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Tari

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Everything posted by Tari

  1. If 3c9d doesn't work, would 3c8d? Also, Lastblade said something about 6b CH only comboing at range if you RC it, so it's really not worth it. I've heard it works at point-blank, too, but he didn't test that. As someone said in a different thread, she looks like a some sort of zoning/rushdown hybrid right now. No one really seems to know what to do with her, yet. They're all just flipping back and forth between 4-6 hit blockstrings* and breaking away on a 5b to run away and zone. *none of which are getting through anyone's defenses, by the way, since 4b is still happily slow (it's reminiscent of how people dealt with Noel's 6b overhead), and you can't go from 5b to 2b for any sort of meaningful mixup, especially if 3c9d/8d is gimped into uselessness. More info on 3c stuff would be nice.
  2. Tari

    Aaaargh. I spend too much time staring at your avatar every time you post. D

  3. That... sucks for Hazama, and sounds like it would hurt him quite a bit (an unprorated Baden Baden still looks fairly decent with enough poles).
  4. It looks like a lot of her moves prorate a lot, now, not just George. George is just the worst. In one of the videos, 5cdc 236b dash 6a32146c did ~2.5k damage, and the attempt to catch the other player falling out of the super with a 3c into frog whiffed (not sure if that was from a flawed execution or just the game saying 'no' to George). Meeh. Still hoping that people figure out some way of using her.
  5. That's sorta interesting. It's like George's hitbox is right above the ground, so it misses OTG characters and jumping characters, but hits falling ones.... Also, wallbouce from hitting Noel in the air with 5cc was pretty interesting. 3c to frog might work, since it has more hits than 3c->236a, which caused George to whiff on Jin in the corner of the other video. Might've been bad frog placement, though.
  6. I laughed pretty hard when I clicked the link and saw what was on the other side. Awesome guide, kro~.
  7. I'll still play her, though, because she's lo--. Edit: Just some comments on this video, in no particular order: http://www.nicovideo.jp/watch/sm8866129 Pumpkin is suuuuper slow to come out in comparison to how it is now. Very punishable.236a looks the same as it is now.6a doesn't seem very nerfed.George's hitbox sucks. Frog combos are out (at least with 3c236a).George doesn't seem to activate if opponent is airborne.George prorates pretty hard.George can still eat the ice swords.Wind recharge rate is not significantly slower, and is still fairly fast when recharging third and fourth wind stocks.BBL does a lot less damage.Airborne seeds disappear on hit.4b is not significantly faster.j.b j.c j.236a air combo is still around.Aerial pumpkin is somewhat slower, but not by much.Aerial frog looks to be pretty much the same as it is now.Bat seeds deflect off of ice swords very flashily.Pumpkin ground follow-up combos from 5cdc don't work (winded aerial combo might work).Tempest Dahlia electric stun does not last for a very significant amount of time. And for reference, just so people can disprove me more easily, the notes from while I was watching:
  8. 6a CH->5b still works? That's nice. I'm assuming that 6a CH->6a isn't in anymore, though? If so, we lose a bunch of easy BBL setups. 6a CH -> 6a3214d6c will be out and replaced by 6a CH->5b j.b j.c 2d 6a3214d6c. Can't even do the more damaging ...JC j.2dc j.c dash 6a32146c variation of that, either.
  9. 6b not cancelling into 5b isn't a very big issue, but... 6a CH is nerfed? 6b CH is nerfed, lobelia CH is nerfed, pumpkin CH is nerfed.... Honestly, if they nerfed up all of Rachel's CH options, zoning capabilities, and so-on, I'm finding it hard to understand how they want us to play her. If they'd just wanted us to zone, I'd be okay with that (sad, but okay), but I just can't make heads or tails of what the end goal with these changes is supposed to be. Still have to actually play the game to say for sure, mind you, but.... :8/: You can alternatively start from 2b, then go into 5b, which pushes Nu out far enough, or do the j.3db j.c (because we can't j.2c mixup) back into 5b, or 5b 6cd j.c. But yeah, lots of small, irritating changes adds up into one huge, annoying mess.
  10. ...good lord, they felt the need to further nerf her from the loketests? Really? Less wind, less zoning, less rushdown, less damage, slower moves (except 4b and our happily weak BBLs), worse anti-air. I seriously need to try her in the new game, just to see if she's really as bad as she looks on paper, now. In the meantime, though, I guess I'll enjoy playing her in CS.
  11. The frog lockdowns might get screwed up by the fact that you can blow him around now, too, not to mention his new respawn timer. I really want to play around with CT. :8/:
  12. Tari

    [CT] Rachel vs Bang

    Would actually like to know if there's a general sort of response to FRKZ Bang, actually. I just tend to wind at him the moment he jumps, since he stalls out in the air when you do that. That, or try for the 6a CH. I find 6b somewhat unwieldy for stopping his ground approach, while 2b/5b works alright.
  13. Tari

    Perhaps Puru is right on both counts, and BOA is a British snake that sings!

  14. Pretty neat combos~. Was particularly nice to see the ways he could combo from different types of opponent responses to his moves. No idea what a combo script is, so I obviously don't know of any.
  15. I'd assume he meant interrupting an attack of some sort, then following it up with a ranged seed (b-seed for mid distance, c-seed for long). You can interrupt him anywhere on the screen with a pumpkin, really, as long as he's not blocking (and the blocking puts him into blockstun, which is nice, anyway). I've had that issue with some Noels lately. Noel players who mixup a lot still crush me, but a lot of them use the same mixup again and again, and I've started to switch from high/mid to low blocking one move too early every time. :/
  16. I haven't seen this combo anywhere. Not sure if it's common knowledge or something that no one does or what, but... 6a 6c 3d j.c (land) 632146c into the frog followup from super. I was trying to find an alternative to the 3c9d 6c j.c (land) 632146c combo that would work on Tager, and ended up tossing that string together. Not quite the same (doesn't start from 3c, so I failed my original purpose), but still interesting. Seems to do more damage than the 6a 5b j.b j.c JC j.2dc j.c (land, dash) 6a32146c variant, as well. Edit: It's worth mentioning that this is easiest to do on Tager. Performing it on any other character requires that you input a reverse BBL (and perform the frog followup in the other direction), as the 6c 3d will cause you to cross up your opponent. 6c 2d causes the BBL to whiff on smaller characters, as well, so 3d seems to be the best overall choice, since it's the same on everyone but Tager. Might work as a 6a CH, but I didn't really test this very much. :8/: Does 5k+ damage, in any case.
  17. First off, I didn't even realize it was at 320x240 res. It looked perfectly fine to me. 1st video: At around 48 seconds, you use 3 wind to do land a pumpkin hit and go into 5b 5cdc (after dashing). Only really needed two wind, and you could have spent the third wind on a 6c or j.3d j.b j.c combo or something. You do the same thing at around 55 seconds, too. There's really no need to use two seperate wind for a set of attacks that all happen at around the same time. xD You might not want to summon the pumpkin every time you land a 3c hit, either. There're lots of other things you can do instead (like 8d into an air combo or 9d into 6c j.c BBL). The pumpkin isn't a bad move, but it's not a good idea to do it every time you land that hit, especially since you don't always get all three hits, which allows your opponent to recover and easily punish the pumpkin summon. Block the ice car. It's one of the easiest moves to see coming and block/insta-block and punish. Mind you, I'm horrible at insta-blocking, so that's something I need to work on, myself. >< You can even punish an ice car after Jin's 5d if you know it's coming. 6a, 2c, and 236a will all counter it. 6b might, but I'm not really inclined to try forking an aerial attack, especially since you don't get any beneficial hitstun from it. Final round was pretty fun to watch. xD Not sure if you knew this, but if you happen to summon a pumpkin after a 5cdc knockdown instead of a frog, you can dash and wind forward and do another 5b 5cdc (pumpkin hit will continue the combo). You can't frog them afterwards, but it'll push them towards the corner and allow you to deal some extra damage. You can still do a 236b -> BBL from that, too. PanicKing grabbed you a lot and fired off a lot of unsafe ice cars. Try to get the throw-breaking down and blocking/punishing long range ice cars. Edit: Also, 5cdc on block is a bad idea. Once or twice might be okay, but, generally speaking, once the other player catches on, expect to be punished for it. You can follow it up with a 3c or 236a if they block both hits and don't retaliate, but neither is very safe on block, either. And I see that you did start to throw break and punish the ice car in the other videos, so heh. :P Nice job with the 5cdc 236b dash 22a combo, too. I hate that one with a vengeance. Inputting it is more evil than inputting the 3c (1 hit) 236a combos. end edit Haven't really looked at the other videos yet, but in response to your comment: If he dashes after you, 6a is a good reaction. 2c is occasionally worth trying, but it's a pretty high-risk move. 236a9d works, too, and keeps them at bay, but it relies on them being a little ways behind you, as the startup takes long enough that a player who's tailing you tightly will almost definitely punish you for it. The easiest time to make space is when your opponent backs off, or you've just finished a combo and he's hitting the ground (if he neutral techs or rolls away, you're set; if he rolls towards you either IAD back or go back to pressuring). If you have a pumpkin on the screen between you and him, you're basically safe to start zoning, though Jin's swords (and Nu's, to a far greater extent) will be irritating to deal with. It's worth pointing out that you can actually just take on your opponent's followup IAD head-on, to some degree. For example, jump back and, if they follow you, just airdash forward with j.b j.c j.236a. If they air-tech that, you can often hit them with a 236b or a j.c JC j.c j.236a repeat. You can alternatively do a superjump back and fire off a j.236c (the most situational of the air lobelias, but handy for knocking people away). These are mostly random suggestions, mind you, so play around with them and see what works and doesn't work on your own. :P ...Especially since I don't play enough good Jins to really know how to deal with him. xD Might want to check out the matchup threads for more info on that. random note: I enjoyed hearing your "what?" and groans in your videos. xD I know exactly how it feels to drop combos and misinput stuff like that~.
  18. Every time I read one of your posts, I see your avatar and suddenly feel like everything you write is awesome. I don't know why. I blame Reimu. D:

  19. Was referencing the first loketest, but meh. Should've checked up on that stuff more thoroughly before making any comments. xD;; I'll just blame that on the fact that I hadn't (and haven't, though am about to) slept yet. We'll figure something out, I'm sure. :8/:
  20. And yeah, she's not quite as solid as some of the other characters, but... look on the bright side! We didn't get nerfed as badly as Noel. xD
  21. Her 6b CH still exists, it's just far, far harder to combo off of. Using it to stop rush momentum and begin your own pressure is still possible. Her projectiles vanish on hit, this is true. Other than trading counterhits with other projectiles, though, how often does it matter that your bat seed vanishes? If it lands, it won't disappear, if it's in the air, it will. Not a big loss. The only times that really came in handy for me were for stopping Bang's Rain of Nails (doesn't matter in the new game), counter-hitting Jin's ice, and knocking myself free from grabs (236c4d, sorta gimmicky, anyway). The hit/blockstun and range nerf on the pumpkin is more irritating than that. You can still initiate a rushdown with the new Rachel. She's not as overpowering as her CT counterpart, but she can still do it. Her primary losses (disregarding the 6b CH) are in mixup/crossup and aerial shenanigans, as well as extended corner pressure via George, thanks to the frog timer. Some previously impossible things (possibly 5cdc 214a 3c236a 5b JC j.c JC j.c j.214c [aerial sword iris] or even JC j.c JC j.2c j.214c) are now possible, as well. Will they make up for her losses? Not really, but at least she's not a character who can't rushdown at all. If they'd turned her into a Tager, I'd just go play Tager. :8/:
  22. My favourite useless 6c combo has to be this one: 6a 6c9d (wait) 8d (wait) 9d (wait) 8d (wait) j.c JC airgrab By the time you airgrab, you're off the top of the screen. 4 wind, around 4k damage if you land the grab. If you're lucky, you can land the level 3 j.2c when they tech, too. xD Also, it looks like he just burst while you were spinning upwards. The fact that it was defensive and he didn't have full barrier gauge meant it was a fairly slow burst (blue burst? not sure how many frames it takes to go off). As a result, while he was bursting, he was stationary in the air. You kept going up, he finished his burst, you fell back down on him. In theory, if you see them bursting, you might be able to 8d wind above them and then drop the j.2c on them. I'm not sure, but cancelling into j.c and then jump-cancelling up and into a block might work, too. Might take too long, though.
  23. If it becomes more useful, I can imagine there'll be some sort of outcry/backlash when people start getting flown around the screen by spinning Rachels. Also, unless I'm remembering something wrong, 6c8d will not lift people off of the ground. They actually have to be airborne first, don't they? Something like 6a9cd would do it, for sure, but I really never thought you could just lift them from the floor. Hahaha, I've seen him do that, too. xD And yeah, I wouldn't even use it on Tao's pounce DD, since the timing is somewhat iffy, and she has a chance to just land the grab, anyway. I really want to mess around with the cat chair and DDs, but I don't think I'll get much chance to actually do stuff like that in real games. xD
  24. Cat spin is less effective than 6b in a number of those situations, though still better than the chair. Also, 2c counterhits knock people into the air, from where you can wind them down into a combo. Er, if you actually meant 3c into air combos, that's just 3c9d.
  25. No prob~! It was lots of fun, and I figured out a bunch of stuff I didn't know about, too (like the Cat Chari versus Baden Baden Lily). :D Feel free to poke me if I'm online and you want to play a few games~.

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