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			<title>Skullgirls Side Tournament at Evo 2012</title>
			<link>http://www.dustloop.com/forums/showthread.php?14183-Skullgirls-Side-Tournament-at-Evo-2012&amp;goto=newpost</link>
			<pubDate>Thu, 17 May 2012 05:45:01 GMT</pubDate>
			<description>*Stream Information:* 
 
The tournament will be streamed all day on Friday and Saturday on my side tournament stream. I have currently thrown things in to full gear for making the stream a lot better visually and a lot more enjoyable for viewers. If things go according to plan I can guarantee that...</description>
			<content:encoded><![CDATA[<div><b>Stream Information:</b><br />
<br />
The tournament will be streamed all day on Friday and Saturday on my side tournament stream. I have currently thrown things in to full gear for making the stream a lot better visually and a lot more enjoyable for viewers. If things go according to plan I can guarantee that you viewers will not be disappointed. Click on the banner/ image below to be taken to the stream channel:<br />
<br />
<a href="http://www.twitch.tv/toptiergaming/" target="_blank"><img src="http://static-cdn.jtvnw.net/jtv_user_pictures/toptiergaming-channel_header_image-4755aacabc9f4577-640x125.png" border="0" alt="" /></a><br />
<br />
You can also follow the stream on twitter for information during the tournament that the viewers just aren't able to see. Follow us @toptiergamingtv.<br />
<br />
<b>Sign-ups:</b><br />
<br />
Start each day when the hall opens.<br />
<br />
<b>Start Time:</b><br />
<br />
Tournies will start at 12pm and most likely go on all day.<br />
<br />
<b>Singles Tournament:</b><br />
<br />
<b>When:</b> Friday July 6th<br />
<b>Entry Fee:</b> $10/ per person<br />
<b>Rules:</b><br />
<ul><li style="">2/3 Rounds, 3/5 Finals</li><li style="">Double Elimination</li><li style="">All ratios are allowed</li><li style="">All current characters are allowed</li><li style="">All current stages are allowed</li><li style="">Winner is allowed to switch order, but not characters or assists</li></ul><br />
<br />
<b>Teams 3v3 Tournament:</b><br />
<br />
<b>When:</b> Saturday July 7th<br />
<b>Entry Fee:</b> $15/ per team<br />
<b>Rules:</b><br />
<ul><li style="">Pokemon Style Elimination (Winner stays)</li><li style="">All ratios are allowed</li><li style="">All current characters are allowed</li><li style="">All current stages are allowed</li><li style="">Winner is allowed to switch order, but no characters or assists</li></ul><br />
<br />
<b>WE NEED YOUR HELP</b><br />
<br />
<br />
If you have previously run a tourney or been to a major you know that it's no walk in the park. I am in need of people who are able to lend their services over the course of the two days running brackets. I also need help with people who are pretty familiar with computers, mainly in the capturing department.<br />
<br />
One thing that I do need to ask. I am in need of PS3 systems. I have a plethora of 360 systems and Asus monitors, but I don't believe people would want to play the Skullgirls tournament on 360. I currently have 2 PS3 systems and am in need of more. We would greatly appreciate whoever would let us borrow their systems for the tourney.<br />
<br />
I got a surprise for all of you as well for the people that won't be able to attend Evo. More to come as I am allowed to post it.<br />
<br />
-Tha Hindu</div>

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			<category domain="http://www.dustloop.com/forums/forumdisplay.php?4-Event-Announcements">Event Announcements</category>
			<dc:creator>Hellfromabove</dc:creator>
			<guid isPermaLink="true">http://www.dustloop.com/forums/showthread.php?14183-Skullgirls-Side-Tournament-at-Evo-2012</guid>
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			<title><![CDATA[How can I prevent myself from "blanking out"?]]></title>
			<link>http://www.dustloop.com/forums/showthread.php?14181-How-can-I-prevent-myself-from-quot-blanking-out-quot&amp;goto=newpost</link>
			<pubDate>Wed, 16 May 2012 22:06:20 GMT</pubDate>
			<description><![CDATA[Hi, I'm a avid follower of FGs and especially ones like BB/GG. 
 
I say "follower" and not "player" because for a long while, I merely followed the FG scene. I didn't play--I was in it for the metagame and watching matches by other players. I did this because I am, for lack of a better term,...]]></description>
			<content:encoded><![CDATA[<div>Hi, I'm a avid <i>follower</i> of FGs and especially ones like BB/GG.<br />
<br />
I say &quot;follower&quot; and not &quot;player&quot; because for a long while, I merely followed the FG scene. I didn't play--I was in it for the metagame and watching matches by other players. I did this because I am, for lack of a better term, god-awful at fighting games, and I had kinda just &quot;given up&quot; for lack of a better term on actually playing them.<br />
<br />
...Of course, I couldn't just do that, so I've decided to try my hand at it again. Now for now, of course. I need to get CSE (Only fighting game I have right now is AH3). Anyway, I've been able to pinpoint my main difficulty with FGs, and it's mainly inputs. Not putting them in--I can do pretty every except 360s (seriously, how the hell are you supposed to do those without accidently making yourself jump?) well on pad, and they're probably easier on stick anyway, so that's not the problem.<br />
<br />
My problem is that whenever I <i>try</i> to do even the simplest combos, my mind just sorta &quot;blanks out&quot;. What I mean is, I all of a sudden basically forget how to do the simplest things, and then I sorta panic and whiff horribly. This happens to me <b>everytime</b> I try to do a combo in an FG. I can memorize the inputs as much as I want, but I become the dexterical equivalent of a drunken hobo who's spent the past six hours downing 210 proof* moonshine as soon as that first hit lands. Maybe playing on pad excerbates this, but I don't think it comes down to my choice in controller (and I'm thinking of getting a stick anyway). I'm just a scrub. Actually, I'm probably worse than a scrub. I'm that guy that scrubs point at and laugh at and say &quot;thank god I'm not <i>that</i> guy&quot;. <br />
<br />
It also doesn't help that getting better is hard for me because my town (San Antonio) doesn't seem to have a very big scene for FGs (or gaming in general) AND I generally tend to be too embarassed of my skills, or lack thereof, to actually challenge somebody (I remember that I once went online in MVC3--in the first match I got into, I got triple perfected by some other guy using Tron. That was the first and last time I ever did netplay on that game, and was so embarassing that I just gave up FGs--until now, that is)<br />
<br />
...But I'm rambling here, so I guess I'm just going to cut this short right here. Any advice? <br />
<br />
<sub>*I'm well aware that that's logically impossible</sub></div>

]]></content:encoded>
			<category domain="http://www.dustloop.com/forums/forumdisplay.php?100-Beginner-Mode">Beginner Mode</category>
			<dc:creator>Agni</dc:creator>
			<guid isPermaLink="true">http://www.dustloop.com/forums/showthread.php?14181-How-can-I-prevent-myself-from-quot-blanking-out-quot</guid>
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			<title>Netplay connection improvement guide.</title>
			<link>http://www.dustloop.com/forums/showthread.php?14180-Netplay-connection-improvement-guide&amp;goto=newpost</link>
			<pubDate>Wed, 16 May 2012 19:06:18 GMT</pubDate>
			<description><![CDATA[Are you frustrated because of all the laggy matches you've been having recently? Do you wish you can have lag-free matches all day, erry day? 
 
Well, you're in luck! Starting today, the new lag-free SUPER-ROUTER will eliminate all- 
 
No, there's no such product. I wish there was, but there isn't....]]></description>
			<content:encoded><![CDATA[<div>Are you frustrated because of all the laggy matches you've been having recently? Do you wish you can have lag-free matches all day, erry day?<br />
<br />
Well, you're in luck! Starting today, the new lag-free SUPER-ROUTER will eliminate all-<br />
<br />
No, there's no such product. I wish there was, but there isn't. What you can do is try to minimize lag on your own side as much as possible (unless you have the address of your opponent, go to his house, hold him at gunpoint and force him to improve his set-up).<br />
<br />
So I'm making a thread where all information on how to improve your connection with your opponent is kept and displayed as a guide of some sorts. The thing is, I don't know all the tips and tricks needed to improve your netplay connection. This is to be a community effort, because different people know different things and can fill each others' gaps in knowledge, should there be any.<br />
<br />
<b><span style="font-family: Georgia">RULES</span></b><br />
<i><br />
1. This is a thread for info that everyone can benefit from. <b><u>So, please, NO bullshit. NO silly petty arguments. NO trolling.</u></b><br />
<br />
2. Currently, I'm aiming on keeping info only about BB connectivity improvement on SEN and XBL. They have their differences, so <b>if the info is relevant to SEN only or XBL only, please mention it, by putting a {SEN} or {XBL} tag before the sentence</b>. If the tip you're about to post applies to both, then there's no need to add a tag. I'll add the tip to the corresponding &quot;SEN&quot;, &quot;XBL&quot; or &quot;General&quot; list.<br />
<br />
3. <b>If you have info which you are not sure is completely true, post the tip in between 2 question marks,</b> so for example: <br />
Say I heard that blowing into the PS3 disc-tray slot while the match is synchronising helps. I tried it out, but I'm still not sure that it works. I'd post it as:<br />
<br />
&quot;{SEN} ? Blow into the disc-tray slot of the PS3 when the connection is synchronising prior to the match. ?&quot;<br />
<br />
If<b> 3 or more people can confirm this</b> (i.e. anecdotal evidence that this technique did improve their match connection and reduced lag) then I'll add it in the list of the &quot;confirmed&quot; tips in the first post. It will be kept in the <b>&quot;? Suspected ?&quot;</b> list till then.</i><br />
<br />
<br />
<div style="text-align: center;">--------------------------------------------------------------------<br />
<b><span style="font-family: Georgia"><br />
General</span></b></div><br />
- Connect your console to your router with a wire. It'll improve your connection and make it much more stable.<br />
- Make sure no-one else is using your internet bandwidth while you are playing. Other people downloading or streaming using your bandwidth is a common reason why matches can be laggy.<br />
- Don't skip the intros that play out before the match starts. <br />
- Port forwarding or placing your console in a DMZ might help. A guide on how to port forward is found <a href="http://portforward.com/" target="_blank">here</a>, and a guide to set up a DMZ for your console is found here (<a href="http://community.eu.playstation.com/t5/PlayStation-Network-Technical/How-do-I-set-up-a-DMZ-on-my-PlayStation-3-PS3/td-p/14419671" target="_blank">PS3</a> / X360)<br />
<br />
<div style="text-align: center;"><span style="font-family: Georgia"><b>Sony Entertainment Network</b></span><br />
<br />
<br />
<span style="font-family: Georgia"><b>Xbox Live</b></span><br />
<br />
<br />
<span style="font-family: Book Antiqua"><b>? Suspected ?</b></span></div><br />
- On SEN, don't open up the XMB after entering the character select screen till the end of the match i.e. only open up XMB in the lobby screen. Also, if you're the host of the room and not currently playing, if you open the XMB menu during the match it will cause massive lag as well.<br />
- Using mics during matches cause lag. Avoid using them for less lag.<br />
- Some stages cause more lag, while some cause less. As a general rule, stages where there are lots of visual effects happening (such as the rain stage) tend to cause a bit more lag than others. A good stage for minimum lag is the Altar stage, AKA Mu's alternate stage.</div>

]]></content:encoded>
			<category domain="http://www.dustloop.com/forums/forumdisplay.php?95-BlazBlue-Online-Play">BlazBlue Online Play</category>
			<dc:creator>WolfCrimson</dc:creator>
			<guid isPermaLink="true">http://www.dustloop.com/forums/showthread.php?14180-Netplay-connection-improvement-guide</guid>
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			<title><![CDATA["We must strike!" - Yukiko Amagi FAQ Thread]]></title>
			<link>http://www.dustloop.com/forums/showthread.php?14179-quot-We-must-strike!-quot-Yukiko-Amagi-FAQ-Thread&amp;goto=newpost</link>
			<pubDate>Wed, 16 May 2012 14:35:56 GMT</pubDate>
			<description><![CDATA[*Following the format of most sub-forums, here's the FAQ thread. All frequent questions will be asked here, and hopefully put into one post for reference. As time goes, more details will come to light. I think the best way to do this would be to ask questions in bold, that way its easier to...]]></description>
			<content:encoded><![CDATA[<div><b>Following the format of most sub-forums, here's the FAQ thread. All frequent questions will be asked here, and hopefully put into one post for reference. As time goes, more details will come to light. I think the best way to do this would be to ask questions in bold, that way its easier to pinpoint it, therefore someone can be more ready to answer. Please be sure to quote the question if you are going to answer it.</b><br />
<br />
<b>Q. What are some good sources on the character and game in general?</b><br />
<br />
A. There are lots of sources as of now. Most of them are new, but information is spreading quickly. Here's a list of sources that I and many others have used:<br />
<br />
<a href="http://www.dustloop.com/wiki/index.php?title=Yukiko_Amagi" target="_blank">Dustloop Wiki</a><br />
<br />
<a href="http://mayonakamidnight.com/forumdisplay.php?20-Yukiko-Amagi" target="_blank">Mayonaka Midnight Forum</a><br />
<br />
<b>Q. What balances changes did Yukiko receive in version 1.02 of P4U?</b><br />
<br />
A. Yukiko's normals and SB Maragi received faster start up times in the recent update, the changes are as follows:<br />
<ul><li style="">2B: Total number of frames reduced.</li><li style="">5AA: Faster start up speed</li><li style="">Maragi [236C or D] (SB version): The attack start-up and Persona recovery time are now the same as the D version</li></ul><br />
Source: <a href="http://www.arcsystemworks.jp/p4u/topics/update.html" target="_blank">The game's official site</a>, special thanks to DevilTrigger and Dakanya.</div>

]]></content:encoded>
			<category domain="http://www.dustloop.com/forums/forumdisplay.php?191-Yukiko-Amagi">Yukiko Amagi</category>
			<dc:creator>MikelAL93</dc:creator>
			<guid isPermaLink="true">http://www.dustloop.com/forums/showthread.php?14179-quot-We-must-strike!-quot-Yukiko-Amagi-FAQ-Thread</guid>
		</item>
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			<title>TOUGEKI SBO 2012 P4U Qualififers</title>
			<link>http://www.dustloop.com/forums/showthread.php?14178-TOUGEKI-SBO-2012-P4U-Qualififers&amp;goto=newpost</link>
			<pubDate>Wed, 16 May 2012 14:22:17 GMT</pubDate>
			<description>*_P4U players qualifers for TOUGEKI SBO 2012 :_* 
 
05/04/2012 - P4U Yamata Ace Tougeki SBO Qualifers  :f: *UOZU (YOSUKE)* 
29/04/2012 - Chou Tougeki Qualifers :f: *YUME (AIGIS)* 
05/05/2012 - Kohatsu Tougeki Qualifers :f: *MOUKEN (AKIHIKO)* 
 
*_Qualifers SBO = BEST Référence japanese players :_*...</description>
			<content:encoded><![CDATA[<div><b><u>P4U players qualifers for TOUGEKI SBO 2012 :</u></b><br />
<br />
05/04/2012 - P4U Yamata Ace Tougeki SBO Qualifers  :f: <b>UOZU (YOSUKE)</b><br />
29/04/2012 - Chou Tougeki Qualifers :f: <b>YUME (AIGIS)</b><br />
05/05/2012 - Kohatsu Tougeki Qualifers :f: <b>MOUKEN (AKIHIKO)</b><br />
<br />
<b><u>Qualifers SBO = BEST Référence japanese players :</u></b><br />
<br />
<b>KANJI:</b> <br />
<b>AKIHIKO:</b> Mouken - <br />
<b>YU:</b><br />
<b>MITSURU:</b><br />
<b>TEDDIE:</b><br />
<b>LABRYS:</b><br />
<b>CHIE:</b><br />
<b>AIGIS:</b> Yume - <br />
<b>YOKIKO:</b><br />
<b>YOSUKE:</b> Uozu - <br />
<b>NAOTO:</b><br />
<b>S.LABRYS:</b><br />
<b>ELISABETH:</b></div>

]]></content:encoded>
			<category domain="http://www.dustloop.com/forums/forumdisplay.php?171-P4-Arena-General">P4:Arena General</category>
			<dc:creator>Beat_By-X</dc:creator>
			<guid isPermaLink="true">http://www.dustloop.com/forums/showthread.php?14178-TOUGEKI-SBO-2012-P4U-Qualififers</guid>
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			<title>Stick vs arcade cab</title>
			<link>http://www.dustloop.com/forums/showthread.php?14177-Stick-vs-arcade-cab&amp;goto=newpost</link>
			<pubDate>Tue, 15 May 2012 08:20:39 GMT</pubDate>
			<description>Do anyone else have problems transitioning from their custom sticks to standard arcade cabinets? If so, do you ever adjust or are there always some noticeable difference that may cause you to input wrong commands?</description>
			<content:encoded><![CDATA[<div>Do anyone else have problems transitioning from their custom sticks to standard arcade cabinets? If so, do you ever adjust or are there always some noticeable difference that may cause you to input wrong commands?</div>

]]></content:encoded>
			<category domain="http://www.dustloop.com/forums/forumdisplay.php?100-Beginner-Mode">Beginner Mode</category>
			<dc:creator>DemiiPoet</dc:creator>
			<guid isPermaLink="true">http://www.dustloop.com/forums/showthread.php?14177-Stick-vs-arcade-cab</guid>
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			<title>BBCS-EX Kokushi Musou</title>
			<link>http://www.dustloop.com/forums/showthread.php?14176-BBCS-EX-Kokushi-Musou&amp;goto=newpost</link>
			<pubDate>Tue, 15 May 2012 07:53:30 GMT</pubDate>
			<description><![CDATA[A short, complete guide to Kokushi Musou, how it works, what other characters can do about it, and what you can do about them. (Note - I won't mention Hakumen anywhere else in this thread. Kokushi okizeme is impossible to use against Hakumen) 
 
Traditionally in Continuum Shift, Litchi would rely...]]></description>
			<content:encoded><![CDATA[<div>A short, complete guide to Kokushi Musou, how it works, what other characters can do about it, and what you can do about them. (Note - I won't mention Hakumen anywhere else in this thread. Kokushi okizeme is impossible to use against Hakumen)<br />
<br />
Traditionally in Continuum Shift, Litchi would rely on Daisharin (Great Wheel) for okizeme. It's strength lay in its versatility - because you could control which way the super moved, not only could you prevent the opponent from rolling out, she was able to perform an unseeable combination of high/low/throw for mixup. In addition, Litchi gained the ability to counter a variety of characters answers to her standard okizeme. And on top of all that, in both CS1 and CS2, she was able to gain back the meter she used on Daisharin, and used it again (and in CS2, this hurt - a lot!).<br />
<br />
In Extend, however, Daisharin has been severely weakened. Although you still have the option to use it for okizeme, not only does the super move less (5 movements instead of 6), but the damage and meter gain you get from it have been severely reduced to the point where it is generally considered to be a sub-par use of her meter. Instead, we turn to Kokushi Musou (13 Orphans) for mixup.<br />
<br />
Kokushi is much less versatile than Daisharin, but it serves the same basic premise - prevent the opponent from rolling out, and perform high/low mixup against the opponent. Her mixup options with Kokushi are simple, so rather than explaining how to do them (as they are simple inputs), I want to discuss what reward you get for doing them.<br />
<br />
1) 6A - High hit, 80 P1, around 3600 damage. Meter gain is about 33-36.<br />
2) jC - High hit, 90 P1, around 3800 damage. Meter gain is about 35-38. Best against Tager and Relius, against everyone else you are sacrificing a mixup attempt by going for it.<br />
3) 3C - Low hit, 100 P1, around 4400 damage. Meter gain is about 39-43.<br />
<br />
There is no way to get a green throw during Kokushi Musou.<br />
<br />
--<br />
<br />
Now, on to the main topic of discussion. A common line of thought is that as Kokushi can't be &quot;changed&quot; (like Daisharin), whatever answer a character has for the super will simply work all of the time. This is not true. While it is correct that you can't do anything to change Kokushi, what you <b>can</b> do is change how you go into the super itself.<br />
<br />
1) <b>6A &gt; 5D &gt; Kokushi</b> - This is the standard method used to go into Kokushi. Against a vast majority of the cast, this is your prime way to go into okizeme (especially if they don't have meter). However, there are characters that shut this down. <br />
<br />
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				Originally Posted by <strong>Character's options vs this Kokushi setup</strong>
				
			</div>
			<div class="message"><i>Bang</i> - Drive teleport, slide Ashura and probably Daifunka<br />
<i>Carl</i> - Slides out free, can also use Brio<br />
<i>Ragna</i> - DP rc. <br />
<i>Jin</i> - Yukikaze<br />
<i>Rachel</i> - Neutral tech, Wind out<br />
<i>Arakune</i> - Counter Assault<br />
<i>Mu</i> - Cinematic super<br />
<i>Hazama</i> - Jayoku RC<br />
<i>Relius</i> - Gear super<br />
<i>Tager</i> - MTW, 720, Sledge<br />
<i>Makoto</i> - Slide Particle Flare<br />
<i>Universal</i> - Try to defend till the end, then Counter Assault</div>
			
		<hr />
	</div>
</div>Basically although this is the fundamental Litchi setup, it has one big weakness - you're doing 6A &gt; 5D &gt; Kokushi. 6A does not have enough untech time to deal with these answers (in some cases). In other cases, it's the character themselves that have a blatant advantage over Kokushi. <br />
<br />
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				Originally Posted by <strong>Litchi's counters</strong>
				
			</div>
			<div class="message">Bang - Can't do anything. Don't use this setup.<br />
Carl - Can't do anything. Don't use this setup.<br />
Ragna - 3C if you read DP RC. DP RC is somewhat risky answer anyways, they will more likely try to defend and Counter Assault the end of Kokushi.<br />
Jin - If he has meter for Yukikaze, you cannot use Kokushi okizeme against him.<br />
Rachel - Can't do anything. Don't use this setup unless she has no wind.<br />
Arakune - At the tip of Litchi 6A range, his CA will whiff.<br />
Mu - Can't do anything. Don't use this setup when she has meter.<br />
Hazama - This requires 100 meter, so don't worry about it too much.<br />
Relius - Can't do anything. Don't use this setup when he has 50 meter.<br />
Tager - Can't do anything. Don't use this setup against him.<br />
Makoto - Can't do anything. Don't use this setup when she has 50 meter.<br />
Universal - You have to try to hit them before the end of the super!</div>
			
		<hr />
	</div>
</div>2) <b>6D &gt; dash 6C(1) &gt; 4Kote &gt; 6C(2) &gt; Kokushi</b> - You're sacrificing some damage and meter gain to go into this setup, but you get the benefit of actually being able to do okizeme to characters that can beat 6A &gt; 5D &gt; Kokushi.<br />
<br />
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				Originally Posted by <strong>Character's options vs this setup</strong>
				
			</div>
			<div class="message">Bang - Drive. Supers can be blocked.<br />
Carl - Have to check, but I'd assume slide.<br />
Ragna - Don't need to use this setup vs him.<br />
Jin - Yukikaze<br />
Rachel - Nothing. Has to block.<br />
Arakune - Don't need to use this setup vs him, unless you lack confidence in your execution (because doing aerial into 6A &gt; 5D &gt; Kokushi can be hard)<br />
Mu - Nothing, has to block.<br />
Hazama - Nothing, has to block.<br />
Relius - Nothing, has to block.<br />
Tager - MTW, 720, Sledge<br />
Makoto - Nothing, has to block.</div>
			
		<hr />
	</div>
</div>As you can see, this deals with a great amount of Litchi's headaches, at a small cost of damage and meter gain going into the setup (of course, if you use optimal combos, this doesn't really matter). I highly suggest using this setup against <b>Rachel, Relius, Mu and Makoto</b>, if the situation calls for it.<br />
<br />
3) <b>6D &gt; 5B &gt; 6C(1) &gt; 4kote &gt; j9B &gt; dj &gt; j7BC &gt; land Kokushi</b><br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Quote:</div>
	<div class="bbcode_quote printable">
		<hr />
		
			<div>
				Originally Posted by <strong>Character's answers to this setup</strong>
				
			</div>
			<div class="message">Bang - Drive teleport, but can be beaten if you read it. Supers lose.<br />
Carl - Nothing, you can punish slide and Brio shouldn't touch you.<br />
Ragna - Nothing, has to block, not worth doing on him because of lost damage and meter gain<br />
Jin - Yukikaze<br />
Rachel - Can neutral tech and wind out<br />
Arakune - Nothing, has to block<br />
Mu - Cinematic super might reach, have to check<br />
Hazama - Nothing, has to block<br />
Relius - Probably nothing, need to check<br />
Tager - Nothing. Sledge can be punished, MTW and 720 will not reach Litchi<br />
Makoto - Nothing, has to block.</div>
			
		<hr />
	</div>
</div>I especially recommend this setup against <b>Tager</b>, although I want to check damage/meter gain comparison between this setup and the prior setup. At the very least, this setup is much easier to do than the above one, so if you have trouble, this setup is still effective.<br />
<br />
4) <b>6D &gt; dash 6C(1) &gt; 6C(2) &gt; 6A &gt; Kokushi</b> - This is the hardest setup to do, if you do the second 6C wrong, the 6A will blue beat.<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Quote:</div>
	<div class="bbcode_quote printable">
		<hr />
		
			<div>
				Originally Posted by <strong>Character's answers vs this setup</strong>
				
			</div>
			<div class="message">Bang - Nothing, supers can be blocked and she recovers fast enough to make drives whiff<br />
Carl - Probably nothing, have to check<br />
Ragna - Nothing, but you don't need to do this to him<br />
Jin - Yukikaze<br />
Rachel - Nothing, has to block.<br />
Arakune - Nothing, but you don't need to use this on him<br />
Mu - Nothing, has to block<br />
Hazama - Nothing<br />
Relius - Nothing<br />
Tager - 720<br />
Makoto - Nothing</div>
			
		<hr />
	</div>
</div>This setup, if you can do it consistently, is perfect to use against <b>Bang</b>, although setup number 3 should work just as well.<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Quote:</div>
	<div class="bbcode_quote printable">
		<hr />
		
			So what do I do against Jin if Yukikaze beats everything?
			
		<hr />
	</div>
</div>Use meterless okizeme!</div>

]]></content:encoded>
			<category domain="http://www.dustloop.com/forums/forumdisplay.php?73-Litchi-Faye-Ling">Litchi Faye Ling</category>
			<dc:creator>Lord Knight</dc:creator>
			<guid isPermaLink="true">http://www.dustloop.com/forums/showthread.php?14176-BBCS-EX-Kokushi-Musou</guid>
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			<title><![CDATA[[Jun 1, 2012]Mortal Blow 1 - BBCSEX/SG/GG/ (Scarsdale, NY)]]></title>
			<link>http://www.dustloop.com/forums/showthread.php?14175-Jun-1-2012-Mortal-Blow-1-BBCSEX-SG-GG-(Scarsdale-NY)&amp;goto=newpost</link>
			<pubDate>Mon, 14 May 2012 21:33:13 GMT</pubDate>
			<description><![CDATA[Looking to gather the "Anime" fighter fans to join this growing local scene powered by players who aspire to do huge things within the FGC. The location is awesome (for those taking public transit, its a very easy commute), venue is spacious, the atmosphere is as friendly as it is competitive, all...]]></description>
			<content:encoded><![CDATA[<div>Looking to gather the &quot;Anime&quot; fighter fans to join this growing local scene powered by players who aspire to do huge things within the FGC. The location is awesome (for those taking public transit, its a very easy commute), venue is spacious, the atmosphere is as friendly as it is competitive, all that's missing is YOU. <br />
<br />
Location&amp;Time:<br />
Clarkson's Corner<br />
4 Grayrock Rd<br />
Scarsdale, NY 10583<br />
Event brackets start at 6:00pm (come early for signups obviously)<br />
<br />
Games played at this event will be Skullgirls and BB:CSEX<br />
Fees and Prizing:<br />
$10 Venue Fee<br />
$5 Entry for BB:CSEX<br />
$5 Entry for SG<br />
Games will be played on Xbox360<br />
<br />
***Important: Think you can bring any SETUPS? We may be very grateful, and waive your venue fee, so contact me for details on that.<br />
We are also looking for someone to stream for us.<br />
<br />
Rules:<br />
Turbo: Prohibited<br />
Double KO: results in a runback.<br />
Sets will be 2/3 Matches of 2/3 games<br />
Winners, Losers, and Grand Finals are 3/5 sets.<br />
The player coming out of the losers bracket must win 2 3/5 sets to become Champion.<br />
No Unlimited characters <br />
Loser can switch characters, Winner is locked to his character(s)<br />
<br />
<br />
<br />
Fraudulence is prohibited.<br />
<br />
Link to the event on <a href="http://shoryuken.com/forum/index.php?threads/jun-2-2012-mortal-blow-1-bi-weekly-blazbluecsex-skullgirls-scarsdale-ny.160423/" target="_blank">SRK</a></div>

]]></content:encoded>
			<category domain="http://www.dustloop.com/forums/forumdisplay.php?4-Event-Announcements">Event Announcements</category>
			<dc:creator>VelociMaus</dc:creator>
			<guid isPermaLink="true">http://www.dustloop.com/forums/showthread.php?14175-Jun-1-2012-Mortal-Blow-1-BBCSEX-SG-GG-(Scarsdale-NY)</guid>
		</item>
		<item>
			<title>New Mexico Guilty Gear Crewww</title>
			<link>http://www.dustloop.com/forums/showthread.php?14173-New-Mexico-Guilty-Gear-Crewww&amp;goto=newpost</link>
			<pubDate>Mon, 14 May 2012 01:06:16 GMT</pubDate>
			<description><![CDATA[In this wasteland, there's a really tiny clique of us who partake in weekly GG throwdowns, but I'm curious to know if there are others in this state that love keeping the fingerbleeding fighting game tradition alive. Let us know bro. 
 
Image: http://i.imgur.com/VbJqn.png]]></description>
			<content:encoded><![CDATA[<div>In this wasteland, there's a really tiny clique of us who partake in weekly GG throwdowns, but I'm curious to know if there are others in this state that love keeping the fingerbleeding fighting game tradition alive. Let us know bro.<br />
<br />
<div style="text-align: center;"><img src="http://i.imgur.com/VbJqn.png" border="0" alt="" /></div></div>

]]></content:encoded>
			<category domain="http://www.dustloop.com/forums/forumdisplay.php?36-Match-Finder">Match Finder</category>
			<dc:creator>vindian</dc:creator>
			<guid isPermaLink="true">http://www.dustloop.com/forums/showthread.php?14173-New-Mexico-Guilty-Gear-Crewww</guid>
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			<title>BB3 Wishlist thread</title>
			<link>http://www.dustloop.com/forums/showthread.php?14172-BB3-Wishlist-thread&amp;goto=newpost</link>
			<pubDate>Sun, 13 May 2012 19:10:20 GMT</pubDate>
			<description><![CDATA[Well, seeing how the GG boards have a wishlist thread, and seeing how it's civil and nice, I thought it might be a good idea to make one for BB as well. (Mods, if you think this is a bad idea, feel free to delete this, you tyrant dictators :kitty: ) 
 
I'll start with a few general gameplay changes...]]></description>
			<content:encoded><![CDATA[<div>Well, seeing how the GG boards have a wishlist thread, and seeing how it's civil and nice, I thought it might be a good idea to make one for BB as well. (Mods, if you think this is a bad idea, feel free to delete this, <font style="BACKGROUND-COLOR:#000000;COLOR:#000000">you tyrant dictators</font> :kitty: )<br />
<br />
I'll start with a few general gameplay changes I want to see:<br />
<br />
- Chip damage to have more significance in matches. As it is, chip damage is verrry weak, you barely notice it, I wonder why the devs even included it in the game? GG does it pretty well.<br />
- Overheads in general need to be faster. Well, the slower ones do at least. BB overheads are somewhat slow (even though I get hit by them sometimes), I think it'd make the game more intense if they were faster (with a few exceptions, like Jin's 6A).<br />
- New mechanic that makes the game more intense, hopefully something like FRCs or FBs from GG. This is actually pretty likely, because, well... this is an ArcSys game.<br />
<br />
And I'd like to see two non-gameplay changes:<br />
- Make the character's moves animate a bit better.<br />
- Make the goddamn hitsparks smaller. Something like GG's hitsparks' size would be nice.</div>

]]></content:encoded>
			<category domain="http://www.dustloop.com/forums/forumdisplay.php?66-BlazBlue-General">BlazBlue General</category>
			<dc:creator>WolfCrimson</dc:creator>
			<guid isPermaLink="true">http://www.dustloop.com/forums/showthread.php?14172-BB3-Wishlist-thread</guid>
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			<title><![CDATA[PSN - Danisen League Battle #2 - Saturday, May 19th - *Check Times* [UPDATED]]]></title>
			<link>http://www.dustloop.com/forums/showthread.php?14171-PSN-Danisen-League-Battle-2-Saturday-May-19th-*Check-Times*-UPDATED&amp;goto=newpost</link>
			<pubDate>Sun, 13 May 2012 15:33:51 GMT</pubDate>
			<description>*This is only open to US and Canada.* 
 
 
 
****READ THE RULES!!!!!**** 
I added extra notes that should explain any situation.  
https://sites.google.com/site/blazbluedanisen/rules</description>
			<content:encoded><![CDATA[<div><b>This is only open to US and Canada.</b><br />
<br />
<br />
<br />
<font color="#0000FF"><b>***READ THE RULES!!!!!***</b></font><br />
<i>I added extra notes that should explain any situation. </i><br />
<a href="https://sites.google.com/site/blazbluedanisen/rules" target="_blank">https://sites.google.com/site/blazbluedanisen/rules</a><br />
<br />
<br />
<br />
<b>Current Rankings:</b><br />
<a href="https://sites.google.com/site/blazbluedanisen/rankings" target="_blank">https://sites.google.com/site/blazbluedanisen/rankings</a><br />
<br />
<br />
<br />
<b>Start Time: (expected to last ~2 hours)</b> <br />
<i>“EAST” League (EST/CST)</i><br />
7pm EST / 6pm CST <br />
<br />
<i>“WEST” League (MST/PST)</i><br />
7pm PST / 8pm MST<br />
<br />
<br />
<br />
<b>General Information:</b><br />
-Please try and be on early so I know who all is available and so I can friend request you.<br />
<br />
-Player Limit: 6-12, but really it is 11 as I will have to be in the chat room even if I'm not playing.<br />
<br />
-Rounds: 2 out of 3, in other words the default settings.<br />
<br />
<br />
<br />
<b>Basic League Rules:</b><br />
-Everyone starts at Kyu. You can NOT go below Kyu, no matter how many matches you lose. Kyu is basically equal to 1st Dan 0. This is the &quot;Beginner&quot; rank.<br />
<br />
-Each match represents 1 point.<br />
<br />
-You must earn +3 points for a promotion. -3 points and you will be demoted, starting from 2nd Dan 0.<br />
<br />
-You may only use 1 character per night, unless told otherwise by me.<br />
<br />
-You no longer have to pass if you sweep the room, PASS ONLY WHEN YOU GET A PROMOTION.<br />
<br />
-PLEASE read all the rules on the site, it is very important people understand how it works, and it is very simple to understand if you actually read it.<br />
<br />
<br />
<br />
<b>Sign-Up Instructions:</b><br />
-Sign-ups begin immediately.<br />
<br />
-Please continue to sign-up even if spots are filled because there is a good chance someone won't be able to play at the last minute.<br />
<br />
-No alt accounts. If I find out someone is using an alt you will be banned from participating until further notice. It takes away from the point of this.<br />
<br />
-If you sign-up I fully expect you to be around when the time comes even if you aren't listed as within the first 12 people. People will drop and I need others to fill those spots. If you sign-up, think of it as you plan to play BlazBlue in some form that night anyway.<br />
<br />
-Please don't drop in the middle of the league, only sign-up if you actually want to PLAY.<br />
<br />
-If you are a <b>RETURNING PLAYER</b>, you only have to post your PSN I.D. unless you are switching to a new character OR you've already used multiple characters in which case I need to know which one.<br />
<br />
-If you are a <b>NEW PLAYER</b>, you must post all your info like this:<br />
SIGN-UP FORMAT (You MUST use this format if you are a NEW player, NO exceptions, so just copy and paste)<br />
<br />
PSN I.D.:<br />
Character:<br />
State/Province*:<br />
Time Zone*:<br />
<br />
EXAMPLE:<br />
PSN I.D.: zeth07<br />
Character: Bang<br />
State*: Maryland<br />
Time Zone*: EST<br />
<br />
<br />
<br />
<b>Current Sign-ups:</b><br />
<i>“EAST” (EST/CST)</i><br />
1) Demonwindbomb (NO) -- FL/EST -- Kyu -- *New Player*<br />
2) Her_Omen (MA) -- PA/EST -- Kyu -- *New Player*<br />
3) Relambrien (LI) -- DE/EST -- Kyu -- *New Player*<br />
4) Moy_X7 (PL) -- IN/EST -- Kyu -- *New Character*<br />
5) HallowHaven (HZ) -- NY/EST -- Kyu -- *New Player*<br />
6) MirageKnight24 (HK) -- ON/EST -- Kyu<br />
7) Neogio0o (VA) -- NY/EST -- Kyu -- *New Player*<br />
8) shikka (HZ) -- TX/CST -- Kyu -- *New Player*<br />
9) howling-_-moon (RC / *LI*) -- NY/EST -- 5th Dan 0 / Kyu -- *New Character...maybe*<br />
10) jason900 (RG) -- AL/CST -- 3rd Dan -1<br />
11) Ethereal_Albion (RG) -- PA/EST -- 2nd Dan 0<br />
12*) zeth07<br />
<br />
*) Uri_Woz (LI) -- TN/EST -- Kyu -- *New Player*<br />
*) cookiehour (MU) -- NY/EST -- Kyu<br />
*) iw2ma (BA) -- OK/CST -- Kyu -- *New Player*<br />
*) cj_iwakura (TS) -- FL/EST -- Kyu -- *New Player*<br />
<br />
<br />
<i>“WEST” (MST/PST)</i><br />
1) Psykotik94 (CA) -- BC/PST -- Kyu<br />
2) brkdave (AR) -- CA/PST -- 3rd Dan 0<br />
3) Sharakonta (HZ) -- UT/MST -- 3rd Dan 0<br />
4) I_SEE_WEABOOS (BA / *TG*) -- CA/PST -- 4th Dan 0 / *1st Dan +1*<br />
5) Neo_Zeromus_X (MU) -- AZ/MST -- Kyu<br />
6) renvalt32 (HK) -- OR/PST -- Kyu -- *New Player*<br />
7)<br />
8)<br />
9)<br />
10)<br />
11)<br />
12)<br />
<br />
<br />
<br />
If you have any questions, you can contact me here on Dustloop or on PSN: zeth07 or even on Twitter @zeth07BB.<br />
<br />
<b><font color="#0000FF">Please Read Everything Carefully</font></b></div>

]]></content:encoded>
			<category domain="http://www.dustloop.com/forums/forumdisplay.php?95-BlazBlue-Online-Play">BlazBlue Online Play</category>
			<dc:creator>zeth07</dc:creator>
			<guid isPermaLink="true">http://www.dustloop.com/forums/showthread.php?14171-PSN-Danisen-League-Battle-2-Saturday-May-19th-*Check-Times*-UPDATED</guid>
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		<item>
			<title><![CDATA[kro_'s Rachel Bible Extend Edition: Join the religion!]]></title>
			<link>http://www.dustloop.com/forums/showthread.php?14170-kro_-s-Rachel-Bible-Extend-Edition-Join-the-religion!&amp;goto=newpost</link>
			<pubDate>Sun, 13 May 2012 14:28:29 GMT</pubDate>
			<description><![CDATA[Link to the original (http://www.dustloop.com/forums/showthread.php?7488-Rachel-Alucard-Guide-Not-Getting-Enough-Hate) 
(thread title is subject to change) 
 
This is basically part III and IV of kro_'s very good Rachel guide updated to CSEX standards. I'd like to thank kro_ for giving me...]]></description>
			<content:encoded><![CDATA[<div><a href="http://www.dustloop.com/forums/showthread.php?7488-Rachel-Alucard-Guide-Not-Getting-Enough-Hate" target="_blank">Link to the original</a><br />
(thread title is subject to change)<br />
<br />
This is basically part III and IV of kro_'s very good Rachel guide updated to CSEX standards. I'd like to thank kro_ for giving me permission to update it.<br />
The sections cover zoning strategies, mix-ups, a quick analysis of her tools and her best normals, an example of an okizeme setup and some general tips when playing Rachel.<br />
<br />
<font color="#B22222"><b>I. Approaching the opponent</b></font><br />
<br />
Rachel is one of the most versatile characters in the game thanks to wind and pumpkin. It allows a character who seemingly specializes in zoning become capable of mounting a safe and effective rushdown game. It also allows the player to choose the playstyle that emphasizes his strengths or exploits his opponent's weaknesses. Rachel thrives on both offensive and ranged momentum. Once she loses it, it becomes difficult to get it back. Thankfully, she is very good at maintaining it due to her strong okizeme.<br />
<br />
This part of the guide will be divided into three sections: Zoning, Rushdown, and Defense. I'd like to stress that while these three topics can be considered separate parts of Rachel's game, there can and should be a lot of overlap. Smooth transitions from one area to another keep your game solid and fresh - confusing your opponent and making you less predictable.<br />
<br />
<b>Zoning</b><br />
<br />
<img src="http://i95.photobucket.com/albums/l131/crono8x/bb/zoning.jpg" border="0" alt="" /><br />
<br />
Many people believe that Rachel's zoning is not that strong. If you compare it to someone with a very fast and direct zoning style like Lambda, it's pretty easy to come up with that conclusion. Rachel does not get huge amounts of damage from playing keepaway and it is not as effective at keeping people out. It's also worthless against Lambda.<br />
<br />
However, I would argue that Rachel's zoning style is much better at landing hits against an opponent. Her emphasis is on trapping and baiting opponents to make mistakes rather than keeping people out with continuous pressure. Additionally, the more time the opponent hesitates, the more traps Rachel makes while her wind meter fills up, and the more pressure they start to feel. I'll attempt to explain what I mean by going over her moves and some general strategy.<br />
<br />
<div style="width: auto; border: 1px solid #930000; padding: 10px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Move analysis</b></div><br />
<u>6A:</u><br />
<br />
It has many names. Neko-upper. Catryuken. Bullshit. One of the best anti-airs in the game. This is also Rachel's best normal. It covers a huge amount of space vertically, a decent amount horizontally, and <i>even some space behind it</i>. It has an head attribute guardpoint. It comes out decently fast and has very little recovery for how good it is. One of the few attacks that is safe for Rachel to do without pumpkin support.<br />
<br />
Its use in zoning should be obvious. This is what you hit people with when someone tries to approach you from the air. Use it on reaction to jump-ins and in anticipation of air dashes. It's actually fast enough to be used twice if the opponent tries to bait it with a double jump. On counterhit (which you should be getting a lot), the opponent can be juggled with 5B into an air combo, preferably including a lvl2 j.2C. This gives you a lot of time to hit confirm the attack into a proper combo. In this respect, it's actually better than having a real DP.<br />
<br />
Try using your projectiles to force your opponent to approach you from the air and into that 6a CH. It's like the basic Ryu fireball trap but better. This should be her main source of damage from zoning. Zoning is not just projectiles. Anti-airs and long-range pokes are a big part of it too.<br />
<br />
<u>6B:</u><br />
<br />
The fork. Both the startup and recovery of this move is poor. However, it is Rachel's longest normal and offers the same combo possibilities on counterhit as 6A. This often makes the risk worth the reward. Throwing it out a few times can make the opponent very afraid of trying to dash in under your projectiles, which is just as valuable as actually landing the CH combo. Like all other moves, it can be made safe with pumpkin support.<br />
<br />
<u>236A/B/C:</u> (Tiny Lobelia)<br />
<br />
Artillery fire. The arc and long active frames of these projectiles make them very effective at controlling space. The seeds themselves have ok damage for single hit projectiles. On counterhit, they stun a respectable amount of time. However, the startup and recovery time for these attacks are huge. Thus, you pretty much have to shoot them in anticipation of where you think the opponent is going to be instead of on reaction. This can seemingly leave you very vulnerable to attacks, but with pumpkin support you can cover the gaps and even use it to follow up those counterhits with an air combo. Especially useful when used with wind to change the trajectory and keep the opponent from advancing. Using wind while firing a projectile prevents you from moving. These also create lightning rods.<br />
<br />
236A comes out very quickly in front of you and falls to the ground a short distance away. It can often be used to trade or beat out pokes and rushing opponents. Commonly used with 6D or 9D wind to cover more ground. It loses to aerial approaches or when whiffing a grounded opponent, though a well timed A lobelia with 9D can catch them as they approach you from the air. Also a central part of frog combos and corner lockdown.<br />
<br />
236B arcs upward and falls ~1/3 of the screen away from you. You could also say that this move beats IADs for the first half of the attack and creates a wall for the second half. Commonly used with 6d wind to push the opponent back and make it land full-screen distance away or 3D wind to keep the opponent low and make it land ~2/3 of the screen away. Pumpkin + 6D236B + 214C can form a 3-hit combo that is great for pushing back and pressuring full-screen opponents.<br />
<br />
236C arcs upward and falls ~2/3 of the screen away from you. You could also say that this move beats super jumps and double jumps for the first half of the attack and creates a wall for the second half. Most commonly used with 3D wind to make it land full-screen distance away. This covers a lot of space and differs from 6D 236B in that the pumpkin is winded in a different direction.<br />
<br />
j.236A comes out just as fast as 236A but has the arc of 236C. Thus, j.236A  is a very useful move and I commonly use it with 3D wind for the same reasons. The disadvantages to aerial seeds in general are no wind regen and increased recovery time. Chances are you won't recover until you land.<br />
<br />
j.236B fires at ~30 degrees below the horizontal. Comes out slow compared to j.236A. It fires at a useful angle but the increased recovery time gives the opponent a good chance to close the distance without the pumpkin.<br />
<br />
j.236C fires at ~60 degrees below the horizontal. Not very useful, at that range you're already vulnerable and may as well attack with normals or block. Don't do this move without a pumpkin.<br />
<br />
<u>214C:</u> (Sword Iris)<br />
<br />
Activates lightning rods. The hitbox of the lightning is actually fatter than you think. Lightning comes out fairly quickly, but there is a noticeable lag between your input and the actual activation. Thus, you still need to use some anticipation to hit people with this. Sword iris is great for executing frame traps whenever a seed hits an opponent shortly before touching the ground. That is, if they try to move right after blocking the seed they will get hit, but they are still given enough time to let go of block. You can also TK the input (2147C) to get a huge amount of frame advantage of 25 frames. It is interesting to note that sword iris goes all the way to the top of the screen. You can hit Noel with it when she does her air super and BBL will eat her giant missile. Having multiple well-spaced lightning rods out on the screen at the same time is useful for covering lots of space and conditioning opponents to move predictably.<br />
<br />
<u>214B:</u> (Pumpkin)<br />
<br />
Too good. The pumpkin moves in any direction and can be activated anytime you're allowed to use wind - meaning that you can use it during the recovery of your own attacks. Thus, Rachel can make almost anything safe at will provided that the pumpkin is in the right position and she has the wind meter to do it. Use it to cover gaps in zoning, add extra hitstun into a combo, and precede your rushdown with a projectile to name a few. It is important to note that you can wind the pumpkin before you finish the summon animation. Also, keep in mind that the pumpkin rises up and away from you slowly after summoning. The pumpkin disappears when touching another projectile. Using wind again refreshes the active frames. One pumpkin can be used up to 3 times and disappears if Rachel gets hit or blocks an attack.<br />
<br />
<u>214A:</u> (Frog a.k.a. George XIII)<br />
<br />
Everyone loves this guy. He takes a bit of time to summon, but once he's out things become very dangerous for the opponent. He will track down the opponent slowly. Once in range, he will release an electric field that does 8 hits. Defensively, he will bail you out if the opponent manages to force you to block something. Offensively, he will keep the opponent in hitstun or blockstun long enough for you to continue a combo, start a free mixup, or re-establish your zoning. He can be winded, what makes him an incredible defensive tool even when he's far away. George disappears when Rachel gets hit, thrown (it doesn't matter whether the throw is green or pink and gets teched or not), enough time has passed or when he loses 700 HP. There is a cooldown of 2 seconds before you can summon George again after he has activated.<br />
<br />
Whenever you summon George in the air, Rachel throws him forward further than a ground summon with a significant increase in recovery time. An important trick is to TK the frog (2147A) and wind yourself downwards with 1D/2D/3D. This dramatically reduces the recovery time of summoning the frog. TK frog is especially powerful when your 1D/2D/3D winds a pumpkin in the opponent's face simultaneously.</div><br />
<br />
<br />
<br />
<br />
<div style="width: auto; border: 1px solid #930000; padding: 10px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Zoning Strategies</b></div><br />
<br />
This section will be filled with some general tips. It'll be fairly abstract since there are way too many variables in positioning and matchups, but hopefully you can pull something useful out of this.<br />
<br />
<hr /><br />
<i>-Create Space</i><br />
<br />
Whenever you try to zone using Rachel, the first thing you need to do is create space to summon a pumpkin. You can do this by backdashing, jumping backwards, or airdashing backwards. But a smart opponent won't let you do that by pursuing you. Most characters can move forwards faster than you can move backwards. In order to create space, you need to make yourself sufficiently threatening to make them hesitate. Then, fortify your position faster than they can react. The best way to do that is to prove to the opponent that you can 6A or 6B their approaches. Also, remember to wind that pumpkin before the summon animation finishes if necessary. If you can't do that, then they have no reason to hesitate from attacking you. After safely summoning a pumpkin, you're pretty much free to start zoning however you want.<br />
<br />
<hr /><br />
<i>-Create a pumpkin wall</i><br />
<br />
One thing I almost always do is create a pumpkin wall. This means that I summon an aerial pumpkin with the intention to wind it only if he tries to move past the pumpkin. I use this mainly to test the opponent and conserve wind. How does he react when I put down a frog? Shoot a seed? If the answer was dash or airdash to either, I wind the pumpkin down with 2D to stop him in his tracks or Z the pumpkin with 1D6D for a combo/mixup. If he does nothing or waits, then more wind and more traps for me. Winding the pumpkin with 2D or 1D also keeps the pumpkin between me and the opponent, so that I don't have to summon it again. Not having to re-summon a pumpkin is a concept that becomes especially important when zoning with lobelia seeds.<br />
<br />
<hr /><br />
<i>-Always have a last line of defense</i><br />
<br />
This can be either the pumpkin or the frog. Pumpkin works because you can always wind it towards the opponent before the opponent hits you - buying enough time to create more space or trade hits into a pumpkin counterhit combo. Frog works because you are allowed to block and it will eventually bail you out if you are near it. This is probably the most frustrating part of Rachel's zoning (for the opponent).<br />
<br />
<hr /><br />
<i>-Know your distances</i><br />
<br />
Pretty obvious advice. Know how high your lobelias fly and where they will land without wind. Then, get used to where they will land with wind when wind is applied at the same time as firing. Generally, you should focus on 2D, 3D, and 6D winds. Why? Because those directions pressure the opponent with the pumpkin simultaneously - allowing the pumpkin and seed to attack in tandem. After that, experiment a bit with applying wind earlier, later, and using other directions. A fun trick is to wind a pumpkin backwards on the opponent while over-shooting with 236C.<br />
<br />
<hr /><br />
<i>-Know your opponent's distances</i><br />
<br />
This one comes with matchup experience. Can my opponent's jump-in beat my 6a? Are they fast enough and small enough to go under a lobelia? Do they have any projectile-invulnerable moves? Can they punish me from full-screen? The answer to these questions is different for every character. Some things to watch out for include  Jin's D-icecar and projectile super, Ragna's hell's fang, Noel's 3C, Tager's sledge, Arakune's j.D, Lambda's swords (duh), Hazama's chains and chain super, Tsubaki's shield attack (236X), Platinum's bombs, rockets and Mami (236B), Valkenhayns superior movement and Relius' 214C.[/u]<br />
<br />
<hr /><br />
<i>-Stay active but not too active</i><br />
<br />
My general philosophy with Rachel zoning is to always be doing something while my opponent is dealing with something else. This can be as simple as backdashing to give yourself extra space or summoning a frog while keeping the opponent in blockstun with pumpkin. But if I'm not doing anything, then I'm usually waiting to activate sword iris or anti-air with 6A in a silent challenge to the opponent. You know how you stand around or whiff a jab occasionally after shooting fireballs to DP an opponent's jump in SF? Well the same thing applies here. It can be tempting to constantly refresh pumpkins and frogs to get that perfect defense going (chess anyone?), but you always have to be wary of approaches to get a proper punish instead of a pumpkin trade. Remember, in a battle of turtles, Rachel almost always has the advantage because she can regen wind. Hakumen has a similar advantage, but I find that wind &gt;&gt;&gt; orbs.<br />
<br />
<hr /><br />
<i>-Aim in front of the opponent</i><br />
<br />
Miss on purpose? Not necessarily. This is actually my basic fireball trap. Because lobelias have such a long startup time, many opponents will be trying to dash or IAD to gain some ground. Aiming to control the space in front of the opponent means that anyone who dashes in and ends up blocking a lobelia will be forced into a frame trap with sword iris. On the otherhand, anyone who tries to double jump over it or jump and delay air dash will eat a 6A. The opponent who stays grounded just out of range will have the best chance to get in, but that's if George isn't on the field. When George is on the field, those lobelias will also be shielding him as he approaches the opponent. Finally, anyone fast enough to run under seeds and pass George before he activates should run into your last line of defense: the pumpkin. This will keep the opponent in block stun long enough for George to connect and reset the situation. Good stuff? Good stuff.<br />
<br />
<hr /><br />
<i>-Steer the opponent towards the frog or the corner</i><br />
<br />
Basically, whenever a frog is on the screen people will either try to kill it or jump over it. If they keep trying to kill it, attack them with a winded seed/pumpkin while they kill it to make them think twice. If they try to jump over it, try to force them into block stun when they are in the air over the frog. They will be forced to block it. Every blocked frog gives you a chance to regen wind, reset the situation, or go for the mixup if they're close enough. Slowly advance your lobelias forward with the frog either by switching from 236B to 236C, dashing forward slightly, or applying the appropriate wind. The opponent's main option is to IAD over the frog and rush you, but well-timed sword iris can catch them during this. 6D or 3D wind will also keep them stationary in the air if they tried to IAD. If they manage to IAD over the frog safely, they will be surrounded between you and the frog. With pumpkin, it should be very easy for Rachel to push them back into that frog and reset or land the 6A CH. Can you begin to see the pattern here?<br />
<br />
<hr /><br />
<i>-Use seeds to chase air techs</i><br />
<br />
A lot of people will try to forward air tech to get in on you after getting hit by a seed. Fire seeds pre-emptively to the spot where they would be if they try to forward air tech. If they don't manage to IB it, then it's a free 6A attempt. If they do manage to IB it, then maybe your 6A will beat their attempt to get in anyway. If they neutral or backwards air tech, then keep on zoning.<br />
<br />
<hr /><br />
<i>-Know when to divide your attention</i><br />
<br />
Keeping track of frog, pumpkin, and lightning rod positions in addition to wind meter, super meter, barrier meter, lifebars, guard primers, and remaining time can be one hell of a chore - especially if you want to stay one step ahead of your opponent. Not everyone has the same capability to manage their attention among multiple things, but it is possible to create moments to get your bearings. Take a look at the various meters whenever you are doing something automatic that has no risk i.e. immediate sword iris, summoning a frog while winding a pumpkin, or when the opponent is blocking a frog. The opponent's attention is divided too. Take advantage of not being the one under pressure by getting some info the opponent may miss.<br />
<br />
<hr /><br />
<i>Analyze and condition your opponent to make him easier to read</i><br />
<br />
Decent opponents with patience can be tough to crack. If your zoning habits become too predictable and automatic, it becomes very easy for them to find chances to get in. After all, all they have to do is study you for gaps and hold back. One solution is to keep on doing those predictable things and leave that gap open for awhile, then bust out the 6A AA when you think they're gonna go for it. If they don't, then you just proved to them that you know what they're thinking. As a result, they may begin to second-guess themselves more often. Another is to leave your traps on the field (lightning rods work well) and just sit there - turtling and waiting for them to let go of block while your wind meter rises. Call it mindgames, yomi, or turtling bullshit. This is the fun and abstract part of fighting games. Analyzing the habits of your opponent can be very useful in determining how they will act in future rounds.<br />
<br />
<br />
From the way I've been describing things, it might seem like Rachel's zoning is overpowered. Against reckless players and overly defensive players, it eats them alive. But against good players, you are rarely given enough space to form an ideal setup and they rarely fall for the same trick twice. It's also very easy to get punished for one mistake through mismanagement of wind meter, poor pumpkin positioning, or slow reaction time. The truth of the matter is that most of her zoning options can be beaten with careful aggression. Don't fall for a sword iris frametrap and Rachel will already be down to her last defense. Make her use that last defense often enough and she will run out of wind very quickly. These players will eventually force you into situations where you will be on equal footing again. In situations like these, it may be best to adopt a different approach entirely before getting put on the defensive.</div><br />
<br />
<br />
<br />
<br />
<div style="width: auto; border: 1px solid #930000; padding: 10px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Rushdown, Mixups, and Blockstrings</b></div><br />
<br />
<u>Getting Inside</u><br />
<br />
Breaking through an opponent's defenses isn't always easy. Normally, you have to deal with things like projectiles, counterpokes, and backdashes just to get inside. Once you manage to get inside, you have to mix things up well enough to land a hit before you get pushed back out.<br />
<br />
Rachel has two tools that make both of these obstacles much easier to overcome compared to most characters: pumpkin and wind.<br />
<br />
The key defining feature of the pumpkin in rushdown is that it is a projectile that moves with you. By winding a pumpkin forward and dashing forward behind it, you can easily get in on the opponent because it stuffs counterpokes, clashes with some projectiles, or catches opponents during their backdash. In a sense, it's very similar to how Guile would throw a jab sonic boom and walk behind it. The difference is that the pumpkin is much faster and doesn't disappear after one use.<br />
<br />
Of course, you have to be in a position where you can follow up the pumpkin without gaps. If the pumpkin is directly in front of the opponent and you are on the other side of the screen, there's really no point in trying to rush. It'd be better to zone. However, if your opponent is say, landing from an air tech then that would be a great time to summon and rush. Basically, you want to summon the pumpkin and attack when you know that the opponent will be forced to block it and you are close enough to follow up with an attack behind it.<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Quote:</div>
	<div class="bbcode_quote printable">
		<hr />
		
			If an opponent jumps, he must eventually come back down. Shoot your laser at him before he touches the ground.
			
		<hr />
	</div>
</div>Words of wisdom from mvc2. This applies to Rachel with pumpkin as well.<br />
<br />
<u>Getting past the opponent's guard</u><br />
<br />
Most mixups in BB can be blocked on reaction. Maybe not everyone can do it, but it's well within the realm of possibility for most people to do. That's why there is a great emphasis on creating situations where the opponent will be forced to guess and trying to read your opponent.<br />
<br />
It is vital that you understand common blocking habits and figure out ways to get around them. Most players defend by blocking low by default if the opponent is on the ground and blocking high if the opponent is in the air. Then, simply react if they see an overhead or throw attempt. Knowing this, you can do things that are designed to trip them up.<br />
<br />
<div style="width: auto; border: 1px solid #930000; padding: 10px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>High-low mixups</b></div><br />
<br />
One of the most basic mixups is the high-low mixup. By going from a high attack to a low attack, you are forcing the opponent to switch their defenses quickly from high to low. Because of how common this is, most people are able to block this. However, if you start doing things like high-high or empty jump-low, you become much more unpredictable and difficult to block. Do it enough and you can train the opponent to fall for that basic high-low mixup because they second-guess themselves.<br />
<br />
Rachel excels at this. Wind, other than being a tool that pushes the pumpkin forward, can be used to make Rachel do short hops (2D). As a result, the time she spends in the air is reduced and her ability to switch from high to low is generally much faster than other characters. Combine this with a jump attack wthat has a vertical hitbox (j.A j.B) and you get someone who can easily block high-low mixups or any other combination of highs and lows in succession.<br />
<br />
There is one point where Rachel usually tries to mix up the opponent: after 5B. When initially trying to mixup the opponent at close range, Rachel's main high attack string is j.2DAB (or j.2D j.A j.B) and her main low attack is 2B. After either of these attacks, Rachel usually does 5B again because this attack is jump-cancellable and can be used to hit confirm the previous attack into 5CDC. If the 5B gets blocked, Rachel will generally either go for another j.2D j.A j.B (high) or 2B/3C9D (low). After a j.2D j.A j.B Rachel also has the option to go into even more high attacks (j.AAA j.C) or land and do a low (2B). She can continue this until she runs out of wind.<br />
*this instant overhead doesn't work on Rachel, Litchi, Noel and Hazama. j.A will whiff unless you delay it.<br />
<br />
Also, check out this thread for some specifics: <a href="http://www.dustloop.com/forums/showthread.php?11943-Blazblue-Continuum-Shift-Extend-Rachel-Mixup-Pressure-Compendium" target="_blank">Rachel Mixup/Pressure Compendium</a><br />
<br />
<u><i>Cross-ups</i></u><br />
<br />
Thanks to the large hitbox of j.2C, Rachel can perform ambiguous crossups when she is directly above the opponent. Being above the opponent is generally a good place to be. At any point you can j.2D j.A j.B for the overhead, or airdash forward/backward j.1D2C for the crossup. Also most characters do not have a good anti-air that hits directly above them. You can confirm a combo into 5B afterwards.<br />
<br />
In the corner Rachel can do a nasty-crossup. <a href="http://www.youtube.com/watch?v=ENSjeF1B0nA&amp;list=FLkhq5zUtZJ5GR3AYrq4EpKA&amp;index=3&amp;feature=plpp_video" target="_blank">5B IAD j.C(w) 1D</a> allows you to get behind the opponent where it normally wouldn't be possible. The j.C(w) catches any opponent who tries to jump out.<br />
<br />
Additionally, she can do things like air dash over the opponent right before the frog goes off. However, this kind of thing is generally only viable with specific setups.<br />
<br />
<u><i>Cross-unders</i></u><br />
<br />
Rachel can time a dash 2A on a opponent's neutral tech to get right under them as they are in the air for few frames when teching. This creates a left/right mix-up that isn't too common in BlazBlue, and hence why it's very effective. There aren't many ways to set-up cross-unders. gli made a nice <a href="http://www.youtube.com/watch?feature=player_embedded&amp;v=_4rUzbpJz2w" target="_blank">cross-under video</a>, featuring Rachel's most practical cross-unders.<br />
<br />
<u><i>Throws</i></u><br />
<br />
Don't laugh. Throws are still somewhat effective in BB when sufficient pressure is created, and the potential damage is high. Rachel has a decent throw game because she can 'tick' with the pumpkin or a quick j.2D j.A j.B to land a green throw.<br />
<br />
Air throws are also very good at catching people who like to 'hold up-back', mash during air techs, or barrier when they think you're going to 6A.<br />
<br />
The only caveat is that Rachel loses her pumpkin and frog if the opponent techs your throw. Losing those guys is generally not worth the risk with how easy it is to tech throws, but sometimes that expectation from the opponent will cause him to miss the tech.</div></div></div>

]]></content:encoded>
			<category domain="http://www.dustloop.com/forums/forumdisplay.php?76-Rachel-Alucard">Rachel Alucard</category>
			<dc:creator>Sakaku</dc:creator>
			<guid isPermaLink="true">http://www.dustloop.com/forums/showthread.php?14170-kro_-s-Rachel-Bible-Extend-Edition-Join-the-religion!</guid>
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		<item>
			<title><![CDATA[Carl vs Valk [EX]]]></title>
			<link>http://www.dustloop.com/forums/showthread.php?14169-Carl-vs-Valk-EX&amp;goto=newpost</link>
			<pubDate>Sat, 12 May 2012 23:53:45 GMT</pubDate>
			<description><![CDATA[In this matchup Ada isnt necessarily useless,,, but her 700lb @ss is not hitting this nig. Our most useful tool in this is 8D & a well placed 6D. Valk has the ability to dance on, around & through Ada. He does however have a very delicious hitbox for our combos. Making hitconfirms less strict &...]]></description>
			<content:encoded><![CDATA[<div>In this matchup Ada isnt necessarily useless,,, but her 700lb @ss is not hitting this nig. Our most useful tool in this is 8D &amp; a well placed 6D. Valk has the ability to dance on, around &amp; through Ada. He does however have a very delicious hitbox for our combos. Making hitconfirms less strict &amp; easyer to do. So getting oki off from random hits is your actually game plan, if u feel like u can get good dmg from any Ada hit feel free to do so. But your main priority is catching him, hes valk he only got 10K Hp... my nig is nice &amp; squishy. If he is doing wolf pressure mash 2C TRYING TO BLOCK IT WILL KILL U. Ur best bet is mash 2C or backdash</div>

]]></content:encoded>
			<category domain="http://www.dustloop.com/forums/forumdisplay.php?83-Matchups">Matchups</category>
			<dc:creator>Akira-Shiro</dc:creator>
			<guid isPermaLink="true">http://www.dustloop.com/forums/showthread.php?14169-Carl-vs-Valk-EX</guid>
		</item>
		<item>
			<title>New to BlazBlue, FGs, these forums, PSN, and.... well, just about everything modern to gaming</title>
			<link>http://www.dustloop.com/forums/showthread.php?14168-New-to-BlazBlue-FGs-these-forums-PSN-and-well-just-about-everything-modern-to-gaming&amp;goto=newpost</link>
			<pubDate>Sat, 12 May 2012 04:10:01 GMT</pubDate>
			<description><![CDATA[Having grown up with gaming, but not being skilled with it (to the point where I really balk on some stuff), I've really wanted to play an ArcSys game for some time, but I never could afford a PS3/360 to join the ranks of what I term "Present Day Gamers" (I call myself "Ancient History" for not...]]></description>
			<content:encoded><![CDATA[<div>Having grown up with gaming, but not being skilled with it (to the point where I really balk on some stuff), I've really wanted to play an ArcSys game for some time, but I never could afford a PS3/360 to join the ranks of what I term &quot;Present Day Gamers&quot; (I call myself &quot;Ancient History&quot; for not having the latest and greatest console).<br />
<br />
So now that I got it, I'm pretty much at odds. See, I've tried the game out, and... I just now get confused at all the stuff I have to learn. For the record, I've done the Tutorial - but only because I'd get yelled at if I didn't (I know a good amount of the stuff explained in there).<br />
<br />
But my biggest problems are execution and blocking. The former is an easily explainable problem, but the latter.... I have the biggest headache trying to remedy this issue.<br />
<br />
See, I'm like a bull when I play FGs. I'm not so much mashing, it's just that the word &quot;defense&quot; doesn't exist to me. It's either kill or be killed. So it's no surprise I'm getting my ass kicked in matches with semi-skilled players (we'll refer to them as Advanced Tier, because the super-pro players fall under Expert Tier), and even some Intermediate Tier matches (I actually start flaking in Arcade Mode at a certain point on Normal or higher).<br />
<br />
I really can't understand how to remedy my lack of blocking, because usually if I *am* blocking, I'm in a corner, and I can't get out. So I often mash, which to me feels like I'm flailing about like a helpless, scared little boy (if we were to visualize this in a real world sort of mentality) - again, cue that raging bull-like instinct.<br />
<br />
I really want to gain the moderation to overcome this and start winning, but I have no idea where the root of the problem lies. I cut the leaves (I started blocking more), I trimmed the branches (I started mashing less), but the damn parasite keeps growing back.<br />
<br />
Another serious problem I have is a lack of dedicated friends to play BlazBlue with. See, not only am I pretty much a loner IRL, but this is the first console of this era (360/PS3/Wii/PSP/DS/etc.) that I've ever owned. So the console net communities have never met me, and it's like transferring to a new school in a foreign country - I'm seriously shy and trying so hard to find my group, but usually I balk and fall short.<br />
<br />
Then there's the final problem - I have a chronic problem of constantly wiping my PS3 Hard Drive. I'm trying to solve that, but overall I'll have some trophy issues because it'll look like I've got something, but truly don't.<br />
<br />
In the end, my message is this: I'm new to BlazBlue and want some friends to play with, because I'm from the ancient land of emulation and online RPGs, and I'm trying to fit in with the times. Will you hang out with me? (Corny I know, but I can't think of much else to say other than that).</div>

]]></content:encoded>
			<category domain="http://www.dustloop.com/forums/forumdisplay.php?100-Beginner-Mode">Beginner Mode</category>
			<dc:creator>Renvalt</dc:creator>
			<guid isPermaLink="true">http://www.dustloop.com/forums/showthread.php?14168-New-to-BlazBlue-FGs-these-forums-PSN-and-well-just-about-everything-modern-to-gaming</guid>
		</item>
		<item>
			<title>Tager 720 2sec wait ? o_O</title>
			<link>http://www.dustloop.com/forums/showthread.php?14166-Tager-720-2sec-wait-o_O&amp;goto=newpost</link>
			<pubDate>Fri, 11 May 2012 17:04:13 GMT</pubDate>
			<description><![CDATA[Hello to all I wanted to know how to put a tag arrives as fast 720 or a tip? -----> http://www.youtube.com/watch?v=SF-rVvOsahM&feature=youtu.be&t=8m25s]]></description>
			<content:encoded><![CDATA[<div>Hello to all I wanted to know how to put a tag arrives as fast 720 or a tip? -----&gt; <a href="http://www.youtube.com/watch?v=SF-rVvOsahM&amp;feature=youtu.be&amp;t=8m25s" target="_blank">http://www.youtube.com/watch?v=SF-rV...utu.be&amp;t=8m25s</a></div>

]]></content:encoded>
			<category domain="http://www.dustloop.com/forums/forumdisplay.php?74-Iron-Tager">Iron Tager</category>
			<dc:creator>Xanxux</dc:creator>
			<guid isPermaLink="true">http://www.dustloop.com/forums/showthread.php?14166-Tager-720-2sec-wait-o_O</guid>
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