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Tari

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Everything posted by Tari

  1. Let us know how that goes~. Very curious about that. That's why I've basically stopped playing Rachel in CT. I keep trying to do combos that rely on shorter lobelia recovery and air iris, and it's hard to test anything that has j.2c in it due to its ability to cancel into normals. Hazama being mid-screen froggable was noted somewhere way back, which I suppose backs up the idea behind compiling all the notes we've made about CS Rachel into a single post somewhere.
  2. Been shown in a couple of the earlier vids after CS was released. It does... halfway not-crappy damage, which is to say, it still does very little for 50 meter. Can probably combo into a level 3 j.2c for additional damage, though no one's done it yet. Works in CT, too, if you're curious.
  3. http://www.nicovideo.jp/watch/sm9303954 (3v3 Rachel v Bang) 7:24 Rachel winds a pumpkin forward, IBs a nail. Pumpkin does not vanish.
  4. Combos that did crappy damage in CT are doing decent damage in CS. Gotta use all that stuff we threw aside before.
  5. The Rachel in that video prooved that double 236a during BBL is very possible in CS. I believe it's around 17:15 in the video. Full combo is something like 2c 2d 5b j.b j.c JC 2d j.2c (lvl 3) land BBL 236a 236a dash 3c (1 hit) 214c 3c (1 hit) 214b. 3.4k damage. Not sure if putting a 6a before BBL would have made any notable difference (for better or worse) in the final damage of that combo. I'm actually more surprised that ...land BBL 236a 214b dash 3c is a legit combo, with the extended summoning time on the pumpkin. (shows up in the video in the next round at some point) Edit: Somehow, my first edit failed to get posted, but during the first round against Noel, 4b 5b 5cdc 236b dash 6a 214c SJ j.b j.c JC j.b j.c j.236a does something like 2714 damage, which seems very good for such a straightforward combo.
  6. 5b 3c9d can be followed up with 5a/5b into basically all air combos or 6a BBL. It does fairly low damage, though, if you go for the BBL. It does allow for frogging into pumpkin oki, though, so it's up to you what you want to do.
  7. If you have a pumpkin, you can do 5d low j.2c cancelled into 236a, then wind the pumpkin to keep yourself safe and keep up pressure. 236a's shorter recovery means that the followup wind will actually push Rachel back into range of the opponent, allowing for 4b/2b followups and the likes. 236a definitely has less recovery, as in CT, the above did not work the same way. Follow-up wind after 236a would not move Rachel, because she'd still be recovering from the seed.
  8. 6a recovery is notably longer, and is basically the reason that 6a CH -> 6a does not typically work anymore, unless you land the CH on an opponent high in the air. Correct me if I'm wrong, but I believe j.2c doesn't cancel into anything until you land, even on hit. Not really a change (more like a side-effect of some changes), but I figure it's worth mentioning that Nirvana eats the pumpkin, now, as well. If it hits her while she's active, it will simply vanish. Also, somewhat random, but I remember you wrote something about cat-punching Jin's ice swords, and I can safely say this is still very possible in CS, since I did it earlier today.
  9. Few things worth noting/checking out: - What's BBL's minimum damage? We know it's very low, but we don't seem to have exact values. - Is Air BBL fast enough to combo from the end of a standard air combo? In my experience, it isn't, but I've only tried once or twice. - (Needs confirmation) The pumpkin will disappear when that timer counts down, regardless of when you last used it. - 6A still has upper-body guard, as mentioned, but its duration is significantly shorter, and the move's hitbox is all sorts of crap. Also, it has less stun on CH? Can't say I've noticed this one at all. - 3c9d can still be combo'd, just not into 6c. 3c9d 5a 5b is legit, for example. - j.2c (level 3) is a forced fatal counter. - 5cc (aerial hit) also causes groundslide, if the wall is too far away. Can lead into OTG state from wallbounce and be combo'd from (though I think most of us just do frog into 5cc again or something). - Drive: Does not charge while Rachel is in OTG state. Nice writeup, though, Polka. And that's a useful damage chart.
  10. Ah, alright. Didn't know there was that much bonus on $20.
  11. Hah, well, best of luck with that.

  12. How many friends did you add just tonight? :v:

  13. Was there a special deal today (Jan 1st) or something? I charged $20 on my card and got 110 credits ($27.50).
  14. 5b > 3c9d is okay, but 5b > 4b can be mashed out of, just so you know. And there aren't that many players who'll mash during blockstun, I don't believe. If they're mashing, you can just make a small hole in your blockstring and get yourself a free counterhit. Also, as far as I know, oki is a wakeup-specific term. It doesn't apply to pressure in general.
  15. About this combo... I can't seem to get the 9HJ>J3CD(LV2)>6A>Lili to combo midscreen. It's not difficult to land that in or near the corner, but midscreen, the j.3cd (lvl2) > 6a pushes them too far to the right (or left, orientation depending) for my BBL to land. Not entirely sure I'm doing that properly. Also, I can't really get the j.2c (lvl 3) after BBL effectively. With 2 wind, it would be easy as all hell, but without using a wind on the drop, it's pretty hard to time it. The 6a after j.3cd (lvl2) catches the opponent pretty close to the ground, so they aren't very high when the BBL hits. Not sure how to time the j.2c to catch them before they tech. --- 6a 5b JC j.b j.c 2d JC j.2c (lvl3) land SJ j.b j.c JC j.b j.c j.214b This one's definitely easier to do in CS than in CT. No idea why.
  16. j.a isn't a high, either. 5b > j.2c > sword iris isn't a fast overhead, exactly, and they'll probably start off blocking low against the 5b > 3c9d > 5b approach, though 3c9d seems to hit a lot for some reason.
  17. No kidding. No more wild 3c698741236a inputs for me. I actually need to sit down and just drill some of the new stuff into my head at somepoint. Haven't really done that.
  18. Hahaha, that is undeniable proof. Thans for clearing that up entirely.
  19. 5cdc 214a 2b 5b (frog hits) still works midscreen and in the corner. 5cdc 214a 3c (frog hits) still works midscreen and in the corner, as well, but timing almost feels a little different. I'm willing to chalk that up to just not playing for a week, though. 3c(1 hit)236a works, though.
  20. You may be right about that. Think I've been resummoning, too, come to think of it. Might've been thinking of the frog or a loketest or something, but I could've sworn I'd had the pumpkin summon fail me before. Apologies for the questionable info, I'll check again later.
  21. @guaranteed lvl3 j.2c FC: didn't see it mentioned anywhere, and I'm apparently blind when doing lvl 3 j.2c combos. :8/: The rest of it should be common knowledge, though.
  22. I'll check if I get a fatal when doing lvl 3 j.2c mid-combo later (haven't headed out yet). I tend to spam that a lot, now, so I'm surprised I hadn't noticed something like a fatal property on the move. Hm.
  23. That's a good point, actually, hadn't noticed it until you pointed it out. Not sure how that works, since the combo didn't go black/blue until later. Anyone know what's up with that? Is level 3 j.2c always a fatal?
  24. I think that's the combo we all went 'whoa' (or some equivalent) at. The rest of it was useful, but that was cool. I'm fairly impressed by the number of times he landed it, actually. Somewhat related: That old rule-of-thumb, that longer ground combos were better due to wind regen? Very, very important now.
  25. A little, maybe? But chances are that the other player knows you're doing j.b j.c JC j.b j.c and will be more than ready to break a purple throw. And, of course, purple throws tend to get broken anyway, so....
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