Soniti Report post Posted June 1, 2015 For fatal combos and some other situations you are using j.236b as the extra lobelia. Share this post Link to post Share on other sites
Venussail91 Report post Posted June 4, 2015 Are we going to get new matchup threads for CPEX or are we just using the old ones? Share this post Link to post Share on other sites
Tari Report post Posted June 5, 2015 Are we going to get new matchup threads for CPEX or are we just using the old ones?I actually completely forgot to make new ones. Sorry about that.I'll make some empty threads later on (probably tonight), but if anyone else wants to get started on doing that, please feel free. I'll archive the old threads at that time, as well. Share this post Link to post Share on other sites
gamester Report post Posted June 5, 2015 Don't we normally wait until the game is out in the US before making the MU threads? Edit: Either way that's this Month iirc lol. Share this post Link to post Share on other sites
Tari Report post Posted June 5, 2015 Don't we normally wait until the game is out in the US before making the MU threads? Edit: Either way that's this Month iirc lol.Was that the rule we used? I remember asking for opinions a while back (did I ask here?), but I can't recall what our consensus was. If that's the case, I'll just do it when the game comes out to stay in line with that.Man. It feels like it's been so long since we last had to replace anything here, haha. Share this post Link to post Share on other sites
GoBL1N Report post Posted June 18, 2015 I'm someone could clear up something for me I'd really appreciated it. This 9 ja2d delay 2b over head is really messing with my head haha. But that just takes getting used to. What I don't get is how we are supposed to do the fuzzy guard block string off of it now where you ja2d jb jb ja jc. Because of the delay required in the first jb I find myself landing now before I can double jump into the second jb. Is this blockstring no longer useful now? or do we have to guess if we think the opponent will guard high and just jb early (but then if it lands we cant confirm into 5c)? Or is there a middle ground where you can delay the jb enough to confirm in to 5c while still having enough time to double jump jb if they do end up blocking the ja? Share this post Link to post Share on other sites
Soniti Report post Posted June 19, 2015 If you want it to combo directly to 5c, you aren't delaying the j.b, but rather the j.a. The j.b is immediately after and you need to hitconfirm by that point. If you hit, you do land 5cc. If they blocked, your primary two mixup options are to go for double jump j.b or land 2b. Share this post Link to post Share on other sites
GoBL1N Report post Posted June 19, 2015 Whoa so have I misunderstood the overhead this whole time (at least for CPEX anyways)? can you explain what you mean by delaying the ja? I thought that the ja was a tk ja, and to do it any later resulted in you going too high and not hitting a crouching hitbox. Share this post Link to post Share on other sites
TD Report post Posted June 19, 2015 When using 2dja mixup, you must confirm what to do next during ja block stun. So it's ...j2a delay jb into confirm/fuzzy/low etc. completely safe string even with delay. delay the jb such that you can confirm if ja did hit the foe, and if they blocked, which mixup to do. This helps in optimizing ja combos, confirming, and mixup. It's a practice thing. If you are landing you are simply doing it too late; dial it back a few frames This method works for me. What soniti is probably saying, correct me if I am wrong, to j2d slight delay ja jb. Share this post Link to post Share on other sites
GoBL1N Report post Posted June 19, 2015 Ok so but you are saying there is in fact, a timing where you can jb late enough (off a tk ja2d) to confirm into 5cc while still being high enough off the ground to where you can double jump if its blocked right? If thats true I'm gonna have to grind that timing out until I get it right...sigh... Share this post Link to post Share on other sites
Soniti Report post Posted June 20, 2015 Yeah j.2d slight delay j.a j.b works well in netplay for me. No delay between j.a j.b and I'm able to hitconfirm fine in 2+ bar connections. Share this post Link to post Share on other sites
Errol Report post Posted June 20, 2015 What N-O does is to slightly delay jA and then delay jB as much as possible. YMMV. Share this post Link to post Share on other sites
Soniti Report post Posted June 20, 2015 I'm probably delaying j.b without thinking about it. Share this post Link to post Share on other sites
TD Report post Posted June 20, 2015 Basically then, it's both ideas combined together, and not one or the other. Frankly I never delay my ja and never even thought about it, which implies there may be more than one way to go about it. Whichever works, as long as as jb is as low as possible while still keeping the wind effect to potentially fuzzy. Share this post Link to post Share on other sites
Errol Report post Posted June 21, 2015 Basically then, it's both ideas combined together, and not one or the other. Frankly I never delay my ja and never even thought about it, which implies there may be more than one way to go about it. Whichever works, as long as as jb is as low as possible while still keeping the wind effect to potentially fuzzy. well, it's not really delaying j.A, you don't want to delay j.A at all, or you'd increase the gap or make a gap where wasn't one (previous versions of BB). It's basically a slight delay of 2AD press so that wind doesn't end too early. frame data wise, JA comes out at the same time, but wind can come out during hitstop and such so if you do it at maximum speed wind will end a bit earlier during your fuzzy double jump. J.B is done as low as possible. Share this post Link to post Share on other sites
GoBL1N Report post Posted June 22, 2015 Right ok but you still would not want the ja itself to be any later because obviously that would leave a gap and/or make the ja come out when you are elevated too much and the ja will not overhead hit your opponent. so a couple things, its still 2ad, as in we are not separating the input into ja > 2d or vise versa. So that hasn't changed (thank goodness). I've always been under the impression that this overhead has more or less always been <some norma/special> > 9 > 2ad where the 9 > 2ad portion is input buffered so that part, maybe not its execution but the result, to my understanding is pretty much going to be the same every time. So sounds like there is in fact a nice medium where you get the best of both worlds (low enough to confirm into 5cc but high enough to where you can double jump) but it seems to be the timing of the jb that is the greatest factor. correct me if I'm wrong. Share this post Link to post Share on other sites
GoBL1N Report post Posted June 23, 2015 Did some practice yesterday and I was able to find what I believe is a nice "medium" for the jb timing where I can confirm into 5cc if it hits or I can double jump if its blocked and I want the fuzzy guard mixup. Share this post Link to post Share on other sites
TD Report post Posted June 23, 2015 Congrats, then. Now all there is left is to do the different routes consistently in real matches. Share this post Link to post Share on other sites
GoBL1N Report post Posted June 23, 2015 Yeah :< easier said than done, I have a tendency to screw up the timing when its an actual match and not do the timing that I practiced over and over again...That being said I havent even gotten this timing down consistently in practice either I kindof just recently got this timing. Before now I was doing jb as low as possible (on purpose), so low that double jump wasn't really an option I would land. Share this post Link to post Share on other sites
Alex073088 Report post Posted July 6, 2015 I need help with the 6c+5d>j.c that pops them into the sky not sure the timing of how it makes them go off the ground. Share this post Link to post Share on other sites
gamester Report post Posted July 6, 2015 I may have forgotten as I haven't been able to play recently and generally out of touch with the new game atm, but I'm sure you need to 5D before you input 6C and j.c keeps them in their either way when you decide to use it. So 5D+6C >j.c Share this post Link to post Share on other sites
Errol Report post Posted July 6, 2015 typical is 5CD>6C. you CAN do 5C>6C>5D. Wind has to be 5D and not 6D. that is all it is. Share this post Link to post Share on other sites
Alex073088 Report post Posted July 7, 2015 thanks you guys Share this post Link to post Share on other sites
BRD21 Report post Posted July 10, 2015 HI i'm a beginner rachel player, i've played the previous BB games with rachel but i never understood how to utilize the character properly Share this post Link to post Share on other sites
Tari Report post Posted July 11, 2015 HI i'm a beginner rachel player, i've played the previous BB games with rachel but i never understood how to utilize the character properly Have you read through this guide before? It's still fairly relevant in most ways that matter. Some things have changed a bit between versions, so do keep in mind the differences while reading, but it's a worthwhile read regardless. Share this post Link to post Share on other sites