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Tari

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Everything posted by Tari

  1. I beat ME2 in 18 hours! God, now I've got nothing to keep me distracted from my growing piles of work. :/ Definitely going to keep heading to the livestream meets, though. Need to learn to play GG so I can get my ass properly handed to me when I get back to Norcal.

  2. It also hits Rachel standing, now. I still feel like some things are easier in this game, either because of the way hitstun is animated (not like that makes sense) or because hitstun hasn't actually been reduced. :8/:
  3. First Rachel was Matsu, again. xD
  4. We've figured out that that was loketest data. xD Also, cat chair RC cat chair RC cat chair in the corner to guardbreak would be incredibly troll. :P
  5. Unless you've somehow discovered how to jump cancel a j.2c in CS, the answer is no. And as Geno pointed out, the pumpkin summon takes too long. 3c (2 hits) 214b might be short enough, but you still run into the j.2c problem.
  6. It appears to have made it through to release. Though I'm unsure of the exact value of George's health in CS, he takes more hits than he did in CT. It's either his health was buffed, or nerfed damage on most moves has made it appear buffed.
  7. Thank God I just didn't test that properly (as proven by the combo video). 8D during the 2nd/3rd hit of 3c keeps them airborne long enough. [c] denotes holding the button down. For 3c, it's the difference between hitting 3 times (tap c) and hitting way more than 3 times (hold c).
  8. It's supposedly easier if you omit the j.b off the 6a 5b starter. If you don't do 5b immediately after 6a and you don't do j.b as early as possibly, the j.2c will whiff. Oh, but there is one key difference between adding the j.b and not adding it. If you add the j.b, you cannot do a 5b after the j.2c. The opponent will tech too high, so you're reduced to doing a SJ j.b j.c JC j.b j.c j.236a. The damage is actually better doing it without the j.b, as it turns out, though. The 5b on the ground tacks on an extra 100-150 dmg over the j.b in the air.
  9. The timing for it is a huge pain the ass. Changes depending on how high you placed your opponent for the BBL, too. But yeah, very useful stuff, if I could just do it consistently. xD
  10. Nice list, Kro. :P Just as a note, for combo 23, it is possible to do it with one wind. I'm assuming he's starting a bit too far from the corner for one wind to work, so he's using two wind to cover more distance on the dash.
  11. Yes, but I don't know how it fares against AC.
  12. Thanks for transcribing these. Didn't look too carefully, but this one caught my eye: Should be 1D.
  13. There are a bunch of 4k combos floating around for her, now. All of them involve 50 meter (but, notably, don't require 3 poles). :P A few 5k combos off 50 meter, as well, which is awesome.
  14. Haha, soujiro, thanks for the link, in any case. @kro: Yeah, those combos look pretty nice. Transcript would be awesome. :P /lazy~
  15. Yeah, I was trying to combo the second hit of 5cc, not the first. :P Some damage values... George: 548 dmg George + lvl 3 j.2c: 1848 dmg 5cdc + George + lvl 3 j.2c: 2144 dmg (2565 if starting with 5b) 5b 5cdc 214a 2b 5b HJ8D j.2dc (lvl 3) BBL HJ8D j.2c (lvl 3) BBL 214a 236a 3c 214c - ~4000 dmg (totally not worth it; costs 4 wind) 5b 5cdc 214a 2b 5b HJ8D j.2dc (lvl 3) BBL - 3139 dmg (this doesn't include damage from catching them with 3c into lightning into 6c j.c) 5b 5cdc 214a 2b 5b HJ8d j.2dc (lvl 3) 6c8d j.c j.c j.236a - ~3300-3400 dmg - (better than a single BBL, but you can't combo afterwards; also costs 4 wind) - can probably get a little more damage out of it by doing 236a (x2?) after the level 3 j.2c and catching the opponent in 3c214c. Also might be able to save a wind that way, as well as spend a little more time on the ground for wind recovery.
  16. Matsu keeps impressing me (and I keep trying to steal his combos ). I've been wondering if there was an easy way to combo into 5cc wallbounce from 6a, but I guess you need to use wind. I know one of the characters can get combo'd straight into the second hit of 5cc off a 6a CH, but it's only because of her weird hitbox. Don't even recall if it was Lamda, Noel, or Tao at this point.
  17. The Tagers you played against actually were saying their 360s whiffed on your 6cd on Gadget Finger wakeup. Needs more testing, then, but I was going by what they were telling me after they played you. :P Edit: Wh-what? Stalking? O-of course I'm not! But yeah, what you said about 6cd being on the ground for a little bit sounds pretty accurate. Still wanna test it, though. :P
  18. Just figured I'd point this out here, but if you get 360'd after Gadget Finger, you'll end up on the floor being Gadget Finger'd again. Do not just sit there and get thrown. The best thing (not easiest or safest thing) you can do after Gadget Finger is guess properly. For example, if the other player likes doing 360s and Atomic Collider, a short hop 3d will get by all three moves and allow you to attack, as will 6cd (which is probably the better choice of the two, actually). If he tries to attack you, 5a has the potential to win or cause a double counterhit. You can IB followup attacks from Gadget Finger, as well, but you run the risk of just being 360'd or stuck in Tager pressure again (whereas with attacking, your main concern is 360a). If you're going to block, block low until you see the overhead coming. Otherwise, he'll just 3c you back into Gadget Finger. If you're feeling very sure that he's going to attack you, not grab you, you also have the option of going straight into 2c. It's suicide if he uses a 360, 720, or expects it and just blocks, so it's a pretty dangerous option. Things like 6cd after Gadget Finger will make them think twice about doing 360 or AC after that move, which may allow you chances to land 2c or j.2c out of Gadget Finger into 3-4k combos. You have to remember that it's a guessing game for both us and the Tager player. They just have an offensive and damage-dealing advantage in it.
  19. Your new avatar is amazing. :P

  20. At full screen, your zoning beats his. Anything less than full screen and you should not be attempting to summon anything. Insta-block the chains (pretty easy, and it helps you keep up with meter gain), use 5a/6a/2c to poke him out of ranged chain approaches, go for max damage in your combos. Watch out for chain crossups, bait his kick (214db, I believe), and don't feel too afraid to 6a him out of air-to-ground chain movements. Do not use Tempest Dahlia on the ground in this fight. If he has 50 meter, he can do his ranged super (the throw one, though you can block it normally ) on reaction and it will beat you out. If you want to do it for guard break or time outs or something, consider TK-ing it.
  21. Backdash, poles + lightning still work if you're at distance, watch out for spark bolt, use 236b/c against his aerial approach. I'd suggest using 6a and j.c as an anti-air, but I'm not really sure how effective those are, especially considering that 6a clashes with Tager's air moves way too often. Don't cat chair unless it's obviously going to work. You'll find yourself eating a 360b more often than not, if you try doing it on Gadget Finger wakeup and the likes. Speaking of which, against Gadget Finger, you can try 5a, 6cd, superjump j.2dc (CH lvl2 j.2c can lead to 4.5-5k damage), backdash (though you're probably better off just doing 6cd or blocking), or blocking. 6cd will get through atomic collider and all ground throws, but is beaten by any normal attack.
  22. I'm assuming you're talking about CT (considering you're doing 6b into 5cdc), so... 2c: Try not to rely on it too much. It's okay to use it on occasion, but it's really not safe. - 2c (wait for them to go airborne) 2d 5b air combo. Grab/reverse grab: Reverse grab is easier to combo from, typically, due to the opponent floating higher after the toss. - Grab/Reverse Grab 7d 5b air combo (obviously, 7d is always the direction away from the opponent after the throw) 3c: 3c9d is the only way you can combo off of 3c (discounting frogging), unless you RC the move. easiest one to land: - 3c9d 5a 5b air combo bit tougher, due to timing the 6c: - 3c9d 6c j.c land j.c JC j.c j.236a (don't quote me on this one) - 3c9d 6c j.c land BBL -------------------- In any case, here're the CT Rachel Combos. Lots of good combos listed there. Feel free to ask about the combos in there, too. If you weren't asking for the combos, then, uh, I'm not quite sure where you're running into issues with the combos, so I can't really offer much advice.
  23. Yeah, knockdown is pretty hard to justify, especially if the combo doesn't grant you enough time to pull a pumpkin out safely. Anyway, correction on the elevator combo: should be j.b j.c 2d JC j.2c. I knew I'd gotten something wrong in my notation, but I couldn't remember what, until I went and did the combo. :/ The particular usage of the combo seen in the video is probably Tager/Hakumen and corner specific, due to the fact that they have large hitboxes and will get caught in the entirety of BBL. On other characters, a 63214d6c seems to be the necessary response, or a dash after the j.2c before BBL (which may or may not work, haven't tested; dash 6a32146c works in both CT and CS, though, so it's possible). Edit: Landed it midscreen on Ragna, but I keep whiffing the full BBL on Lamda, so I'm not sure who it does and doesn't hit without extra wind. Level 2 j.2c starter gets around 4.4k. Not that it's going to happen normally. Also, if you wanna be silly, or you can kill someone with one more hit, any lobelia hit in the air can be RC'd into sword iris or air iris. Might be combo-able into BBL on counterhit, too. And 6a 2c combos in certain situations. :8/: Not useful, but also funny. Edit 2: Played with the elevator combo a bit more. It definitely works on all characters, though the timing is a bit tighter on some than on others. It breaks down mostly into two important parts: 1) Make sure you do 5b immediately after 6a lands, or a couple characters will float too high for the combo to land. 2) When doing the j.b j.c 2d JC j.2c, the goal is to reach a level 2 j.2c height before going into j.2c. You want to wait as short a time as possible, but still get a level 2 j.2c for its ground bounce. Also, on Tager, if you aren't confident in your execution, you can use a SJ j.b j.c 2d JC j.2c to make it a bit easier. An alternative, easier combo for 2002 dmg (about 300 less than the above) is 6a 5b j.b j.c 2d JC j.c land SJ j.b j.c JC j.b j.c j.236a. Both combos can combo into BBL during the landing section. The elevator combo gets around 3k damage (slightly more, iirc) off of BBL to a lobelia and frog, while the alternative gets around 2.7-2.8k off the same setup.
  24. Whoo~! Thanks for that. :P

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