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[CS1] Carl Clover Tactical Discussion/Questions/Help


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Posted

I think i get it guys.

Stark is talking about purple throw from Blockstun NOT Hitstun.

This is good too.

My last post was very inaccurate. woops. updated.

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Posted

theres an edit button for a reason sonnnnnnn good thing you use it....... k still confused about what you're both talking about here

Posted

Purple being inferior was due to the thought of black beating mid combo decreasing untechable time.

Posted

Purple being inferior was due to the thought of combo count increasing untechable time.

This a difference of Purple hitsun & purple blockstun.

Posted

Purple being inferior was due to the thought of black beating mid combo decreasing untechable time.

I'm almost positive this isn't true and if it is it's like 2 frames max

Posted

I've never heard that shit before, obviously the tech decreases by hit-count/move decay, but I' completely unaware of additional tech decrease due to blackbeats. =/

Posted

I meant I thought that was the case. Which would make purple throw inferior.

But if it's not the case, then Purple would be better than green, right?

Well.. Besides the fact that if it's purple, and you've already looped twice, that's going to be 9 hits or so..

Meaning less of a follow up.

Posted

Well, yeah. Not much of a reason to go for a purple throw during a combo; by all means either go for green or do standard mixups out of it after they get out. But during a blockstring, when there's no hits to add to the count, purple anima is pretty idealsies.

Posted

theres an edit button for a reason sonnnnnnn good thing you use it....... k still confused about what you're both talking about here

Basically, we can punish IBers and Guard blockers by forcing them either take Anima's hit and follow that up with a air combo, or they can tech it and then we can vivace up to them and repeat the whole thing.:eng101:

Posted

Well, yeah. Not much of a reason to go for a purple throw during a combo; by all means either go for green or do standard mixups out of it after they get out. But during a blockstring, when there's no hits to add to the count, purple anima is pretty idealsies.

Yeah Yeah.

I probably won't be using this a lot, maybe as a last round mindfuck type tactic.

Posted

I'm no longer sure this is actually unblockable. When testing it a few days ago, it seemed that way, but testing now with the opponent holding away, either they blocked or the 5A completely whiffed. But seeing this used in actual gameplay footage and hearing from soujiro that he used it, it clearly must work. And it FELT like it worked LAST TIME I tested. So my assumption is, the timing for this is tight as hell and there's probably only a 1-frame window where it works if it does. Which goes against what I said before of it being very lenient timing. Although, 5A is at least a pretty active move (3 active frames) so. I don't know. Everyone else, please make sure I'm not going crazy... It may be that there's some outside factor determining whether this is blockable or not, but that seems pretty crazy itself.

Nonetheless I can at least say the following.

5A 5B 2B 5C 6D jC 5B 2B 5C, release D in 63214D about the same time at 5C hits gets a throw within just a few frames of the opponent recovering from 5C; the throw is purple, but they still recover so it's not really continuing the combo. This seems to be optimal damage for a rethrow setup combo without spending meter, doing 1969 damage.

63214D, confirm throw, 236B 2C 8D (1 hit) [j2C jC 2D]x4, 632146C (let Ada rest a bit) 8D (2 hits) gets knockdown into sandwich and does 5239 damage. 2-hit 8D gets 5% meter, everything up to the meter gets 45% meter, so it can be done from 5% and leaves you with as much meter as you went into it with.

Posted

FYI, guys: There's no timing to do an unblockable hit at the end of the throw-tech period. We've been testing Anima tech into gear, 3C, and 5B for around 10 min now, and nothing. Also, purple throw tech time is the same no matter how long a combo is, it doesn't get prorated. Out!

Posted

Well now that's cleared up. Green attempts only, not as B&B.

Eh, at least failing doesn't lose you pressure, as long as they don't jump out. And you have decent mixup with anima/anything that is not anima since especially you can time a 6D slightly early from when you would anima to stuff any attempts to hold up to escape, hitting the opponent out of a jump attempt. Plus at least landing anima = BIG DAMAGE so

Time to ask questions because lol I don't know:

While we're at least slightly on the subject, how do you people end your 2D loops? Because what I've been doing is going until I know it won't hit anymore and then dropping it after 2D to get a predictable knockdown in C-O-N position. If I have meter I'll try to eke out some more damage with Laetabilis Cantata into clap for the same positioning. In the corner there's the pretty nice j2C to Allegretto+Clap to punish any tech, but back tech escapes that when not in the corner. But midscreen meterless I'm pretty sure there's gotta be a better way to end it than what I've been doing. 2D loop being basically the best thing to go into if you can and the opponent's in the air, this seems important.

Posted

I'm pretty sure its not an unblockable too as i was using it all night and people blocked it sometimes. For the people who actually got hit, i asked them what they were trying to do, and they said they were trying to jump to get out of sandwich. Probably just hitting them out of jump start up.

Posted

I'm pretty sure its not an unblockable too as i was using it all night and people blocked it sometimes.

For the people who actually got hit, i asked them what they were trying to do, and they said they were trying to jump to get out of sandwich.

Probably just hitting them out of jump start up.

Mike, Sanchez, and I were testing, it doesn't work.

While we're at least slightly on the subject, how do you people end your 2D loops? Because what I've been doing is going until I know it won't hit anymore and then dropping it after 2D to get a predictable knockdown in C-O-N position. If I have meter I'll try to eke out some more damage with Laetabilis Cantata into clap for the same positioning. In the corner there's the pretty nice j2C to Allegretto+Clap to punish any tech, but back tech escapes that when not in the corner. But midscreen meterless I'm pretty sure there's gotta be a better way to end it than what I've been doing. 2D loop being basically the best thing to go into if you can and the opponent's in the air, this seems important.

I usually get two reps, and then j.2C > allegretto > clap.

The oki sandwich afterwards is nice.

Posted

Mike, Sanchez, and I were testing, it doesn't work.

I usually get two reps, and then j.2C > allegretto > clap.

The oki sandwich afterwards is nice.

Does that work midscreen? I failed it a few times and so assumed it didn't. Now I feel dumb.

Posted

lol, yeah, and untechable until they hit the ground.

:]

Hawt. I'll have to practice that, for mad funsies.

Oh! Think I realize exactly where I was going wrong.

Posted

4D in sandwich blockstrings. Cool? No? I've found myself trying it after my opponent bursts and I want a cheap and easy guard break; some As, 5B 2B 5C xx 236A, 4D to hit the opponent from 5C. It's kinda cool, although the opponent seems to have time to jab between hits of 4D. But, I don't really know if that's even useful for them per se, and really, if you can last minute guard break them with the first it it doesn't matter. My real problem is that I have no idea how to combo out of it.

Also, guard breaking someone out of 2D makes them fly at the most awkward angle ever. Another guard break I totally didn't capitalize on.

Posted

u sure that guard break with 2d was on the ground? coz air guard breaks makes them fly and wallbounce, maybe your opponent just happened to jump and block the 2d?

Posted

Yeah, it's in the air. Had situations where I was setting up an unblock that was jumped out of but instead of them blocking 2D in the air and falling into pressure again they were guard broken and were knocked at a very inconvenient angle.

Posted

heh spamming fuoco then grabbing my opponent is how I piss off people also pressures a lot and spamming effectively is a great way to break a guard but thats just my opinion I suck at blazblue so nyeh

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