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Posted

Tryin to think outside of the box here: Ragna, Rachel & Haku-men can not escape 8]D[ if they are in aerial block-stun. So, what if instead of combo'n into JB+C, why not go into a move that does not combo, but has excessive active frames... like Allegreto of Gear super. Ideally, when they recovered from the combo "missing". They would be forced to guard in the air, where the 8]D[ would be a huge launch. needs testing* something like 2C, 8]D[, 3C, 632146Cm 8]D[ If they emergency tech, they probably are forced into the air guarding. If they did not tech they eat good damage.

Posted

I've delayed all my inputs and still no, I'll have to reteach myself the combo with the [D]....]D[ setup see if I can get it, before I start my training for 2B,3C, (22D), IAD, J2C summon setup.

Posted

You are probably looking at it backwards. start with 6]D[ and find the recovery times. This really helped me learn it. the hard part is extending the hitstun to it's maximum such that nirvana has enough to time fully recover and do another 6]D[. There is a few possible spots where you could be having trouble. I: you should not attack the opponent too quick after 6]D[ hits. II: you should delay your inputs, 5B, delay, 5C, delay, 6]D[... III: you should release Nirvana at the exact right time 6]D[. There's a chance that you are letting Nirvana recovery fully & wait too long to execute the next 6]D[. Exact input: 6]D[~[D], 66, Delay, 2A, 5A, 5B, delay, 5C, delay, 6]D[~[D] the 6]D[ are very strict timeing. Honestly like an FRC in GG. It's nice because it's difficult. You can't buffer a negative edge. You have to hit it right =P

Posted

Sorry I don't know what a FRC is I was never good at any of the GGs. I usually do 5C and the 6D a split second after, I guess I need to find the delay in the 5B and 5C, I usually dont do hte 66 I never get the 2A in time if I do.

Posted

You can 5-frame buffer the 2A. Makes the link much easier. 66, 2[A]. An FRC is a special type of "rapid cancel" with a VERY strict timing. typically 3-frames. This is one of the reason people are saying BB is much easier than GG: Because a "buffer window" exist which exceeds the typical input window of Tough GuiltyGear BnB's. Honestly, I believe they included this to help facilitate on-line play. even with 2 frames of lag *MOST* tight inputs are reliable.

Posted

You can 5-frame buffer the 2A. Makes the link much easier. 66, 2[A].

An FRC is a special type of "rapid cancel" with a VERY strict timing. typically 3-frames.

This is one of the reason people are saying BB is much easier than GG: Because a "buffer window" exist which exceeds the typical input window of Tough GuiltyGear BnB's.

Honestly, I believe they included this to help facilitate on-line play. even with 2 frames of lag *MOST* tight inputs are reliable.

You're right about that...I miss a lot of my 3C, 2b 2c setups because they tech before the 2b hits due to lag...fun.

BTW guys still having trouble with 3C IAD to Allecancel.

What basically happens is the 3C to IAD goes fine but 50% of the time I do allegretto.... wtf? I know exactly why it's happening, I'm obviously pressing C too late (at the end of the qcb motion instead of at the start) but umm I just wanna know if you guys have any shortcuts that you guys use to help with the odd timing on the C. The thing that makes it hard is the fact that it's after an IAD so my stick is left at 6 and sliding the stick down to 2 for a proper 2C14C is so annoying to do.

Any help or advice?

Posted

You're right about that...I miss a lot of my 3C, 2b 2c setups because they tech before the 2b hits due to lag...fun.

BTW guys still having trouble with 3C IAD to Allecancel.

What basically happens is the 3C to IAD goes fine but 50% of the time I do allegretto.... wtf? I know exactly why it's happening, I'm obviously pressing C too late (at the end of the qcb motion instead of at the start) but umm I just wanna know if you guys have any shortcuts that you guys use to help with the odd timing on the C. The thing that makes it hard is the fact that it's after an IAD so my stick is left at 6 and sliding the stick down to 2 for a proper 2C14C is so annoying to do.

Any help or advice?

I hit C when i go to 3 and hold it there till i see the 2C actually hit. then complete the motion. If u have a square gate in ur stick its pretty easy. just it chill in that corner.

Posted

I hit C when i go to 3 and hold it there till i see the 2C actually hit. then complete the motion. If u have a square gate in ur stick its pretty easy. just it chill in that corner.

Awesome, thanks a lot. For some reason I never thought of using 3 as the down motion hehe. I get so precise sometimes because the whole 2C/3C thing. I used to hate doing 3C instead of 2C so my thinking has become quite linear due to that. Thanks again man.

Btw are you the Carl that got 2nd at the Kings games tournament a few weeks ago?

Posted

So it's gotten to the point where I'm pretty freaking good at getting people sandwiched between Carl and Nirvana. What I've been doing though are the typical sandwich pressure strings and mixups. I'm not too good at the clap trap and because of that, I don't find it reliable and would rather just do mix ups, but I was wonder; what should I be doing if I get my opponent sandwiched? I imagine clap trap might me better if I perfect it, but that stuff is real hard for me to make air-tight, so I've been working with sandwich mixups and have been getting verrry good results. I get resets like nothing and most importantly, early bursts. The only problem is 6]D[ starts to take up a lot of life =/ What do you guys think?

Posted

...combo into super! Especially during that early burst. Pick-up from the super with 8]D[, rep a few 2C, 8]D[. Than do JB+C, 8]D[, AirDash, JB+C, 8]D[. Your opponent will be dead or left for dead by this point. =P While nirvana should be full or life.

Posted

So you're saying I should try doing that right away? The super might scale like a mofo and it gets to the point sometimes where I don't even have enough meter to super because I got the setup so early. Doing what you described sounds really good off of a burst punish super though haha. So hard to call/react to those for me though.

Posted

well off the top of my head you can dead angle the opponent into Nirvana's 623D and you can then catch the opponent and knock them into a clap loop and then into a throw loop. It thinks its 623D then jump and do j.B - 214C into an 8D.

Posted

Btw are you the Carl that got 2nd at the Kings games tournament a few weeks ago?

Yeah, thats me. Got 3rd actually. :( Are you SilvenX from SRK that plays TVC? If so ive heard alot about you. We both were posting in the Karas forums.

Posted

Started messing around with Carl yesterday. Got the throw loop down in training mode surprisingly. Jumped into a player match and holy shit do I suck. I have no clue what I'm doing in a match... can't set shit up at all or anything. Ugh, I was losing to not so good of players =/

Posted

Yes it is. =)

SO, between the 12th & 13th hit of this combo @ ~1:16. Carl 8 jumps, while has nirvana continuously walking toward him... WTF!!!!

I could see it working if Carl whiffed an airthrow or but neutral jump.. how can this be???

http://www.youtube.com/watch?v=scbHuvyExeI&feature=channel_page

Ah, that's easy. You do 8~9 or 8~7. Don't hit neutral (5), or else it'll register the double-jump.
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