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Everything posted by Raiza57
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Considering that all of Tao's nerfs were directed to her max damage combo enders, I would disagree with that. Most skilled Tao players avoid doing max damage enders because they lose Oki, and in the Mu matchup thats not something you would go for anyway. Valk, albeit he received a meter nerf, is still going to be the same; he can now combo into W~236a from a W~5c. He no longer needs meter to combo from a wolf starter other than the passive meter drain he always has. So this change I would say applies more to neutral and mixup. So yea, they both got nerfed, but they are both pretty small nerfs. Valks was kinda big, but because they game him a faster 236a it no longer makes that nerf all that crippling to his corner lockdown. But you are right, he is nerfed. And so are you, do keep that in mind. How many times have most Mu-12 players clashed with an AA using j2c now you will be getting hit each and every time. Not only that but that negative penalty resistance is going to bite most in the ass very hard. Valk and Tao cant fight by running away. ~Shiro
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:toot::toot: You must have not fought Mu-12, backdashxN But that DP nerf =3 Get hype. Now she can get hit by Carls universal UB, the one that worked on her was extremely unstable and annoying to pull off. Not only that but yes that OS punish is going to be hella free. Just came to rub the nerfs in yall fraudulent ass characters face... Mhh and all Carl got was buffs This matchup is probably no longer going to be in her favor hold deeez nerfs That is all ~Shiro Lmao shiro an ass yo, but damn that DP nerf is gonna make it hella free. Like after nails and stuff I would usually dash in and get DP'ed sometimes. But now its like, anytime I (Or any character) approach I can just 5a>4barrier>1barrier for the auto 5a>5b>2B to confirm into stuff. And she got a negative penalty nerf, but all the neutral characters did. Cause right now I never see negative penalty for people who do nothing but hold up back and backdash all day. So im hype for that nerf.
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[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Raiza57 replied to Akira-Shiro's topic in Carl Clover
JG.... I love you ~Shiro -
"Doing a UB setup on oki that stops roll, neutral, and delay neutral are limited to the one corner setup with 2D from the "You cant stop the beat" combo video. I manage to get it down consistently but it only works on characters who lack 50 for a DD or a DP. If Carl could stop all wake-up options and be safe... he would be very OP. Its a nice setup, but even then there is no purpose in rolling. Everyone knows niggas been stopped rolling since CS1 when people started making OS's for them. Rolling is a midscreen only tool. Do it in the corner and your asking to get hit.... and look very free. Rolling is never an option in the corner, im not really sure why that was even considered a thing. Point being, vs carl, you always delay neutral. Anyone with the least bit of carl experience knows this. There is only 1 UB setup that is legit and that is the Jb/3D setup from a standing opponent. Everything else is gimmicky and can be escaped fairly easy." ~Shiro
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"T^T As cute as this is, it will just get shoved into the never get used pile. No one ever emergency techs against carl, anyone with sense will know you always delay neutral and if they do EM tech its cause they mashing DP like never before. Otherwise we could pull of a bunch of BS UB setups, without the force stand from 3D its all for not. It breaks my heart, cause I would love to use that." ~Shiro Yea, I also second that. I never neutral tech vs Shiro unless im mashing Daifunka or Ashura. Lol its so free now to dodge wake-up UB's without force stand. JUST NEVER EMERGENCY TECH and you get out for free. Except that thing carl does in the corner with the Overdrive projectile. THAT BALL MOVES SO FUCKING SLOW
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Kicking it in overdrive
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Game 1: You had plenty of options to preform mixup in the corner but just did mids, try avoiding using 5c as a string ender in the corner. Its much more helpful to use 6b>6a>Random ada attack> empty jump/IAd/crossup/ fuzzy shenanigans which are very ambiguous and difficult to block for the most part. You never really did any solo 2c combos in the corner even though the opprotunity presented itself several times. You combo optimization could have also been better but thats like whatever, it comes with time. You should also use more ada oki options other then fucco. Kinda noticed the same problems through the vid GG's though. ~Shiro
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Ehhm, for the most part your playstyle is fine. You could better optimize combo's, but thats something that comes with time. Its very difficult to say, because your opponents aren't on the same skill level as you. They keep waking up, and like, not blocking. So clearly your oki is decent. Fight someone way better than you, it makes all of your flaws seem more prominent. That way you will know what you need to work. As it stands, because they are getting hit by basic textbook stuff, you dont need to do anything flashy. So for us as critics its difficult to differentiate what you know but choose not to use vs what you just dont know.
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Specifically the ja fuzzy? I know they can be hit by jb fuzzy but... im almost certain the ja whiffs. -edit- nvm it does hit. But that jc has to be DEEP
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5a>5b>2b>5c>46D>iad>jb>j2c>jb>jc(46D)>665a>46D>2b/ja/grab/6c its a 50/50 reset. Pretty fancy looking on top of that. The ja causes a reset only on the characters that would get hit by fuzzy Ja. So it doesnt work on Kokonoe, noel uhh and some other people :8/: to lazy to actually name them all. However, its only like 5-6 characters that it will whiff on. 5a must hit before the second 46D to work properly. So any situation where you would do a UB reset instead of IAD blah blah stuff, do jb>j2c>jb>jc>665a(46D) instead. Can also force a reset on someone who is ready to DP>RC the regular UB. Just another something to add to your handy dandy toolbox of resets. Thought Id share With love ~Shiro ... Gay.
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I meant 6D>236D combo finisher after the low orochi>Dash super>filler>6D>236D
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Correct me if im wrong, but I thought they gave terumi the ability to cancel DD's>DD's with this new mechanic added to him if an opponent blocks wouldnt they still be in danger if he has 100 heat? I dont know the names of his attacks, but he received a lot of gattling buff options for his specials and DD's. Maybe he can cancel the low Orochi into his dash super? Into a decent 6D>236d combo for the 20ish meter gain. ~Shiro
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I also believe that the change implies to the passsive HP loss that happens to Ada while she is on and walking.
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[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Raiza57 replied to Akira-Shiro's topic in Carl Clover
Shout outs to Mu-12 having regular inv frames during the startup of her DP. Now she can get hit by our UB the same way as everyone else. -
[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Raiza57 replied to Akira-Shiro's topic in Carl Clover
If Ada begins to recover HP faster, which is exactly what the buff listed does, then that means the cooldown after we cut her off has been shortened. Which of course will help us a lot at neutral. Also she no longer loses HP while idle, making her meter all the more greater. Its the small things that count. Not only that, but I have always wanted Carl to be a OD style character. But OD has never really been all that helpful to us. Sure we may get a new DD but thats really all we got. We use a burst to deal 600 extra damage during a combo. Now if we get a confirm but Ada is about to die we can, not only go into OD to make the combo burst safe, keep her from dying and auto regain her HP. All im saying, is that now Im going to be using OD a lot more than I am now. Her HP will never fall based on the design they have. At neutral she gets hit, she cuts off, she regains her HP, we cut her back on. This process doesnt really work now because of how long we have to keep her off. I have always found myself thinking "Damn, will this robotic hoe start regenerating her HP back already" however she takes to long and the opponent starts to make their advances. Think EX Relius corner pressure. Tap>tap>3c>jd(Snap away)>jc>2a>2a>5b>2c/5c>6c>(Oh look, Ignus's Hp just regained by 70% while away)>214a. It's something that I always relied heavily on in EX while playing relius. He could pull off air tight pressure just to waste time so that her HP could regain a very large amount and I could begin pressure once again. Sad part is, is that after the 6c people would always try to attack because 6c had no other gattlings afterwards and Ignis is technically not on the field. But then I use 214a ignis roll and we trade.... forever in relius's favor cause 214a has a lot of hitstun, and if they are trying to punish 6c they will need something about 7frames or faster. Usually most B's will not cover that type off speed. Point is he could send Ignis away and still keep some sort of pressure in the corner just to waste time. Carl in CP2 can do the same thing at neutral. Now we can choose to play the HP regain during neutral and save the burst for a burst. Or rush recklessly not giving a crap about her meter, but saving your OD for the right moment. I find the second style may be a bit more helpful, but the first also has it's usages. -
[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Raiza57 replied to Akira-Shiro's topic in Carl Clover
Instead of buffing our neutral capabilities, the made ada more durable. I already thought that her meter usage was ok in my book. But this, this is a gift from the gods. Now if your not hitting Ada and taking her Hp down every time the opportunity presents itself it makes it that much easier to kill you. Also with the universal change of all air attacks having a increase P1, this will increase how much damage we get from our UB setup. And with this Relius style OD this gives us a reason to go into overdrive now. Im liking this alot. Overall buffs around the board. And now Cantabile is a legit punish tool, all those ID's from far away can be punish without needed Ada to hold out hand. -
http://www.youtube.com/watch?v=nz4Q9vhIdX0 Bam
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http://www.youtube.com/watch?v=nz4Q9vhIdX0 bam
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Tier List of Easiest Characters to Play in BlazBlue?
Raiza57 replied to REPTILE0009's topic in BlazBlue Gameplay
If your making this its own category then Carl also belongs here. He gets outplayed by everyone in the game at neutral.... Makoto can turtle him for free, thats how bad it is. -
[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Raiza57 replied to Akira-Shiro's topic in Carl Clover
Indeed, I find that j2c crossup is not a useful as it was in the last game. I tend to use more vivace crossups. But the issue with that is that you now need ada meter to preform a decent crossup. TBH if carl was better at neutral he would be a much better character. AKA 5c needs its CT properties back. -
If and when you find out where they are getting the original info from, could you post the link in the OP? So that others can get a look see. I will also edit this post to show all the info that I could find when it becomes available.
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[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Raiza57 replied to Akira-Shiro's topic in Carl Clover
TBH EXT carl was better at it, because he gave you more time to confirm into a IAD j2c crossup. But in CP, if you intend to crossup, a higher level of commitment is required. -
Yes and no, the problem is around that area but. Its actually the timing of the Jb, if you IAD jb to soon ada wont recover fast enough to push them into the j2c because some characters are way to skinny... Like Lichi