Zoogstin Posted March 5, 2009 Posted March 5, 2009 Thanks for the vids. Carl's momentum when he gets things started is amazing. He has so many mixup options that will leads to high damage very quickly.
kousaka Posted March 6, 2009 Posted March 6, 2009 i dead angle'd zero out of his gear super RC unblock attempt the first time he tried it on me =D
Zeero Posted March 6, 2009 Posted March 6, 2009 yes you did. i hate you Incase its new to anyone, theres 2 unblockables in the corner with the gear super that can be done. gear -> rc -> 6C full charge gear -> 22d -> push yourself/nirvana foward -> 2D+ 3C (you actually recover ever so slightly earlier than the whole gear super finishing... but u'll hafta learn to time the 2d+3c... and might be IB escapable.) How i wish we can capture our carl and litchi battles
Kyle Posted March 6, 2009 Posted March 6, 2009 I also noticed against Tager it's possible to do 2C, 236A, 2C This means from any string against Tager you can combo into 22D~3C, 2B , 2C, 236A, 2C, raise the roof.
Zeero Posted March 7, 2009 Posted March 7, 2009 this is also seen in a lot of vids iad airthrow summon 2c 236a 2c raise the roof.
Braver Posted March 9, 2009 Posted March 9, 2009 how do you properly allecan with ? I've been having problems doing them consistantly (assuming I'm close to the ground) j.2C, wait until it hits, then quickly 214+C or j.2C then 214+C before j.2C hits
Kyle Posted March 9, 2009 Posted March 9, 2009 Braver, it's just a Special Cancel. It sounds loads flashier than the actual technical aspect of it. so, do like anyother 2-in-1. J.2C, 214C
Zeero Posted March 9, 2009 Posted March 9, 2009 just keep in mind that if you're doing it off an airdash, even if you end up crossing up the opponent (ie, comboing off a 3c), its still 214C in your original side of the screen. so like say you're on the left side iad 2c (you're now on the right side) you'd still do 214C as if you're on the left side. That might be your problem.
Kyle Posted March 9, 2009 Posted March 9, 2009 Zeero is saying, input 214C in the orientation of which way Carl is facing. This is not BB specific either. =P Question: Does 3C actually Jump Cancel?!? I seem to always be too late on 3C IAD, J.2C... I never imagind it actually jump canceled. =/
Zeero Posted March 9, 2009 Posted March 9, 2009 3C is only jump cancellable on hit along with 6b, 5c. only 5a and 5b is jump cancellable on block i think. (maybe 6A... but how often do you actually use that in a block string?)
|||||| Posted March 9, 2009 Posted March 9, 2009 http://www.youtube.com/profile?user=AutonomousR&view=videos
Zeero Posted March 9, 2009 Posted March 9, 2009 Also, another potential combo from that vid with the combo at 2:19 and how he did 2c off an airthrow 8d.... 2c 8d airthrow 8d airdash airthrow 8d 2c 8d airthrow 8d airdash airthrow 8d (probably cant continue it anymore here... else it'd be gg) If this all actually worked somehow... that can be the new loop and its damage will be beyond this world since throw damage is never prorated... 4 airthrow combo which isnt breakable because it is a trap. http://www.youtube.com/watch?v=gFB4AB1OQOM here we have DIO proving my theory combo at 0:33 holy shit look at that damage.
Braver Posted March 10, 2009 Posted March 10, 2009 just keep in mind that if you're doing it off an airdash, even if you end up crossing up the opponent (ie, comboing off a 3c), its still 214C in your original side of the screen. so like say you're on the left side iad 2c (you're now on the right side) you'd still do 214C as if you're on the left side. That might be your problem. I think that's the problem since I only use allecan when I IAD. When I try it during sandwich pressure, I always got it. Can't wait to practice it the next time I play. The OP should put this info on the 1st post or update it sometime
Zoogstin Posted March 11, 2009 Posted March 11, 2009 Hey guys I have a question since I still haven't played BB yet. From what I've seen, during ground sandwich combos, I've seen players sometimes jump and do j2C allecan into a ground string into 6D to do the loop and other times that same player will do jB into a ground string into 6D to do the loop instead. From what i've seen it seems that the jB version does better damage, but I've seen the same players alternate between the versions. Is there a reasoning to it?
Kyle Posted March 11, 2009 Posted March 11, 2009 My understanding is that J.2C~Allecan Cancel has greater hit-stun & greater damage over J.C. Really, we need the Mook translations to actually answer this. It's either Damage, Hit-Stun or Proration. Which is the correct answer...iono, yet. =/ I'll talk to ChaseFUCKINGmagic and get a response from him. Alle Cancel at least has style points. =P
Heavenscent Posted March 11, 2009 Posted March 11, 2009 Hey guys I have a question since I still haven't played BB yet. From what I've seen, during ground sandwich combos, I've seen players sometimes jump and do j2C allecan into a ground string into 6D to do the loop and other times that same player will do jB into a ground string into 6D to do the loop instead. From what i've seen it seems that the jB version does better damage, but I've seen the same players alternate between the versions. Is there a reasoning to it? The allecan string deals more damage (j2C(allecan) > B > C deals 1605, whereas and jC > B > C dishes 1445). Not sure about other players, but I switch between the two depending on the spacing between my Carl and the opponent, and whether or not they're ducking. For some reason, I find it easier to land an allecan when they're ducking.
Zoogstin Posted March 11, 2009 Posted March 11, 2009 Okay thanks for the responses. Just trying to stay as up to date as possible for when the game finally comes out on console.
Zeero Posted March 11, 2009 Posted March 11, 2009 Like everyone else said, j2c does more damage. I think j2c also puts you closer to your opponent (less pushback) But like heavenscent, i use it depending on situation. ie. crouching characters -> j2c is easier to do here for big damage since stun is increased closer characters -> j2c is easier since you might jump over them with jc small characters (Litchi) -> j2c is easier since it puts you closer (i did jc once and my 5b didnt even reach) standing characters -> jc since big hitbox to hit far characters -> jc since you jump further and jc has faster startup (i think) big/tall characters (standing tager/haku) -> jc since if you do j2c allecan too high up, the 214C might actually come out. I'm more for getting it to land so i can continue my combo/mixup than doing that extra 150 damage (which probably ends up being less due to proration)
Kyle Posted March 11, 2009 Posted March 11, 2009 Like everyone else said, j2c does more damage. I think j2c also puts you closer to your opponent (less pushback) But like heavenscent, i use it depending on situation. ie. crouching characters -> j2c is easier to do here for big damage since stun is increased closer characters -> j2c is easier since you might jump over them with jc small characters (Litchi) -> j2c is easier since it puts you closer (i did jc once and my 5b didnt even reach) standing characters -> jc since big hitbox to hit far characters -> jc since you jump further and jc has faster startup (i think) big/tall characters (standing tager/haku) -> jc since if you do j2c allecan too high up, the 214C might actually come out. I'm more for getting it to land so i can continue my combo/mixup than doing that extra 150 damage (which probably ends up being less due to proration) Zeero, I believe the best follow up is 2B, 5C, J.whatever. It's my impression (as per numerous vids) 2B is longer than 5B. I"ve got the Mook, if I can find out whick Kanji/katakanji/jp speek is Carl Clover I can answer all these question.
Zeero Posted March 11, 2009 Posted March 11, 2009 i just do whatever i see in vids, and they usually do 5b :P Since you got the mook, does 2b do more damage than 5b?? Im seeing 2a 5a 2b 5c instead of 2a 5a 5b 5c nowadays. And how about proration??
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