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Tari

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Everything posted by Tari

  1. A throw in BBL is insanely obvious, unfortunately. The only times I haven't had someone throwbreak it is when either I'm playing online or the other player got blinded by the lightning. Might work once in a while, but it's definitely not something you should be planning around. :P
  2. Eh? I'm a pretty crappy player, and I don't even check the JP BBS for stuff or care about frame data. Soniti and Kro are far more capable for this, and you still have wuku and the others who've played the game. Might as well just figure stuff out slowly, then just have someone compile it all at some point.
  3. There's no re-summon time, but you are unable to re-summon the pumpkin while one is out on the field. If your pumpkin floats into a less-than-useful position, there's not much you can do about it other than use extra wind to bring it back into play or try to push/pull your opponent into range of it.
  4. Ah, didn't think of that, but it makes sense that you might be able to land the level 3 j.2c without a down-wind. Never tried it myself, though.
  5. You can always hope, but you're basically on the ground only during the bolded sections: 5B>6CD>JC>5B>5CD>C follow up>9HJ>J3CD(LV2)>6A>Lili>8HJD>J2C( D )>Frog>3C>(Frog HIT)>6C>JC>jc>JC>A Cannon 5000~ damage It might be long enough, but you'd need that wind to regen by the time you did the second j.2dc, so you'd only get 5b, 5b 5cdc, and 6a (BBL basically doesn't count, since you do an 8HJD during it) to recharge a stock in. Actually, I'm only just noticing this, but there're 5 wind stocks used in that combo, so I'm going to assume it requires a full wind gauge and a recharge partway through.
  6. Holy hell, that's a ridiculous combo with a lot of j.2c. But it has a nice damage value, hah. The nice thing about that combo is that you can do it with 3 wind for a bit less damage, I suppose, if you strip off the first 6cd.
  7. Sounds like it'd work, but also sounds like something people will just throwbreak after a while. And yes, you can pumpkin off of a CH 6b, as it is special cancellable. Not sure if it's fast enough to be safe, though, and/or to resume pressure with.
  8. Ah, well, I'll be swinging by randomly next week, as long as I'm not sick. Might catch you. :P

  9. When're you headed to SVGL? It'd be cool to go over some Rachel stuff with another player, if our schedules happen to match up.

  10. If you're sure 6b will hit, you can do 6bd to combo off of it or cancel it into 236a or something. It's alright for poking at someone at long range, too, I suppose, but otherwise, it's pretty useless. And what has j.2c been losing to that it beat before? Haven't been using it enough in CS to notice, I suppose. Where're you heading to play the game, Olympus?
  11. Going to have to try that one next time I get a chance. That said, I also need to remember trying 236a236a into 3c214c from high BBL hits. It might work on the entire cast, but the spacing would be different depending on the character. I figure I'll be optimistic about it.
  12. You would be correct. Also, I believe there's enough time after the finishing 3c 236a to pull another frog out, pending that the 3c is 3-hits and you backdash. If it's just a 3c(1 hit)236a and no backdash, timing is probably pretty tight (though recovery from 236a might be enough delay). Not sure if it'll work or not. Probably depends a bit on how late the 5cc wallbounce happens. I somehow doubt that'll actually 'refrog', though. They'll just tech after the 236a while you're pulling George out.
  13. If I recall correctly, they don't have to switch their blocking direction, as they're in blockstun for the entire duration of George's electricity. Once it ends, they have to switch, but they have ages to do that. I tend to go for 4b 2b 4b or 5a 2a 2b 4b or something in the hopes of landing a hit. 'course, it's a crappy way to start a combo, but meh, at least it's safe for as long as George is going. Also, against certain characters j.3d 66b (or IAD 3d, I'm assuming) doesn't work so well. Hakumen, for example, can j.c, 4c, or 2c you out of it, and Lamda can 6d you out of it (and I actually tend to find that just running in works better against her in some cases). It does work, though.
  14. Lies~. Just wait a few months, and then you won't need any experience to beat her. 8D

  15. Getting them into the corner isn't a huge problem, either. Actually getting a hit in on them there can be annoying. I don't think I've managed to start any ground combo from 5b (unless I've been blocking a crapload, which usually means I'm not the one doing the cornering) or 5c.
  16. 5cc loops do so little damage, but they're hilarious if you manage to catch someone with a 5c anti-air. Anyway, played a bit more at SVGL today and was quite irritated when I found myself only winning via timeouts. Admitably, I screwed up massively (didn't block most of the other guys' attacks), but still.
  17. SVGL installed CS earlier today sometime. It's in the same cab that CT was in. Went there to have fun with good ol' OP Rachel, only to find a massively nerfed Rachel waiting for me. Was a pretty awesome surprise, though.
  18. Can't they just neutral tech through 236a and punish you for that, too? Unless the j.2c cancel into 236a has changed since CT, that's what used to happen.
  19. Can anyone test the damage on this? 5cdc 214a dash 2b 5b SJ 8d JC j.2dc (level 3 hit) 236a (236a) 6c j.c j.214c SJ j.b j.c JC j.b j.c j.236a Not sure if it's techable at the end, or if a second 236a is possible (cancelling j.2dc into 236a might be fast enough for two a-seeds). I'd test it myself, but I'm heading to NorCal tomorrow, and there isn't exactly easy access to CS there, yet.
  20. [6a] 5b JC j.b j.c 2d JC j.2c (registers as a level 3 hit) land, SJ j.b j.c JC j.b j.c j.236a Final version of this combo, I think. Can't milk any more damage out of it. Does a tiny bit over 2.3k damage, and can be combo'd off of 2c, 6a, ground throw, and 3c. Anything that leads into a 5b air combo, basically, though certain characters require additional hits. For example, the ground throw version against Hazama seems to work best with a j.a inserted between the first j.b and j.c. I think this combo still works with 2b 5b 236a, if with less damage. Can't recall if it black-beated (blue-beated?) or not, though. I have yet to break 3k with it, as well, probably because I start with 4b or 2b into 5b. --- Hazama is midscreen frog-able. This only seems to be true from point blank next to him, however, so something like 5b j.3db j.c 5b 5cdc 214a should set him up for frogging. 3c appears to whiff on him (I think this has been mentioned before), so I've been sticking to 2b 5b into frog against him. Fighting Hakumen is a huge pain. Not entirely sure how to approach him with his new pokes. Also, I should correct something I wrote earlier. 6a is only a mediocre anti-air. It's still a nice launcher, though. And for situations where it clashes (like against Tager's aerial moves), I just input 6a twice. If it hits, then the second 6a won't do anything, and if it clashes, then my 6a comes out again immediately. Probably not a great idea against some characters, but it works fine on Tager (so far).
  21. True that! Had someone claim that Rachel's j.2c was an unblockable overhead in CS when he failed to block it three times in a row. :gonk:

  22. Lol. Are there even more vids of Rachel winning from lobelia-spam to the face, now? :v:

  23. Good point. I don't really care if she's tournament viable, so I wasn't basing my comments on that.
  24. It actually hits on some crouching in CS, I think. Need to check again, though. Can't say for sure. Edit: Checked some stuff out, so.... j.c does not hit on all crouching. It's probably character specific, but I don't know who it does and does not hit. 6a sucks in comparison to its CT counterpart. The timing is quite different for landing it, and it will clash with a great majority of Tager's aerials. Still viable as an AA, though. 2c is more useful than before, but the extended horizontal range still isn't useful against the longer-ranged melee attacks some other characters have, and the recovery still sucks. You can use it to go through Hakumen's new 4b, for example, but chances are that you won't hit him (I've used it more than halfway into his sword before and not gotten a hit) and if so, he can just do it again and CH you. 6b is useless. Anyway, couple combos below, most start with j.b j.c 2d j.2c. It's worth mentioning that while landing that j.2c as a level 3 in CT is fairly difficult, I land it 8 out of 10 times in CS. Not sure if there's actually a difference or it's just a matter of practice, though. I haven't gotten used to the idea of 5cc wallbouncing airborne characters, so I've not really used it much for that purpose, yet. 6a 5b JC j.b j.c 2d JC j.2c (registers as a level 3 hit) land, 66a32146c 236a 3c 214c 3c 214a 'oki'. The above combo does a bit over 3k damage. You can switch out '3c 214c 3c 214a 'oki'' with '6c j.c j.214c', too, for around the same amount of damage. Forgot to try doing 236a twice. 6a 5b JC j.b j.c 2d JC j.2c (combo drops, hits them on tech, registers as a level 2 hit) land, 66 6a 5b SJC j.b j.a j.b j.c JC j.b j.c j.236a This one comes close to clearing 3k (or clears 3k, not sure which, as I don't check damage values in the middle of a 'two-part' combo). Probably will only work once or twice, depending on whether you've been using the legit version a bunch or not. 6a 5b JC j.b j.c 2d JC j.2c (registers as a level 3 hit) land, SJ j.c JC j.c j.236a Does ~2k (2.2 or 2.3k, if I remember correctly) damage, and can be combo'd off of a 2c CH or a 6a/6a CH. 5b 5cdc 214a dash 2b 5b SJ 8d JC j.2dc (level 3 hit) land 632146c 236 6c j.c j.214c Absolutely not worth it to do this combo. Takes 3 wind and 50 meter and either doesn't hit 3k damage or barely eeks it out, depending on how you start it.
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