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Posted

how did Bang get so good? I don't even remember his changes... his entire match-up chart looks like a massive middle finger directed straight a me.... I just can't except it... /denial

Posted

Carl vs Litchi, Bang, Hazama, Hakumen: 4-6

Bang can stick to carl like glue, 5a/2a are god and will ALWAYS outprioritize carl, and his pressure is too much. Litchi's range covers like the entire screen and shuts down nirvana, damage is too good, staff flying everywhere stopping nirvana from completing her moves. Hazama can play spiderman and carl can't keep up, also flash keep super during resets/blockstrings into 5000damage is a deathblow to carl. Hakumen is the epitome of a counterpick for carl, 4c shuts down carl's entire game, carl vs hakumen can timeout all the time, the aggressor is always at a disadvantage so who ever gets the life lead can sit on it, hakumen can easily kill carl in 1 go, and countering carl during his resets doesn't help carl either.

I'm iffy about Hazama. I know Hazama can DP his way out of Carl's loops and keepaway, but that seems to be it. Unless someone wants to correct me, this should be 5-5 or 4.5-5.5 in Hazama's favor.

Carl vs Ragna: 3-7 or 3.5-6.5

Yes 3-7. His basic belial edge bnb's take half of carls life, 2 bnb's and it's over. It almost feels like your fighting a tager-lite with the amount of damage he deals. 5b range, range overall, and pressure is too good. This match is the epitome of rape. The carl has to play 10x better than ragna to win, or it's over.

:psyduck:

EDIT: Forgot to add that the person who did the BB character review for Arcadia thought Haku and Carl can take on the S tier characters or be among them. Something to that affect.

Posted

Carl vs Ragna: 3-7 or 3.5-6.5

Yes 3-7. His basic belial edge bnb's take half of carls life, 2 bnb's and it's over. It almost feels like your fighting a tager-lite with the amount of damage he deals. 5b range, range overall, and pressure is too good. This match is the epitome of rape. The carl has to play 10x better than ragna to win, or it's over.

Other carl mains that have played CS, what would you say about carl's matchup chart as well? Zong? Zoogs? :psyduck:?

I agree with this. lol. I might go 3.5/4 - 6.5/6, but it's definitely an uphill battle for Carl.

Also, Bang 2A/5A are very good, and he is very sticky. It's not that bad once you get to know the match up, though. I would still say it's Carl 4 Bang 6, but ehh.

But yeah, I do question a bit of the chart, but it's not very accurate for a lot of characters, based on people I've asked.

But what do we know, we're American.. :psyduck:

The one I definitely disagree with is Carl 45 Arakune 55.

This is the match that truly feels 3-7 to me. I'm not sure why, or if it's just me, or what.

But he's more spiderman than anyone else, and he can kill you with one combo. He doesn't need a life lead.

As for some others, I'd say:

Carl 4 - Hakumen 6.

Carl 5 - Lambda 5. (If not 5.5 Carl. I really don't think Lambda has the advantage here, even with her ability to break primers like nothing.)

I'm not sure about Tsubaki... I haven't played many, but I haven't had much trouble with the ones I have played..

I wouldn't take my word on any of this, it's just my opinion.

I still kinda suck at this game. :vbang:

Posted

I don't see Carl vs Ragna being anything worse than 4.5 for Carl at all. Even on the JBBS chart, the Carl players put the match at even, while the Ragna players put it at 4.5 for Ragna. My logic says that it's probably even or very close to being an even match up. From what I've seen in JP Carl vs Ragna videos, it's very effective for Carl to just sit behind Nirvana, forcing Ragna to take risks if he wants to get in (similar to how the Lambda vs Ragna match up works). I'm guessing US Carls don't know the nuances of zoning with Nirvana just yet.

Posted

The one I definitely disagree with is Carl 45 Arakune 55.

This is the match that truly feels 3-7 to me. I'm not sure why, or if it's just me, or what.

But he's more spiderman than anyone else, and he can kill you with one combo. He doesn't need a life lead.

BnB ending in Allegretto... Arakune techs backwards and luckily gets out a homing cloud. Doll is unfortunately not close enough to 623d him.

Carl = :psyduck:There is that and all the j.ds you block add up now. You really shouldn't be blocking them but with all the pushing and bufferring uppercuts/41236 with nirvana it slows down your response time.

On the plus side Carl can now actually AA j.b with 6a holy shit.

Posted

I thought they put Carl's matchups particularly well :psyduck: Zong, I think Carl V Arakune being 3-7 is probably the most absurd thing I've heard based on me watching you and HFA fight.. He's a very good Arakune, and you don't even lose more than you win. :psyduck: How do you get to 3-7? IMHO, it seems like Arakune gets AA'd like a bitch by nirvana and your top hat, but I totally understand that Carl's mobility is so shit that the curse is practically guaranteed, and you have to actually block (What, blocking in america?! :psyduck:) to win, so I would definitely put it at Carl's disadvantage.. but not by much at all. Ara lacks the true mobility to get out of Carl's stuff well, especially his non-grounded resets. And Vs Bang, the matchup seems even or very slightly Bang's favor. CERTAINLY nothing past 6-4, but I don't see it as anything past 5.5-4.5, and personally I agree with their 50-50. Carl is one of the very few characters I feel I have no edge against, because Carl's offense is so rape and Bang's defense is so horrid, especially since IB Ashura doesn't work against Carl's multi-personal offense except in extremely rare situations. And my American fingers just can't put it in that fast in those few :psyduck:

Posted

I find it strange that every Tager in their subforum seems to think CS Tager is a million times better than CT Tager, yet the discussions here seem to put him still near the bottom of the list. Did all the buffs he got and the nerfs for those good against him really not matter that much? Apart from the fact that Carl isn't handed a free win anymore against Tager.

Posted

He has basically the same problem as before: he can't get in. His damage opportunities are rare against anyone can zone or play decent runaway.

Posted

I find it strange that every Tager in their subforum seems to think CS Tager is a million times better than CT Tager, yet the discussions here seem to put him still near the bottom of the list. Did all the buffs he got and the nerfs for those good against him really not matter that much?

Apart from the fact that Carl isn't handed a free win anymore against Tager.

He is better than CT Tager, but tier lists are always relative. CS Tager is solid right now, but lacks tools to get in. Like most grapplers, Tager has a hard time with characters that have strong pokes and a strong zoning game.

Posted

I kinda see the Carl v Tager match as more of a 55-45 honestly. The way I see it is that while Carl has many many options to deal with Tager's tactics, he has a couple flaws. First being that I truly think Carl has somewhat limited approach options against a defensive Tager. He can't turtle behind Nirvana cause Tager can just beat the living hell out of the doll and leave Carl in a really messed up defensive situation. If Tager decides to play it cool and calm, then Carl's ability to get in on Tager is a huge risk cause one FC combo could take well up to half his health and AC with its little bit of invul frames makes it near impossible to jump in on him. Carl could try and play footsies but thats even riskier given Tager's 360s/720. His new projectile doesn't even help as much as it does with Carl's other matches since you just ASledge right through it and odds are Tager will be safe. I tend to play this matchup like I'm playing against Tao with the only difference being that Tao has many more ways of getting close and pressure. But I still keep the match in Carl's favor due to his high pressure game. While Tager has the ability to keep back and force Carl to act, if Carl finds that one mistake to get in on Tager it becomes a pain in the ass to get out again. Thats my 2 cents, critique it how you see fit. Off topic: Am I the only one who wishes I could 360/720 the damn Doll??? I think that would be funny as hell to just leave Carl standing there like an idiot while Tager is doing GETB on Nirvana on the other side of the screen.

Posted

I'm guessing US Carls don't know the nuances of zoning with Nirvana just yet.

Zoning is fine and what not, but Ragna is very fast. Zoning him on reaction is harder than a lot of chars, and then it's just a guessing game. Carl guesses wrong twice, he's dead.

I did notice that camping behind Nirvana helps. I just got in to work today, watched the 2 most recent Carl vs. Ragna vids, and that's what they were doing. So that's what I'll try next time.

On the plus side Carl can now actually AA j.b with 6a holy shit.

Lol, is this actually reliable now? I know it's a timing thing with all AA, but really?

:yaaay:

Apart from the fact that Carl isn't handed a free win anymore against Tager.

Carl is still handed all but a free win in this. It's very bad for Tager, still.

If you know how to play.

I kinda see the Carl v Tager match as more of a 55-45 honestly. The way I see it is that while Carl has many many options to deal with Tager's tactics, he has a couple flaws.

First being that I truly think Carl has somewhat limited approach options against a defensive Tager. He can't turtle behind Nirvana cause Tager can just beat the living hell out of the doll and leave Carl in a really messed up defensive situation. If Tager decides to play it cool and calm, then Carl's ability to get in on Tager is a huge risk cause one FC combo could take well up to half his health and AC with its little bit of invul frames makes it near impossible to jump in on him. Carl could try and play footsies but thats even riskier given Tager's 360s/720. His new projectile doesn't even help as much as it does with Carl's other matches since you just ASledge right through it and odds are Tager will be safe. I tend to play this matchup like I'm playing against Tao with the only difference being that Tao has many more ways of getting close and pressure.

I won't be too mean here. You don't want to turtle behind Nirvana... well. ok.

You don't want to turtle behind Nirvana, and keep her activated.

Carl can turtle just fine against Tager. Just know when to vivace, and when to jump 360's.

Yes, fatal counter 2C and you're fucked. I'd say that's a reasonable burst.

But jumping in is easy. I didn't think people actually did AC against jump in. Honestly, how often do you get people with this? I understand if you're magnetized, do what you need to do to stay out, but for AA? AC doesn't work that well.

5C is your best friend. Trust me. and 623D.

Oh yeah. And actually use your 6A against Tager, it beats almost any of his jump ins.

(This isn't CT, you know.)

Everything hits standing Tager, punch loops are hard to escape.

ESPECIALLY with so many resets and mixups that are Tager specific.

And Dacid:

EVERYTIME I bring up Arakune, you say the same thing.

Typical of a Bang player. :roll:

Stop trolling me. :toot:

Posted

Carl vs Ragna is far from a bad match up for Carl. It would make sense why the Japanese put that match up close to even because if the Carl is good with controlling Nirvana, it can make approaching him difficult for Ragna. It's the same idea why Ragna vs Lambda is even.

I don't see Carl vs Ragna being anything worse than 4.5 for Carl at all. Even on the JBBS chart, the Carl players put the match at even, while the Ragna players put it at 4.5 for Ragna. My logic says that it's probably even or very close to being an even match up.

From what I've seen in JP Carl vs Ragna videos, it's very effective for Carl to just sit behind Nirvana, forcing Ragna to take risks if he wants to get in (similar to how the Lambda vs Ragna match up works). I'm guessing US Carls don't know the nuances of zoning with Nirvana just yet.

It might seem tough from the ragna's point of view, but he doesn't understand what the carl player is going through, I'll explain.

Once you get in on carl, he has 0 defensive options. You can vivace out, yes, but you can also be easily hit out of vivace. Very rarely are carls going to go for a counter hit when he is being pressured away from nirvana. Cause even if we IB most characters are too far away to counter with 5a so you use 5b. Yes you can 5b IAD j2c allecan and then summon nirvana, but this is where character differences come in. Ragna can DP carl out of his resets. Since a carl is most likely going to use 5b to counter hit when under pressure, you just have to look for the slight delay and DP. This is all assuming that the carl gets a chance to counter hit in the first place.

The first thing on a carls mind under pressure is barrier block, block accordingly, and get out. Trying to counter hit is wayyyyy too dangerous and is actually the last thing on a carl's mind against some characters.

All characters can pressure carl how ever they want when he is away from nirvana, not reckless rushdown ofcourse. What makes 1 character more dangerous from the other is the kind of rush down they have. There are 2 cases here.

Case 1 "The thank god for barrier or else it would be complete rape"

Bang's rush down is actually godly against carl. What save's carl from being raped is barrier blocking. It pushes bang just far enough for carl to escape. Same for litchi, even though her range is good barrier helps get her off carl, unless you're in the corner, then barrier doesn't matter. Then again litchi was built around corner rape so that is understandable. But these two are examples but there are more.

Case 2 "Uh oh, barrier only works sometimes"

My first example is tager. Characters with DP's/bang's guardpoint/hakumen's counter don't know how hard it is to avoid tagers 5a mash/sledge stuff during magnetism. Barrier only really works on tager when your're not magnetized. Once your magnetized, and he gets you in his sledge/5a mash crap, you have to vivace out or it will end quickly. You can get a counter hit obviously, but the risk vs reward is not in carl's favor. Even if you vivace out, you're still within tagers "pull you in range", so you're not completely off the hook.

The second example is Ragna. This is also why he is more dangerous to carl than bang or litchi, even though those two characters have very good rushdown as well. Barrier blocking works on ragna, only when you're not in the corner. Once he gets you in the corner, it almost feels like "litchi corner rape". Even if you Barrier and IB to get out, you're still within his range, add that to the fact even if you barrier and push him far enough he can just "Dead Spike" to keep you put, no vivace or jumping for carl, and he'll slightly dash in and continue pressure. It can also be hard to predict when he'll do gauntlet hades and you dare not try and punish him after wards with carl unless you IBed it, so it's a free "get in on carl and start pressure" tool.

Most ragna mains may not realize this, but ragna is very quick, especially to carl, and when you give a very quick character that much range with attack speed, it makes for a dealdly combination against very fragile, 0 defense, I'm helpless alone type characters.

Also, ragna ending his belial edge combos in the corner with 22C is also the bane of carl. You have to play tech roll mind games with carl to escape pressure. Tech rolling favors him more than any character in the game once you get him away from nirvana. Techrolling the right way, especially forward or backwards, is the difference from getting back behind nirvana or landing back under pressure.

He can also DP carl out of his resets. This is also a big problem.

That's why ragna is dangerous. It might seem even to the ragna player, but IMO, he doesn't understand what the carl has to go through to win.

I use nirvana as a zoning tool all the time, and I force people to have to take risk. The problem with this is, this is only possible to a certain degree, and the degree is dependent on the character. When you get a life lead on some characters like haku, tager, rachel, etc, them coming to you puts carl in a "win" situation. With a fuzzy spot being put specifically on tager, he can turn the match around in an instant with that backdash.

Whereas for others, them coming to you doesn't really give carl any advantage at all really cause of the kind of characters they are: quick, range, how easily the outprioritize carl, etc. Ragna, bang, taokaka, etc come to mind. They can get to carl real easily.

In the vid of Dio (carl) vs Kaqn (ragna), Kaqn crushed dio, and I wasn't surprised at all. I've experienced it first hand. He easily got by nirvana, pushed dio to the corner, and it was game over. Ofcourse that doesn't mean that that's how the match will always go, but from the vids I've seen of carl's beating ragna's, from my pov, it's either

a) the ragna didn't know how to fight carl. Not DPing after the slight 5b delay, although that one is a bit fuzzy. Carl can IAD j2C allecan off 5a/2a/5b/2a-5a/5a-2a/2a-5a-5b so simply DPing after a 5b slight delay can be dangerous, and is understandable.

b) Rushed in blindly thinking once the got in and put carl in blockstun they have the advantage

c) When they do get in, they think they can just do what ever they want, not realizing that although a carl is not likely to counter, and would rather get out first, he still can and will counter when given the opportunity. So they just pressure away recklessly.

4) They don't end their belial edge combos with 22C all the time and pressure with dead spike when carl barrier blocks. This puts carl back in the spot where is doesn't want to be, in the corner under pressure once more.

Kaqn played dio very patiently, going in at the right time, which is very easy for ragna btw. The ragnas that do beat carls in the vids know how to get in, and when they do, they belial 22C carl to death. Ofcourse that's not to say carl can't beat a patient ragna, it's just really really tough especially when the ragna knows exactly what to do.

That's why, imo, the match can't be even. At worse 6-4, at best 6.5-3.5 or 7-3.

Posted

Four Score and Seven Years Ago...

...That's why, imo, the match can't be even. At worse 6-4, at best 6.5-3.5 or 7-3.

Very well said, sir.

:yaaay:

Posted

What's with the assumption that Carl players can't tech throws? There is little else to preoccupy a players mind when he is getting rushed the fuck down. Also... Volante > walk/dash up > 5c tagers sledge.

Posted

What's with the assumption that Carl players can't tech throws? There is little else to preoccupy a players mind when he is getting rushed the fuck down.

Also... Volante > walk/dash up > 5c tagers sledge.

The teching throws part is the only thing I really disagreed with.

But that's just an absent minded thing. Can happen to any player, any character, any time.

Not teching throws just happens.

I actually find it easier to tech throws in pressure. Teching random Arakune-type air throws is what's hard for me.

And yes. 5C is god against tager.

Posted

Zoning is fine and what not, but Ragna is very fast. Zoning him on reaction is harder than a lot of chars, and then it's just a guessing game. Carl guesses wrong twice, he's dead.

I did notice that camping behind Nirvana helps. I just got in to work today, watched the 2 most recent Carl vs. Ragna vids, and that's what they were doing. So that's what I'll try next time.

Thank you,that's exactly what I was trying to say in my post but didn't get that out in the "ragna is quick" section. Zoning ragna on reaction with carl is very tough, and his range is the reason for this. Jin is quick, noel is quick, but they lack ragna's range and the free "Gauntlet hades get in" tool.

I camp behind nirvana all the time, but that's not the problem. The problem is when your playing a very patient ragna who is willing to take his time, play very safe by only doing what is necessary. Overly aggressive ragnas and the "i'm always just going to rush in" ragnas are much easier to defeat imo. The patient ones are harder to read, cause you don't know when they'll just rush in, and when they do rush in, they give themselves a little breathing room just incase you try and counter or sneak nirvana up from behind.

Posted

What's with the assumption that Carl players can't tech throws? There is little else to preoccupy a players mind when he is getting rushed the fuck down.

Also... Volante > walk/dash up > 5c tagers sledge.

no no no no I didn't say they can't tech throws, i said they might be more susceptible to throws, and this is just an assumption, a guess, and a wrong one at best.

Infact I'll edit it out so people don't quote that part specifically again.

Posted

snip

Saying that once Ragna gets in on Carl means Carl is dead is a bit silly. I think you're thinking way too hard about this. Lambda has very poor defensive options as well (6A is bad, backdash gets caught be 5B or 5C, DP has a long cooldown), but the Japanese listed that match up as even too; their players know far more about match nuances than we do.

Most Americans have really poor defense when it comes to blocking, being patient, and knowing when to block vs attack (it's always been like this). A little bit of good defense can go a long way, and with the guard bar completely changing in CS, you can afford to be a lot more patient when it comes to blocking block strings against a lot of rushdown characters, especially Ragna.

Just because Ragna gets in on Lambda and Carl doesn't mean they are going to lose for free.

Posted

And Vs Bang, the matchup seems even or very slightly Bang's favor. CERTAINLY nothing past 6-4, but I don't see it as anything past 5.5-4.5, and personally I agree with their 50-50. Carl is one of the very few characters I feel I have no edge against, because Carl's offense is so rape and Bang's defense is so horrid, especially since IB Ashura doesn't work against Carl's multi-personal offense except in extremely rare situations. And my American fingers just can't put it in that fast in those few :psyduck:

lol, nah, there's no way it can be even. Bang can get in on carl rather easily and his 5a/2a priority over carl is too much. The problem most people have when facing carl is they lack patience. They're always like, "you know what? f*&k it I'm tired of waiting I'm rushing in", lol, something tells me that's how you like to play dacidbro, hahahaha, just joking, put your pitchfork away for now.

Imo, people just need to watch more haku vs carl matches. When an experienced haku comes up against an experienced carl they know that there is a high possibility that all rounds could time out or come down to the rubber. Haku and Carl can really capitalize on player mistakes. So if someone is just intent on rushing in all the time, the game can end really quickly. Carl vs tager can also go the distance too. There is a lot of footsies and spacing. Carl has an easier time getting in, but he also has to be very careful and can't just rush in on tager thinking it's a free win.

Sometimes when I'm fighting someone I just see them rush in, and I can tell their eyes lit up and they're probably going "NOWS MY CHANCE", lol, I'm sure you're probably guilty of this dacid, hahahah, but that's what most carls are expecting, and i just simply backdash and counter or give ourselves enough space from nirvana to counter.

That's not to say that complete offense can't work, sometimes people just get through and rush carl to hell, but that is a very risky way to approach.

Be patient dacid, bring a book to read in between the footsies, lol, don't worry about ending the match as soon as possible. Show the carl that you're ready to play footsies and take your time all day. There's no rush.

Posted

Saying that once Ragna gets in on Carl means Carl is dead is a bit silly...

...Just because Ragna gets in on Lambda and Carl doesn't mean they are going to lose for free.

Come on, Spirit. I think he went out of his way to say that it's not guaranteed a guaranteed win for Ragna, to protect against this kind of rebuttle.

Also, Ragna guard crushes Carl like no one's business. CS primer system not working out so well for characters with 4 primers.

Posted

If barrier is getting you away from Bang, you're playing some baaaaad Bangs IMHO :psyduck: The only way people have been consistently getting out of my stuff is either A) Beautiful mashing to beat out overhead/low B) Beautiful backdashes C) Counter Assault :psyduck: And seriously, I know theory crafting with why Carl is so bad in pressure is fun, but other characters (Notably Bang) have similar problems and still have no bad matchups. Having a bad defense does not automatically make a matchup negative. Save all your meter for CA, learn how to IB and mash the right circumstances. That's just the way it is. I could certainly believe that Ragna is not a great match for Carl, but I don't see 7-3, or even 6.5-3.5. Carl is too good for that to be the case. Naturally, IMHO And I'm not trolling you Zong, do you think HFA is really bad or something that you could win more than you lose in a 7-3? :psyduck:

Posted

lol, nah, there's no way it can be even. Bang can get in on carl rather easily and his 5a/2a priority over carl is too much. The problem most people have when facing carl is they lack patience. They're always like, "you know what? f*&k it I'm tired of waiting I'm rushing in", lol, something tells me that's how you like to play dacidbro, hahahaha, just joking, put your pitchfork away for now.

:psyduck:

ad hominem doesnt win arguments

Posted

And I'm not trolling you Zong, do you think HFA is really bad or something that you could win more than you lose in a 7-3? :psyduck:

I will not take you up on the joke you've set up for me.

And truth be told, I lose to shitty Arakune's sometimes.

I've yet to play one since I've developed more strats, though.

Posted

Saying that once Ragna gets in on Carl means Carl is dead is a bit silly. I think you're thinking way too hard about this. Lambda has very poor defensive options as well (6A is bad, backdash gets caught be 5B or 5C, DP has a long cooldown), but the Japanese listed that match up as even too; their players know far more about match nuances than we do.

Most Americans have really poor defense when it comes to blocking, being patient, and knowing when to block vs attack (it's always been like this). A little bit of good defense can go a long way, and with the guard bar completely changing in CS, you can afford to be a lot more patient when it comes to blocking block strings against a lot of rushdown characters, especially Ragna.

Just because Ragna gets in on Lambda and Carl doesn't mean they are going to lose for free.

No I didn't say they lose for free. Also, lambda on defense is actually better than carl alone on defense, so you can't compare the two. I'd rather have lambda's reversal gravity well, and better range when I'm being pressured away from nirvana than nothing, 0 defense options, at all.

Actually having good defense with carl is debatably more important than having good offense. You can have all the offense in the world, but if you don't know how to handle pressure away from nirvana, then it won't matter.

Also, you have to have patience when playing carl, that's why a lot of people don't like him. They'd rather just start the round and immediately go on the offense. Whereas with carl it's all about setting up and looking for an opening to strike, which can take a while depending on the character you're facing. I can understand why you would say people don't have patience, i said something similar in my response to dacidbro, but not having patience and trying to play carl don't mix. You cannot play carl without patience. He has rushdown, yes, but it's not your typical "run up to opponent and do blockstring" rushdown.

The guard primer def does help carl. Getting broken after 2 bnb's from ragna in CT is no fun at all. You weren't rewarded for blocking accordingly and it was only just a matter of time. But that wasn't the reason I listed for why I think ragna has the advantage.

In the end it's just my opinion, but I'd like to hear what kaqn and dio think after going a couple sets against each other. Mainly because kaqn really displayed how to fight carl. His patient-rushdown is something I notice a lot of people dont have when fighting carls. Now, I'm not saying just discard what the other carls/ragnas in japan who get very good matchup exp have to say, but I don't know who is who, and I'd have to see them play against a good carl/ragna to determine if their judgement on the matchup is valid. Carl vs tager is 6-4, but a good carl vs a decent tager would seem like 8-2 tothe tager, or a good tager vs a decent carl could seem like 7-3 to the carl. Kaqn and dio both know how to fight each other's character very well, and they use their respective characters very well, so it's just a matter of what they, and other well experienced players who are have atleast some credibility say. If mikez and heartnana give info, people will listen cause it's not just a bunch of random guys who might not know the matchup or completely crushed their opponent and are giving info based on false matchup exp, if you get what i mean.

Posted

I will not take you up on the joke you've set up for me.

And truth be told, I lose to shitty Arakune's sometimes.

I've yet to play one since I've developed more strats, though.

:yaaay:

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