Jump to content

Prestizi

Members
  • Content count

    21
  • Joined

  • Last visited

1 Follower

About Prestizi

  • Rank
    Legit Member
  1. Prestizi

    Any trap(game mechanic wise) characters in BB?

    From what i gather, your criteria is essentially the same as mine, and Rachel is the best thing that has happened to me. Nothing before and nothing after rachel has ever been as good. ( I'm having doubts... that this will ever change ) The way I would summarize rachel would be (SETUP)->(MOMENTUM)->(RUSHDOWN)->(LOCKDOWN) What i want from a character: Moves that create persisting ( as long as possible, generally its much longer than most other things ) "objects" which are essentially traps. Ideally, i want a mix of types of traps: 1. Auto-activating/Always-on traps: the same as a land mine, something where if you are close enough its already active and hitting you (naoto mines) These the opponent have to worry about 100% of the time as a threat that will for sure be there and activate. They absolutely have to completely avoid them or disarm them. 2. Remote detonation traps: Things that are placed, and then "trigger" on demand. Ideally these last forever. These are important because, they may trigger, or they may not, and its up to you. The opponent can't "force" these to trigger by being near them (or whatever trigger condition). (mind games) The value of the trap is determined by: 1. Damage potential/advantage gain potential 2. How easy/safe it is to avoid/disarm 3. How easy it is to control/use ( on demand traps that involve a really slow and unsafe activation are lame ) 4. How much time-space it controls (duration, activation duration, movement+hitbox, number of traps allowed) 5. Through the combination of the above, how much threat respect the trap is capable of earning ( traps that lack clout and are easily disrespected are garbage ) I don't want to just run around zoning the opponent with traps endlessly, fighting to keep an eternal keep away game going. I want traps as a way to build advantage, and swing the momentum of the fight to be heavily in my favor, which i would use to rush in and pressure the opponent hard. Ideally i want to "bring my traps with me" and shift from traps being a "defensive/momentum" tool to create space into a set of "offensive/pressure/lockdown" tools to lock the opponent down in the corner with (this is figuratively, if i can easily place new traps in the corner to create the same effect, its just as good). Compared to other characters that approximately adhere to this classification ( i haven't played MK, but Naoto and Testament are exactly who i think of ) Rachel probably starts rounds with the biggest disadvantage ( the only character i can think of who has a more disadvantageous start is Arakune ). She has almost all short range normals, that are often slow and unsafe. Her long range attacks are extremely low priority ( lobelias lose to almost ranged move in the game ... ), slow startup, slow recovery, generally unsafe. But the advantage she builds up from pulling out anything is so substantial that it can completely overturn this. Rods: Permanent duration until use, up to 3, remote activated, infinite vertical, hit can usually lead to a large chunk of damage. Frog: Extended duration, can tank some hits (difficult to disarm), automatically activated, fairly large hitbox on activation, autonomously moves towards opponent, extremely bad to block it (high clout) Can be moved extremely fast by using wind Pumpkin: Medium duration, nearly instant activation that is completely independent of what Rachel is doing, extremely high speed of movement across a huge range, controllable in 8 directions (multiple times) Initially, it will seem like Rachel has less coverage with her traps. But the reason why im stuck on Rachel, and unsatisfied with anything else, is because of wind. Wind allows you to control rod placement, rapidly move frog up, and to instantly attack with pumpkin. Considering how fast pumpkin activates, how far it goes, and how long it keeps people in hit stun, and how fast rachel can move with the boost from wind ( practically teleportation when done with air dashes ), her real coverage with pumpkin is absolutely gigantic. Once pumpkin is on screen, theres very few ways to be safe from it or to avoid it, and you never have to actually spend the wind to activate it because it does it's job just by being out ( thanks to insane speed of activation + travel ). Frog is amazing because, its very hard to disarm it ( it takes multiple hits from faster attacks or a single slow attack ), and attempting it will get you CH'd by pumpkin. Blocking it will get you locked down by frog, which is arguably just as good/better than hitting with it. Even if you avoid the frog and get past it, it can be pushed up instantly with wind ( you can do this to get out of enemy pressure if george is out ). Once cornered by Rachel, things get horribly ugly for the opponent. Thanks to frog and pumpkin she has the luxury of being almost completely safe from almost all bursts and reversals. Rods switch from being threatening traps to tools to continue pressure/frame trap/extra damage in combos. Wind can now be spent on doing extended pressure and crazy mixups ( instant overheads ). If you have your traps out, as long as she has wind to spare, she's absolutely ridiculous in offense. If you don't have the wind, the traps do a good job of buying you time to regain. If you have nothing out, and no wind....
  2. Prestizi

    [P4A] Elizabeth Combo Thread (Updated 5/19/13)

    for anyone with clean-execution issues for AOA-OMC-COFFIN: buffer 214214 during A+B, and then press ABC,D when A+B connects.. works like magic
  3. Prestizi

    [P4A] Elizabeth Gameplay Discussion

    THIS IS AMAZING
  4. Prestizi

    The "Help Using a Joystick" Thread

    Figured out a solution, kinda I'm normally extremely, extremely light on all my inputs on the stick and buttons... but it seems like an easy way to input IAD is to input something like a 6969 but not exactly, instead aiming for the area between 6 and 9 and then having enough force that the stick slides into 9, making it feel like im inputting a (double tap) dash but with a bit more exaggeration. When im exerting my input more than im used to, this input seems to come out naturally. Seems a lot more reliable than lightly aiming for a 9, followed by aiming for a 6 in quick succession.
  5. Prestizi

    The "Help Using a Joystick" Thread

    i rotate my wrist ( or push with my index / thumb ) i think the big issue is with the grip im using, which is unorthodox (the balltop is held by the first knuckle joint of my index finger, and my thumb ) im open to changing my grip since at this point im comfortable enough with stick that i only need to worry about getting used to the new grip, but what would lend itself well for IADs? ( i am doing 956, which is what is difficult ) with the grip i am currently using which seems like a variation of the wineglass, and the wineglass grip for comparison, my arm is parallel to the 1 and 9 inputs. inputting most motions can be done with wrist motions, and something like a 1 can be done by pulling in the stick with my fingers, but i cant get a 9 without pushing using my arm maybe im doing this entirely wrong? if this is the only way to do it then ill see if i can get used to it somehow, but it feels so awkward to do that input that i cant help but wonder if theres a better way to input 9
  6. Prestizi

    The "Help Using a Joystick" Thread

    been using a stick for a year now and i'm comfortable with most things however there is one big issue i have not been able to make any progress in whatsoever how do you input IADs ( 96 especially ) on stick? is there any kind of trick to this, or a grip that makes it especially comfortable? pretty much every other movement, even 74 IAD (still difficult and imprecise) can be done mostly with my wrists, but the 96 IAD seems to require using my entire arm which ends up making it slow, awkward, and prone to failure. is the correct way to do this input really to jerk my entire arm twice ( 9,5,6 )? on pad i used to do a whole lot of IAD movements all the time, and on stick i feel like i have my legs clipped or something due to the lack of IADs. I'm playing elizabeth in P4U now and it seems the need for me to use IADs has gone up considerably
  7. Prestizi

    [CS2] Rachel Combos

    Im actually able to do the combo in the video you posted more or less fine, and i do understand ( but im not 100% sure im doing it right in this case ) that i need to be making use of the buffer to dash after the iris and the lobelias.. But the combos im trying to do are the ones listed in the front page of this thread. corner windless: 6A 5B j.B j.C BBL land frog 5CC A cannon A cannon dash 5CC dash 3C Sword Iris dash 5CC frog corner 2 wind: B+C 3C BBL sj. 8D j.2CD (level 3 fatal) frog 5CC A cannon A cannon dash 5CC dash 3C sword iris 5CC frog Attempting to do it on ragna.
  8. Prestizi

    [CS2] Rachel Combos

    Hey, i'm having trouble with the wind regenerating frog enders such as "frog 5CC A cannon A cannon dash 5CC dash 3C Sword Iris 5CC frog" and "frog 5CC A cannon A cannon dash 5CC dash 3C Sword Iris dash 5CC frog" The two points i have trouble with are the A cannon-A cannon, and the final hit of the final 5CC ( never landed that ) If i do A cannon-A cannon it seems for some reason the dash 3c cannot be hit in time due to the target recovering too fast. On the other hand if i skip 1 of the A cannons, and hit with the umbrella while they are still being hit by george, the 2nd hit is the only part that hits when george is done, and it seems like the untechable knockdown from the umbrella takes longer to tech, giving enough time to run up and hit with 3c. Regardless, the last 5cc always fails in various ways. Sometimes i can get the first hit in, but i never get the important 2nd hit in. Any ideas what im doing wrong? Or other ways to do this / any tips at all?
×