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Everything posted by TD
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why'd you drop mu? or did you.
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if you don't care anymore but still love the game, then yeah, l guess the al is a perfect opponent for you. but you wouldn't have posted this thread if you really didn't care. and, though your fear is rational (who wants to lose?), it really isn't getting/going to get you anywhere. you'll just be one of those 'could have, would have, should have' people who had the potential but chose to fade into obscurity. it's like life, you choose to make an impression on the world and how strong. you work hard now and prosper later. you slap fear in the face and believe that you will achieve your goals and dreams. you can't kick back and expect good things to happen, YOU have to MAKE them happen, and part of that is knowing there will be pain and suffering, but those wild, untrained skills will be refined into something beautiful and useful.
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l used to be like that with rachel in ct, despite never really recieving hate of any kind besides the occasional netplay warrior (coughLIEUTENANTcough). it was all in my head, but l 'dealt' with it by learning the other characters, this way the foe can't say i'm abusing any one tactic. after awhile, learning the other characters became fun and rewarding rather than a defense mechanism. losing wasn't fun either, but l can take plenty of losses now since i've mentally matured. if l had to give advice, it would be, expect the inevitable. unless you stop playing offline/netplay forever starting now, you will, eventually, lose. you may be good but theres ALWAYS someone better, around any corner, waiting. but! when you lose, fall from the sky with grace, and accept it! its not the end of the world, and each loss presents boundless information for you to take and use to strengthen yourself further - if, you take it.
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[CS2-CSE] Carl Clover General Discussion - Shota Shorts Edition
TD replied to Rishtopher's topic in Archive
XD thanks some of this has helped in real matches. l'm still havin trouble with fuoco 5c oki, though - are there any videos of this form of oki? oh, and, who are the carls l should be looking at? right now l have kyaku, dio, and ryuusei right now. there's this original carl that l like, he cuts his combos short for alot of fun looking oki. they're all beast players. and... you don't need my help... not when we have the rc bible XD http://www.dustloop.com/forums/showthread.php?14170-kro_-s-Rachel-Bible-Extend-Edition-Join-the-religion! -
hazama 6a is unblockable x.x
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ggs to guardian earlier. anyone from ec wanna play? inv me
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[CS2-CSE] Carl Clover General Discussion - Shota Shorts Edition
TD replied to Rishtopher's topic in Archive
ok, so i've been playing carl a few days, and l have a decent chunk of stuff down (though some of it, l still can't do in real matches yet). but the progession is there. i'm still having trouble in some areas though. particularly, neutral, pressure, and what to do after l finish a combo. neutral: fuoco has been almost useless so far, everyone sees it coming, even on block/hit i'm all too often, too far to capitalize. getting the sandwich has been difficult. again, everyone has basically seen 5b IAD crossup a billion times already. please tell me there are other ways to get the sandwich/nirvana near T.T plus, using 6d when l get the sandwich seems counterproductive. it takes forever and a day for nirvana to recover and oops the opponent just jumped out and i'm probably about to die now. but l can't find another way to keep the foe pinned yet. any input would be super helpful, i'll also be taking a look at more vids and the archive thread to seek some of that tech. -
any rooms up? l might give my handscarl a small break for now...
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if you keep seeing the foe autopilot a long and/or highly punishable move on the ground, note exactly when they like to do it (soon after landing on the ground, backdashing etc...) and next time, 6b their face. sometimes it takes awhile to know exactly when to do it, so pay really close attention to opportunities. sometimes (read:very rarely and sparingly) you can randomly 6b and it'll stuff an approach/twich (like ragna trying to 5b or lambda trying to jump out). lastly, if you outrange the character (rachel), throw it out often near them to discourage their options
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remember this if theyre bursting at this particular point (many people still do). when you do 4 kote, hold 4 and you'll ib the burst.
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@toan l know for rachel, in alot of her MU's her backdash is really good for getting out the pumpkin especially. of course vs lambda it's pretty useless without the pumpkin in position to take advantage of the backdash invul. also, ggs to foreverwandering
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l agree, honestly. relius leaves a lot to be desired.
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my carl is progressing ever so smoothly. netplay better watch its motherfucking back! just a few more days...
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a smart player would just burst after 6d(1) during that throw combo. reasoning: for litchi to bait that she would need to do a strong read of sorts by using something like 5b or rcing. the problem with 5b is that although its jcable, the foe might not burst, or you'd be adding unnecessary proration to the combo. with rc, same problem, foe might not burst (you can do 6d(1) rc 6d... but then you still run into the same problem. and you possibly wasted 50 heat). for her throw combos you're better off just eating the burst unless you have some good ass yomi.
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rachel definitely does not lost to half the cast or even 1/3. in fact, imo her worst (not necessarily bad) matchups would be hakumen, hazama, possibly relius, and she goes mostly even with the rest, even the top tier. pumpkin is still a very, very good projectile for what it does, and her old bad matchups are gone (litchi, mu, lambda especially litchi) due to system changes/matchup development. oh hi uk players. just came in here to check that tier list and now i'm posting >.<
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youre holding d so that 2d will come out faster than a non-activated 2d. but for innovation purposes, yes you can continue to move nirvana.
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6c(1) 4kote is burst safe in any part of the combo.
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l've been kinda salty all day for unknown reasons, it happens sometimes. my bad.
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ohh! that... that's very nice D: wonders where you guys get all these wonderful pics from...
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barely. his mixup is very limited. unless you do ghetto unblockables in the middle of pressure or something else highly punishable, you're not really looking at much for mixup. thats why i'm dropping him for his more adorable son and 10 ton daughter
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ggs to everyone today/night.
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5c j.b(input 2d immediately) j.c 2d after 623c 22d, continue to hold d as you press 5c j.b. do it a few times, its actually really easy and consistent as well
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making a small room, come expose my carl~
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really keeping the haters out with that shit
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it's a hitbox difference. tsu's 2c hitbox is similar, except theres a rather large hitbox (about halfway up the wing extension) that is not hittable at all. this is the area falling air-to-grounds, IAD attacks and the like hit, so thats a really good hitbox to have. also the hitbox in the lower wing area extends a little to the left, above tsu's head, so it also works as a situational aa for those directly above her. relius's hitbox is a little more thin, and his hurtbox extends up the arm. a mistimed 2c will get beat by early air-to-grounds /deep jumpins. relius 2c is -15 on block with limited options after for safety besides lanto/hopefully 3c, whilst jump cancel alone is good for tsu and she has other options for safety as well. plus, with less active/recovery frames than relius', and a follow even on whiff (for those aa baiters) that works even without head invul, tsu's 2c has alot more utility use.