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Tari

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Everything posted by Tari

  1. Ah, I see. Shoots out from between Rachel and Gii in a sorta low arc. Huh. It'll be interesting to see what people do with it, that's for sure. I rather wish I could go play around with the game. xD
  2. In the air, huh? Do the summoned creatures travel in an arc starting from Rachel or starting from the bottom of the screen (ala Arakune's never-used aerial super)? Depending on which it is, it would be an interesting finisher for an aerial combo or a j.2c knockdown from the air (cancelled into it). It doesn't do an amazing amount of damage on its own, though... so I can't imagine it'd be very useful at the end of a combo, what with all that proration. We'll see, though.
  3. Looks like around 3k damage from a direct hit with minimal proration and four wind stock. Not sure useful it will be, though, outside of reversals. At that range, it still knocked Noel a significant distance away, and though she got stunned by the giant King George, Rachel isn't able to move until all the objects have been tossed, so she'd have to IAD to continue any sort of combo off of it (or dash, if they can't air tech from that). I do like that it activates fast enough to combo off of 5b, though. If the invincibility kicks in on frame one, it'll be a blast to use in pressure strings.
  4. 632146 is the only DD input that I find easier on the stick. The other ones are easier on the pad. Especially Bang's Daifunka. I can instantly Daifunka out of almost any opening on the pad, but I fail the input 70% of the time on the stick, and I'm just slower at inputting it.
  5. Eh, it's not a big deal. 632146 becomes second nature after playing lots of Rachel and Ragna (and spamming Nu's huge sword). Bang's 2363214 for Daifunka made me cry for a while, though. Yup. I think we're all used to having to combo into Rachel's supers, though, so I'm not quite sure when it'll come in handy. If it has a quick enough startup, though, we might be able to use it as a reversal.
  6. Tari

    Ye-aaaah. Tofu. >.>

  7. Yeah, I noticed that sj.bac works when sj.babc doesn't, but I can't recognize that height very effectively, yet. I guess it's a matter of time/experience.
  8. Ah, yeah, I can almost always get it on the 6a starters, but not very often from the 2b 5b or 6aCH combos. :/
  9. I've failed at getting all the hits off the second 3c multiple times before, but never really looked into why. That said, I don't see any reason why your 23c6a and 3c236a should position you any differently, unless you're cutting your dash short by crouching earlier in the first variation. Fairly unrelated, but does anyone else have issues landing the j.2c at the end of air combos? I tend to knock the other player too high (or something), so I'm wondering if it's just a height issue, or if my timing is off in some form or another. I've gotten fairly decent at being able to tell if I can pull off the j.2c, but it seems like I'm just doing something wrong if I'm forced to do the j.b j.c j.236a finish most of the time. Random note: for 5cdc 236b dash 22a, I've found that inputting 6632 for the dash, then a 2a works for me most of the time. Takes a bit of effort to remember to input the 2a, though.
  10. Tari

    Lies~! /hides

  11. I'd guess that it's part of the reason, yeah. Tapping down one too many times turns half of my inputs into Sword Iris. I was pretty happy when I saw the new input for it.
  12. Yeah, your way definitely works. Tried it earlier today. It's a bit awkward for me, so I'll stick to going to neutral, but it's a very viable alternative. As far as going to neutral is concerned, there is a small amount of time after the neutral input during which you can still activate 22a. It depends largely on how quickly you let go of 3c's directional input, I think.
  13. It's also worth pointing out that you got 2c counterhits a few times, but never followed them up with the air combo. Not sure if you were conserving wind or something, but it was definitely a missed opportunity. That said, timing the wind on the 2c counterhit online can be sorta... iffy. At least you didn't skip the mixups~. I have issues doing the crossup j.2c.
  14. Yeah, that's why I called it unwieldy and slow. :/
  15. Actually just realized this, but in theory, j.3da j.b is still an approach that registers a high hit because of the j.b, isn't it? Just really unwieldly and slow because of the mid-attack j.a? Or were there some changes to j.a and j.b that I'm unaware of?
  16. 4b and j.b are the current high attacks for mixups right now. Players have been largely unsuccesful in replacing j.a with j.b, and 4b is still fairly slow to come out (though a tad faster than in CT), though.
  17. Waht. D: Dammit, now I have to go digging through piles of bad fanart to find it! :/ /goes digging

  18. Ah, then I have seen her before. Thanks a bunch.

  19. Yeah, those are gone, but they were fun while they lasted. I'd just prefer if she'd gone from low risk/high reward to medium risk/medium reward.
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