Angel Posted September 27, 2010 Posted September 27, 2010 No, not if it resets. I know it does, because hit stun on 3D is very short. You can combo it if you rush it though. Just thoughts on it being a decent high/low based on playing real matches not against the CPU lol. Gotcha, I'll try it out. Feels good in training though.
EmbersRed Posted September 27, 2010 Posted September 27, 2010 Was this against people who actually block the late airdash j.B? If they blocked the 2A, my guess is they'd get hit by the j.B version instead. lol. three out of the four are very familiar with the Carl matchup and block the late airdash j.B I like the mixup though. Will have to play with it more.
Kyle Posted September 27, 2010 Posted September 27, 2010 I do this off 6]D[, 8-Jump. Depending on the height of the airdash ou can cross-up J.2C, First side J.B or GlideToss 2A for the low.
ioKain Posted September 27, 2010 Posted September 27, 2010 For the timing of the 3D, late air dash rest. Is it 2B, 5C, ]3D[.......or 2B, ]3D[, 5C? I've been doing the latter, I think maybe I've been doing the 3]D[ to early.
ioKain Posted September 27, 2010 Posted September 27, 2010 I've seen a lot of talk about using Nirvana as a wall and using 6B, JB, JC. Here's a pretty sweet reset I saw in the new GAMEacho vids using this. J.2C, allecan, 5B, 5C, 6D, J.2C, JB, JC, 5B, 2B, 6B, JB, JC, JB, 5B, 2B, 2D, 6B http://www.youtube.com/watch?v=SEue4FtAd6g#t=9m58s He didn't get anything off of it, looks like maybe he timed the 2D a little late. Looks so awesome though.
Zoogstin Posted September 27, 2010 Posted September 27, 2010 I think he was going for an unblockable thus he did the 2D too soon.
JG Posted September 27, 2010 Posted September 27, 2010 I think the same here.. still 15 hits and then be able to perfomr a UB.... nice.
ioKain Posted September 27, 2010 Posted September 27, 2010 What do you guys think about stuff like...... 5A, 2A, 5B, 6B, 6D, 5A, 5B, 6B, combo ends, JB, 3D, JC, JB....stuff. 5A, 2A, 5B, 6B, 6D, 5A, 5B, 6B, combo ends, JB, 4D, jump to other side, B vivace, combo. Anyone use strings like this? EDIT: There's also an UB in there with, JB, JC, 2D, JB, 2B.
ZONG_one Posted September 27, 2010 Posted September 27, 2010 Yeah, they're great and everything, but char specific, so just be careful. Also, crouching combos ruin this.
ioKain Posted September 28, 2010 Posted September 28, 2010 Nice, I'm lovin this stuff. Most the people in my area have tall hit boxes, so I won't have to worry too much. Except for the 4 Bangs.....
ZONG_one Posted September 28, 2010 Posted September 28, 2010 Yeah, there isn't much Bang specific stuff we can abuse. Actually I think there's nothing at all.
Isuyaru Posted September 28, 2010 Posted September 28, 2010 If you ever find yourself doing a blockstring on an aerial opponent close to the ground, letting them land during blockstun gives you a fuzzy guard setup (example: do 5B, opponent regular or barrier blocks in the air, do j.B as opponent lands. They'll be in standing position). Obviously this isn't something you would generally aim to get, but if the situation arises, it's nice to know. What do you guys think about stuff like...... 5A, 2A, 5B, 6B, 6D, 5A, 5B, 6B, combo ends, JB, 3D, JC, JB....stuff. 5A, 2A, 5B, 6B, 6D, 5A, 5B, 6B, combo ends, JB, 4D, jump to other side, B vivace, combo. Anyone use strings like this? EDIT: There's also an UB in there with, JB, JC, 2D, JB, 2B. Does not work. Crouching causes the j.B to whiff in every situation.
ioKain Posted September 28, 2010 Posted September 28, 2010 lol, obviously. If they're not crouching there is not reason not to use these, they're too good.
Isuyaru Posted September 28, 2010 Posted September 28, 2010 And there's no reason for them not to be crouching. There is absolutely no reason for the j.B to connect against an opponent who is trying to block, which makes this useless.
soujiro seta Posted November 6, 2010 Author Posted November 6, 2010 Okay guys I'm almost done. Most of the stuff I have isn't new. They're from the combo/reset vids that we've seen. I've come up with like 4 new resets after examining some of the resets that I'm currently transcribing from the vids. Hopefully I can find more. I'll will post the finished version tonight, or early tomorrow morning. Thanks to Kyle for getting me back on track, haha.
soujiro seta Posted November 8, 2010 Author Posted November 8, 2010 (edited) PART 1 PART 2 PART 3 PART 4 RESETS - NOC 5B 3B]D[ 6B jump(9) 44 j.2C Allecan > combo VID - NOC 2A 5A 5B 6B (late)6D (late)6C j.2C]D[ j.C land 66 VID (starts at 1m27s) - Rhapsody Reset NOC Get the combo count to 9, input rhapsody of memories, walk up and do 3 j.2C allecans, vivace A/B VID - NOC 5B 6B j.B 3]D[ j.C j.B 8(jump) j.C > combo VID (Doesn’t work on carl, bang, ragna, arakune, rachel, tsubaki, taokaka, and makoto) - NOC 5B 2B 6B 3D vivaceA IAD j.2C allecan > combo VID Resets taken from BBCS Carl/Arakune combo movie – Shuffle RESETS - NOC, 50 heat required 5B 6B j.B j.C j.2C Rhapsody 7(jump) > combo VID (Doesn’t work on carl, bang, ragna, arakune, rachel, tsubaki, taokaka, and makoto) Reset is ambiguous cause since carl is right on top his opponents head it can be hard to know exactly what side he’s on. - NOC 5B 6B 6D 8(jump) j.C > combo VID - NOC 5B 6B 6D 8(jump) j.44 j.2C allecan > combo VID Resets and Strategies taken from BBCS Carl Combo Video Ambivalent World RESETS - NOC, 50 heat required 5B 2B 5C 6D j.C RC j.66 j.B j.C > combo VID (Only works on characters with a tall crouching vertical hitbox. Bang, tager, hakumen, and a couple others I can’t remember. Will have to test and correct later.) - NOC, Rhapsody reset, 50 heat required Get the combo count to 9 hits and input rhapsody. Get close and start charging 6C at a hit count of 13. You want the fully charged 6C to be the 17th hit. After it hits, get another fully charged 6C. Your opponent will recover in time to block the last hit of rhapsody, but they won’t be able to block the fully charged 6C VID - NOC 5B 6B j.B j.A (using nirvana to push opp towards you) j.B 5B 6B 6D vivaceA > combo VID (This only works on certain characters because of hit box problems. I found a universal version that is posted below) - NOC 5B 6B (j.B + 3]D[) {slight delay} j.C > combo VID (Doesn’t work on carl, bang, ragna, arakune, rachel, tsubaki, taokaka, and makoto) (This is easier to do on jin, hakumen, tager, and hazama. (j.B + 3]D[) means right after j.B you have to release 3D so that they are, in theory, almost done at the same time. For those who might have trouble, the way I do it is after j(9).B I immediately put my analog at 3 and release D) For characters that need a wall to do the 5B 6B j.B loop (litchi, lambda, noel, mu): 5B 6B (j.4B + 3]D[) slight delay j.C > combo (The j.4B is so that nirvana pushes them back, and you’ll need to release 3D immediately after that. Be careful you can break your stick while doing this version cause of the quick shift from 4 to 3) - NOC 5B 6B j.B j.C 2D j.B 3C > combo VID (Doesn’t work on carl, bang, ragna, arakune, rachel, tsubaki, taokaka, and makoto) CORNER RESETS - Wall-ONC 5B 2B 41236D 5C IAD kara-fall j.A (slight delay) j.B > combo VID - Wall-ONC 5B (2B 6B)/6B j.3C]D[ (slight delay) j.C > combo VID Different vairiation 5B (2B 6B)/6B j.3C]D[ (slight delay) j.66 j.B j.C > combo VID - Wall-ONC, 100 heat required End a corner combo with 2D – Gear super – RC – j.B+C (if throw is teched) – j.66 – j.A mash – 8D VID STRATEGIES - Hazama specific, nirvana needs to be close to hazama, must have access to a burst When caught in a hazama bnb, wait until he does 623D, which is the ouroboros that pulls you in from the air and slams you on the wall. When it connects, burst and input anima, 63214D. If nirvana is close enough she’ll grab him and you’ll recover in time to combo. It’s a throw counter, so it’s untechable. VID - Jin specific, nirvana needs to be close to jin, must have access to a burst If you get hit by jin’s D DP, burst and input anima, 63214D. If nirvana is close enough she’ll grab him before the second hit connects, and you’ll recover in time to combo. It’s a throw counter, so it’s untechable. VID - Litchi specific, nirvana must be close to litchi, must have access to a burs. When caught in a litchi bnb, wait until you see itsuu (any version of itsuu), and depending on how close she is to nirvana you can use either fuoco (41236D) or anima (63214D) VID Itsuu is a burst bait move, so be careful. Resets I came up with after examining the ones above. Unfortunately I don’t have a capture device so no video demonstration 1. - NOC 5B 6B j.B j.A (using nirvana to push opp towards you) j.B 5B 6B 6D vivaceA > combo VID (This only works on certain characters because of hit box problems. I found a universal version that is posted below) Universal version: - NOC 5B 6B (using nirvana to push your opp. closer to you) j.B (slight delay) j.C 5B 6B 6D vivaceA > combo With nirvana pressing heavily on your opponent, after the j.B and during the slight delay, she’ll push them a little bit forward. The j.C won’t combo because of the slight delay, and your opponent will be crossed up with j.C. (Doesn’t work on carl, bang, ragna, arakune, rachel, tsubaki, taokaka, and makoto) 2. NOC 5B 6B j.B j.C 2]D[ j.2C (2D hits) 66/vivaceA > combo After j.2C carl will bounce to the other side, and if your opponent doesn’t change their direction of block then….If you land in front of nirvana all you have to do is dash, 66. Behind her, then use vivace A. (Doesn’t work on carl, bang, ragna, arakune, rachel, tsubaki, taokaka, and makoto) - Ambiguous version 5B 6B j.B j.C 2]D[ j.2C (wait till carl is right above opp. head) j.allegretto > combo Similar to the first one, but with allegretto. When you do j.allegretto right on top your opponents head it can be hard to know exactly which side carl is on, the left or right. Sometimes they get crossed up and have to change their direction of block, and sometimes they don’t. Hence why it’s ambiguous. (Doesn’t work on carl, bang, ragna, arakune, rachel, tsubaki, taokaka, and makoto) 3. NOC 5B 6B j.4B]D[ (slight delay) j.C > combo This acts as an unblockable. A quick low, first hit of 4D, and a high, j.C, in succession. If they attempt to block j.C you’ll get a combo starter with 4D and a basic 4D walk back a bit 66 5C sjc j.B dj.2C…2 hit 8D fermata is 5.3K, or you could do the 5C j.2B]D[ combo if you like. If they want to block the first hit of 4D, they'll get hit by j.C, be crouching, the 2nd hit of 4D will whiff and they'll still be in sandwich. It can be hard to tell which one to block cause they hit so close to each other. COMBO VIDS BBCS Carl Tutorial BBCS Carl/Arakune combo movie – Shuffle BBCS Carl Combo Video Ambivalent World Blazblue CS High-fired Combo Carl Course Edited November 8, 2010 by soujiro seta
soujiro seta Posted November 8, 2010 Author Posted November 8, 2010 (edited) Made an edit 3. NOC 5B 6B j.4B]D[ (slight delay) j.C > combo This acts as an unblockable. A quick low, first hit of 4D, and a high, j.C, in succession. If they attempt to block j.C you’ll get a combo starter with 4D and a basic 4D walk back a bit 66 5C sjc j.B dj.2C…2 hit 8D fermata is 5.3K, or you could do the 5C j.2B]D[ combo if you like. If they want to block the first hit of 4D, they'll get hit by j.C, be crouching, the 2nd hit of 4D will whiff and they'll still be in sandwich.. It can be hard to tell which one to block cause they hit so close to each other. Also took out the "j.C hits first part", they hit so close to each other it can be hard to tell which one actually connects first at times. Edited November 8, 2010 by soujiro seta
ZONG_one Posted November 8, 2010 Posted November 8, 2010 Wow. You are fucking awesome. That's why he gets them awards, yo. :]
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