes. Most combos are going to end earlier than before (ie: no more 6A 22C, though that was out anyway, and no more 3C 22C RC into full corner combos). Just to clarify, only the level 1 air hammer got changed? 2C repeat proration is going to affect a lot of 2C 22C max damage combos, as well as the 3C 22C RC combos. Hm. For most of those, it's possible to swap out the 2C 22C with something else, though, so hopefully it won't be too large a change in the combos.
  4. It would've been so hype if her 5B became like Ragna's (ie: kara-cancelling it moves you forward). xD
  5. Yeah, it's impossible to connect with 5C off high j.D pan normally, but it seems like it'd be odd for it to cause the opponent to be unable to tech for so long that you can land and 5C afterwards. xD;
  6. Some nice changes to the items, there. I do actually like the ability to combo off of lvl 1 hammer. Might be possible to use it in the same way that you'd use Tager elbow or something, since you don't have to superjump for level 2/3 to combo anymore, hahaha. What does it mean when it says you can do 5C after j.D fan/pan? Off of an instant overhead pan, you can already do 5C, so I'm just wondering what it means.
  7. I still blame aoniku (and r-1 for flaunting that 320 psr card at sbo). It's totally their faults that she's getting nerfed! That aside, I really, really want videos at this point. It's hard to tell what is and isn't accurate information on the BBS, though I think it's safe to say j.A 5000 damage and 5B 50 meter 8000 damage are false.
  8. Makoto's hitbox in the air after getting hit is -cough- amazing in various ways in CS2. Extending it downwards basically makes her the same as every other character in the cast in terms of what can hit her after being OTG'd, as opposed to magically avoiding attacks that work on everyone else.
  9. 追加C、J2CLv2のガープラ削り消えて、4B>5B>4Bも出来なくなって(4Bはガト中1回?)、いよいよガークラ狙えないキャラになったな… questionable translations from me: - j.2C (lvl2) no longer removes primer - 4B > 5B > 4B no longer works (4B may be restricted to once per gatling) - more and more, Rachel is becoming a character that does not aim for guard crush
  10. Interesting changes. Swallow moon having more recovery sounds like it'll confuse me, timing-wise when we finally get to play the game stateside.
  11. Need to fill in the tools and get some discussion on what to put into "how to play". Hopefully we can finish this up in the next week or so, because any later than that and none of us will care anymore. /cough
  12. I wonder if 6B causes float now or something? Ugh, I want videos.
  13. That... is rather amazing. Where in the world did you find that? Or did you draw it? o:
  14. Relius? XD edit: Oh wait, no. Mu. I am scared of what Mu is going to be in the next game.
  15. Fry's sells tables and chairs? I never knew this. I always just go look at electronics there. Are they reasonably priced (ie: cheap)?
  16. I didn't even know CS2 was out until Game Center opened in Norcal. XD I was alright with CS1 Rachel, though, personally. She wasn't exactly amazing or anything, but I actually enjoyed having to learn to play the game properly for the while that I was playing it. ...that said, when I finally did grab the CS2 update and try Rachel out, it was a very pleasant surprise.
  17. That's actually a pretty neat combo. It's supposed to be a 50-53 meter gain combo, but Hazama floated away from the first two poles before Rachel did sword iris. You can always make it a 50 meter combo by replacing "214A 5B 6A 236B" with "214A 5B 6A 236C". Same proration, same damage, etc., but it's guaranteed to hit on the sword iris later on.
  18. I took out the part about iris whiff in the 6C part. We can mention that in the video, though. I just wasn't sure how to word it and not make it sound like 6C was unsafe in blockstrings all the time without making the text significantly longer.
  19. Alright, check the second post and let me know any revisions/additions you guys want to make to the list. 6C and j.[C] don't have anything written for them yet, and everything below j.[C] has nothing written yet either. Mentioning some stuff might be worth doing, I suppose, like 3C 236A enders being very unsafe at point blank. 5CC as a blockstring ender is rarely a good idea. The only benefit you get from it is primer break. Winded techs will be in the defense section already. That said, all of the mentioned stuff here can be fitted into other parts of the video already. ie: 236A goes with 236A explanation, 5CC goes with 5CC explanation, and winded techs go in the defense section. Lobelias being very risky in some matchups can be mentioned in tools/"how to play" section.
  20. Haha. At least there's a combo that exists for it, I guess? It does happen every now and then, after all.... I wonder if there's a corner optimal 5C fatal combo. Chances are that if there is, it involves going into level 3 j.2C anyway, eh?
  21. Yeah, we're getting close to describing every normal already. At this point, we might as well go for broke.
  22. 3C has about the same profile as 2A/2B (in fact, 3C may be a bit taller at some points), and the hitbox is significantly thinner vertically than 2A, so I doubt it'd work as an anti-air in places where 2A wouldn't (ie: Valk's j.C). 3C's definitely worth mentioning, though, seeing as how it's her midscreen knockdown move into oki. So normals so far: (standard normals) 5B - jump cancellable 2B 3C - note: slides far with wind (good for defense) 6B 6A j.C - reasonable air-to-air with very good CH properties 2C - breaks primer, unsafe on block/whiff (insane recovery). leads into huge damage on CH. (handy with wind or in specific situations) j.A 6C 5CC - breaks primer on second hit, is not safe to gatling into without pumpkin (unsafe) 4B - breaks primer on hit, her only standing overhead, difficult to use without wind, and unsafe without pumpkin (only adding this because it's her overhead) Anything else we should mention? Made some basic notes on the on a few moves, but that's about it so far. Hm. Maybe we should mention 2A/5A as well.
  23. Point taken. Threw up a thread for tutorial video discussion.
  24. And, to real discussion. What normals do you guys think we should cover? 2B/5B are obvious ones, due to their odd projectile properties. 6B for its amazing CH, and 2C because, well, it's cat chair (though I suppose this will get discussed in defense?). j.2C, j.A, and j.C/j.[C] are probably worth mentioning. What else, though? 4B? 5CC? Feel free to throw out ideas for any of the sections in the video. The more we have to draw from when putting it together, the easier it'll be.
  25. Normals: Ground: 5A - Fastest poke, very bad on whiff; 2 hits 5B - Jump cancellable, standard combo starter; is a projectile normal 5C - Fatal counter, unsafe to gatling into without pumpkin, chains into 5CC and 3C 5CC - Causes groundslide, breaks primer on block 2A - Fairly good poke, more reliable fast normal than 5A 2B - Rachel's go-to low for most situations; is a projectile normal 2C - Almost a reversal, leads into huge damage on CH, breaks primer on block, incredibly unsafe on whiff and block. 6B - Fairly good long range poke, causes groundslide on CH. On CH, can be combo'd after with wind. Useful blockstring/combo filler. (CSE removes jump cancel property) 6C - Used with wind (5D/6D) in combos to corner carry opponents; can be extended with 8D. Special cancellable and gatlings to j.C and j.2C on hit/block. On CH, links to 5A. Is Rachel only normal that is plus on block. 3C - Causes knockdown, can be cancelled into specials after any hit, can be chained into 3[C]; 3 hits, neutral on block. 3[C] - Extends 3C into 6 hits. Cannot be cancelled into anything. Neutral on block. 4B - Rachel's only standing overhead. Very unsafe without pumpkin and wind due to lengthy startup, and difficult to combo from without wind. Breaks primer on block. Safe on block. Air j.A - Rachel's standard overhead. Incredibly fast mixup when combined with wind. Reasonably good air-to-air. j.B - Combo filler, and fills in for j.A in specific situations where j.A will not work. j.C - Good air-to-air when at certain ranges, notably when below the opponent. j.[C] - Causes Rachel to float slowly downward after j.C. Extends windless air combos. Can be airdash-cancelled and is cancellable into any air move. Used situationally for mixup with George. j.2C (L1) j.2C (L2) j.2C (L3) --------- Specials: Impish Gypsophilla (pumpkin) A Tiny Lobelia B Tiny Lobelia C Tiny Lobelia A Tiny Lobelia (air) B Tiny Lobelia (air) C Tiny Lobelia (air) Sylpheed --------- Supers: Baden Baden Lily Tempest Dahlia --------- Other: Ground Throw Air Throw Astral Finish
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