4Corners Posted September 21, 2009 Posted September 21, 2009 You just do it. Basketball loop is really easy. Just do j.bc~~8d. Also, that Jin match is pretty much THE reason why you don't burst early vs Carl.
ZONG_one Posted September 21, 2009 Posted September 21, 2009 You just do it. Basketball loop is really easy. Just do j.bc~~8d. Also, that Jin match is pretty much THE reason why you don't burst early vs Carl. So it's the basketball loop. Basically super low airgrab, right? Gotcha. I figured this was it.
soujiro seta Posted September 21, 2009 Posted September 21, 2009 I think you mean, 6A, not 2A. Also, on relaunch after a teched throw, I don't see how 66, 2B, 2C, 8D would work. Leave off the 2B. Explain to me how you loop Ragna so easily, too. I have trouble looping him "easily." ROTFLMAO, I meant 6A. I haven't played BB in over a month and I forgot to recheck my stuff cause I was in a rush. That's a good enough excuse right? right? IMO, 66 2B 2C is the best relaunch. It comes out fast and no matter how low they are to the ground it will still hit. Even if they hit the ground as long as you're fast enough to do 2B before they tech, 2B will connect. If they are too low 2C won't hit. You use the basketball method to loop ragna.
soujiro seta Posted September 21, 2009 Posted September 21, 2009 It's a shame I don't have a device to put up a ranked vid of himany that I have on my HD. There was this loop he did on Jin. I can't remember exactly what he pressed but I will look at it later today and tell you guys. You know how sometimes when you grab your opponent a bit too high, dash during the loop you go slightly beyond nirvana's head and when carl airthrows the opponent lands on the other side? Yeah, what happened was that he was a bit high so after the dash and throw jin would land on the other side, the he would 5A 8D 236A 6A 8D 9 B+C 8D 66 B+C 8D 5A 8D 236A 6A 8D etc. I'm not sure if that's exactly what he did but I THINK it went something like that. I saved the vid on like August 8. When I get home I'll look at it and tell you guys. That was also like the first time I got BB, and I was in so much awe by what he did. I don't know if it was improv or he actually practiced that but when I first saw it I was like "what the heck", I was still a noob so anything impressed me. It's definitely the sexiest loop I had ever seen, lol. Himany brought sexy back.
PhaethonH Posted September 21, 2009 Posted September 21, 2009 It's a shame I don't have a device to put up a ranked vid of himany that I have on my HD. Cameraphone. Point at TV. Upload (optionally after transferring to PC). It works, no need to be movie-studio-quality here.
soujiro seta Posted September 21, 2009 Posted September 21, 2009 Cameraphone. Point at TV. Upload (optionally after transferring to PC). It works, no need to be movie-studio-quality here. lol, I don't even have a phone to computer connection wire for my phone. Lol, nor is my phone's camera function even good. I have one of those old simplistic phones. I haven't upgraded yet. I just got home so i'll look at it and post back.
Mikachiru Posted September 22, 2009 Posted September 22, 2009 How do you guys deal with people who grab escape the loop? 5C? 5B? Share your knowledge with me...XD
4Corners Posted September 22, 2009 Posted September 22, 2009 I prefer 5b. It's easy to land, no matter how fast they fall. 2c does more damage, sure, but I'd rather have 5k than 0k, lolololol. EDIT: So it's the basketball loop. Basically super low airgrab, right? Gotcha. I figured this was it. Nononnono. You do it pretty much the same height, you just change the timing. Ragna has a weird hitbox. Super low=throwbreak=they're free!= =(
Mikachiru Posted September 23, 2009 Posted September 23, 2009 ...Noob question: do you clap or throw first?
ZONG_one Posted September 23, 2009 Posted September 23, 2009 Thanks 4Corners. Right before you B+C, 8]D[. But it's gotta be like.. within a few frames, it feels like. A very SLIGHT before. You can get away with doing them at the same time, I think. I'm bad with theory with the game not in front of me.
Mikachiru Posted September 23, 2009 Posted September 23, 2009 Thanks 4Corners. Right before you B+C, 8]D[. But it's gotta be like.. within a few frames, it feels like. A very SLIGHT before. You can get away with doing them at the same time, I think. I'm bad with theory with the game not in front of me. I've always grabed first then clap...:vbang:
ZONG_one Posted September 23, 2009 Posted September 23, 2009 I've always grabed first then clap...:vbang: Just treat it as simultaneous, then you can tweak it based on how that's working for you. Just so you know, do a late grab for the second one. (After the airdash.) That way you'll be lower, so your 6A will hit for relaunch.
Mikachiru Posted September 23, 2009 Posted September 23, 2009 Just treat it as simultaneous, then you can tweak it based on how that's working for you. Just so you know, do a late grab for the second one. (After the airdash.) That way you'll be lower, so your 6A will hit for relaunch. How low do you have to be? Most people say at Nivana's height, but I always whiff my grab when I try....O.o;;
ZONG_one Posted September 23, 2009 Posted September 23, 2009 How low do you have to be? Most people say at Nivana's height, but I always whiff my grab when I try....O.o;; It's more like Nirvana's Head/Shoulder level. And you don't catch them on the way up, you catch them on the way down. Watch in these. (For bigger characters, it's different.) I'm referring to Jin/Noel/Arakune/Carl etc. http://www.youtube.com/watch?v=kKhhM-57PU8&feature=channel_page Watch 1:45 - 3:35
Mikachiru Posted September 23, 2009 Posted September 23, 2009 It's more like Nirvana's Head/Shoulder level. And you don't catch them on the way up, you catch them on the way down. Watch in these. (For bigger characters, it's different.) I'm referring to Jin/Noel/Arakune/Carl etc. http://www.youtube.com/watch?v=kKhhM-57PU8&feature=channel_page Watch 1:45 - 3:35 That's what I've been doing wrong. I'm supposed to catched them on their way down... Thanks! I've got more questions: Do you keep Ada activated when you airdash? Kyaku seems to deactivate her when (s)he's airdashing...
ZONG_one Posted September 23, 2009 Posted September 23, 2009 That's what I've been doing wrong. I'm supposed to catched them on their way down... Thanks! I've got more questions: Do you keep Ada activated when you airdash? You should, since you're just beginning. Later on, you should learn to turn her off/on in between, just to save meter. I still can't do that though.
Mikachiru Posted September 23, 2009 Posted September 23, 2009 You should, since you're just beginning. Later on, you should learn to turn her off/on in between, just to save meter. I still can't do that though. Could 2C>8D work as an alternative to the clap loop (I'll learn the loop, but when I'm playing, I want something more to work with other than 5B> 6B> 236C> 5B, ground loop, and a couple of other combos...)?
ZONG_one Posted September 23, 2009 Posted September 23, 2009 Could 2C>8D work as an alternative to the clap loop (I'll learn the loop, but when I'm playing, I want something more to work with other than 5B> 6B> 236C> 5B, ground loop, and a couple of other combos...)? You can get it 3 times before they can tech. More or less, depending on error/ weird things happening, etc. 2C-8D-2C-8D-2C-8D will only take you so far, especially when you can add more to it. So yes, get the most out of 2C-8D that you can, but don't let it finish there. If you j.B+C>8D, and they tech the throw, then you dash back in and 2C-8D again. Just the one throw can help get big damage, even when they tech it.
Zoogstin Posted September 24, 2009 Posted September 24, 2009 I turn nirvana off and on during the airdash not only to save meter but because I find it easier to keep the opponent from crossing over to the other side of her.
4Corners Posted September 24, 2009 Posted September 24, 2009 If they tech, (2c 8d)*3-4 is the best combo in the game. Hit with the actual clap part of it and you'll be doing 6-7k without meter in no time, for no Nirvana health, aaaaaaaand it leads into throw loop. If you do 3 reps, you can also end with Fermata. Just occurred to me that after 1-2 ground loops, you might as well go for the throw loop as an extension vs Rachel/Haku. If they mess up their tech+escape, you get 6k damage. If they don't tech, you get free damage! If Rachel escapes, she has to use a wind stock. Cool stuff, I guess. Except pinning Rachel down is pretty hard for me. Damn that wind.
Kyle Posted September 28, 2009 Author Posted September 28, 2009 Over the weekend I Gear super'd to punish a burst. Well Tao burst'd So early that the super was gonna miss and Tao was going to gracefully land next to it. *Oh NOOOO*.. I just walked nirvana forward and actually pushed Tao's falling animation into the gear. Carl is too fun. Same thing happened to Rachel later... as I begun to activate nirvana she used wind to push her self away. GG's Damn Wind.
Zoogstin Posted September 28, 2009 Posted September 28, 2009 Like I said, Rachel is the master and protector of all things "Bunz"
Isuyaru Posted September 28, 2009 Posted September 28, 2009 Decided to go through the entire cast and make up counter assault combos after seeing counter assault to clap on Arakune in a combo video. Carl - Opp - Nirvana (with pretty significant range. If Nirvana is too close, just delay the 623D while keeping her activated to be pushed back) Counter Assault > 8D > 2C etc Works on Bang, Arakune, Tager. Counter Assault > 623D > sj.B or C > j.214C > 8D > 2C etc I found it significantly easier to use j.C on Hakumen and Taokaka, didn't test it on the others since I was trying j.B first and had no issue with it. Works on everyone except MAYBE Carl. I was having a lot of trouble connecting the j.214C after either j.B or j.C, and when it did connect, either the clap would whiff or I couldn't make it over to him in time to catch him with 2C. Haven't tested it enough to know if they were just execution errors. So for Carl, I ended up with... Counter Assault > 623D > super jump, double jump j.2C > j.214C > 8D > 2C etc
Mikachiru Posted September 28, 2009 Posted September 28, 2009 Decided to go through the entire cast and make up counter assault combos after seeing counter assault to clap on Arakune in a combo video. Carl - Opp - Nirvana (with pretty significant range. If Nirvana is too close, just delay the 623D while keeping her activated to be pushed back) Counter Assault > 8D > 2C etc Works on Bang, Arakune, Tager. Counter Assault > 623D > sj.B or C > j.214C > 8D > 2C etc I found it significantly easier to use j.C on Hakumen and Taokaka, didn't test it on the others since I was trying j.B first and had no issue with it. Works on everyone except MAYBE Carl. I was having a lot of trouble connecting the j.214C after either j.B or j.C, and when it did connect, either the clap would whiff or I couldn't make it over to him in time to catch him with 2C. Haven't tested it enough to know if they were just execution errors. So for Carl, I ended up with... Counter Assault > 623D > super jump, double jump j.2C > j.214C > 8D > 2C etc It's Isu!! Yah! What's a counter assault...? ANSWER- Dead Angle.
Kyle Posted October 2, 2009 Author Posted October 2, 2009 So- has anyone actually landed this in a match? Ch 6A, 22]D[, IAD, Kara:J.2C~B (whiff), 2B, 2C, 8]D[...
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