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Everything posted by Akira-Shiro
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No i have done it before but like i said, only during a Fatal combos. But know i kno it works period, so thanks. Also whats up with his (w) dash ?.? does it take less of his meter, cause iv noticed some combos work a lil better in CS2 cause he has a lil more meter of am i just imagining it ?.?
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Yea i have seen gamplay of litchis 6B combos i dont kno if it was Fio but it was some combo that did about 5k, they flew into to corner and hit the wall first though. I understand what your saying, but its not her max is what im saying. Also 6b is kinda hard to land without the proper gimmicks. But this isnt a litchi thread so lets not get off topic. I was discussing the change to the overall cast and litchis 6b did get nerfed compaired to CS1. No wallbounce mid screen on CH,
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I never said is wasnt, lambdas 236c is her best starter besides clamity blade. & no litchis 2c is her best starter. Her 6b is her 3rd best starter,CH j.c is her second best starter. But that is besides the point, stop refering to CS1 alone. Because it was simy flawed, this is why CS2 even exsist. And in CS2 her 6b is useless inless your in the corner soo thats another nerf on her part with long range attacks. Same with haz, his oroboros is now his worst prorating move same with lambdas, 5D its proration was nerfed. Along with alot of the casts long rang attacks, they all got nerfed.
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But that isnt max dmg,, cause thats what i said >.> lambda is only getting 5k-6k from 236C in the corner, haz is getting 4k-5k with a CH D & 100 , and we all kno litch gets 5k from almost all but once again none of this is their max dmg.. Because haz's 6c which gives 8k u need to be close, lambda's Clamity blade that gives 8k you need to be close, and litchis 2c which gives her 7.5k u need to be close. None of them could get there max at full distance. In CT rachel could, and you see what happend to her after the patch. Full distance max damage just doesnt exsist in the world of blazeblue srry. And in CS2 people are getting even less dmg from long range attacks. Haz has horrible proration on his D's, Lambda has horrible proration on her D's, litchi no longer can combo with 6b mid screen..... I dont mean to be the bearer of bad news but all the zoning characters are getting thier zoning tools nerfed, take a look at CT lambda(Nu) & CS lambda long range moves were nerf. Arks doesnt like people turtling and still getting big damage. Less risk equals less dmg, More risk equals more dmg. All fatals are close/mid, the longest reaching fatal is Mu-12s >.> and she is still in range of most 5b's & 5c's. Arks isnt fond of people turtling, which is why this game is the only fighting game that gives a penalty for constant running.....
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Hey wats the deal with his DD back to back Stern wolf> air DD ?.? is that only in CS2 or is it possible in CS1. Also iv noticed how they reduced his mid screen dmg but increase alot of the untech time in most of his moves. Like (w) J.a it seems u can do 2c more consistantly without a fatal. Cause i tried an it only works if it was done in a fatal combo... or extreamly early in the combo itself.
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Wait how would this not work... it works in cs1 22d(Small wall bound)>6cc>J.cc(Both hits)>214D(Drive dive attack)>5c(to pick them up from falling animation)>2c(To give u enough hitstun)>214D(Knock them high in the air)>236D(when they fall back down)>2cc(To start the air combo)>j.c(then jump)>J.cc(both hits)>214D>3C(while they are sliding to pick them back up)>236236C (and a DD for the finish) I use this combo all the time in CS1, and i alredy kno the effects of all her moves except J.214D ?.? did they change it
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But it does add to the list of gimmicks that she has... during her "pressure" she does alot of rapid moving,, not to many people can mentaly keep up with her and those who do still get a little confused at the sight of her charging. Im not saying use it every chance u get but it is good to keep in mind when wanting to take down some primes. An then at the same time you can fake it by pretending to charge and get a CH for them trying to attack,,, >.> it is a gimmick for a reason. Its not ment to just take a primer its also good for punishing those who think they are faster then Tao =^-^=
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All of tao's chargable C attacks take a primer fully charged ?.? i find this use full cause the reach that her c attacks is dangerous. Not many people can punish her or are afraid of doing so in fear of you letting it go to early,, similar to Jins second hit of his D-Dp people dont hit him out cause he can let it go at any moment. In cs1 i would use 2c to scare them cause if they swing & i let go i get a Fatal.... Her guard primer moves are sneaky ^.^
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Sorry i wouldnt consider him a zoner, he is good at spacing but zoning.... I think not, and yea i consider zoners pathetic. But keep in mind the character doesnt determine how u play them. U can RTSD with anyone, all characters do their max dmg from a 5b range.... no one does their max full screen away.
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How much would this do in CS2 in the corner 22D>6cc>J.cc>214D>5c>2c>214D>2cc>J66>J.cc>5c>2cc>236D>2cc>J.c>J.cc>214D>3c>C~DD ?.?
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But u gotta be sure u dont IB barrier that will push them hella far back,,, an i do believe that move takes a primer
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Lol thats what i was expecting someone to say,,,,, i see to many people do that its kinda sad that that is the only safe option remaining its pathetic. Which is why i considered him pathetic
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OHHHH 214D auto-correct.. thats why people are able to do a 214D J.c crossup........
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What are u talking about that combo i posted doesnt work in CS1 6C doesnt bound ?.? & jabaki doesnt wall bounce
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Does her fatal into 6C gives wall bounce. Also whats up with her taunt ?.? no one does it anymore >.> is it useless now or people just havnt found a way to cultivate it into her new j.D loop
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It aint that simple in order to do a 8D & get them with it u gotta be in C-O-N...... how u gonna do that without traping them. How u gonna trap them if they wont stay out the air, im not talking simple scrub tactics i mean actual tactics against carl that he just cant stop, and jumpping is one of them. Its hard to catch people if your in N-C-O
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Hey how much dmg does this do is anyone knows. O-H-W 5c>hotenji>6D>6D>623D>5c(1hit)>6c>5c(1hit)>6c>3c>236D>hotenji>serpents Ben.C(Blue)>66>6C>5c(1hit)>6c>3c>eternal coils DD ?.? im not sure how the D proration works so feel free to edit the combo to make it work.
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Lol if his dmg wasnt so high then he'd be pretty low imo idk but they way carl works ur forced to play defensive. But he has not a single good defensive option. An no he is good, he just had some major flaws. In CS2 he no longer has iffy UB's he has an absolute UB. His anti-air has more inv so haku-men has to be careful. He also has 2 new moves that forces oki J.c & 3D. So yea his major flaws are now gone. And lie an tell me u havnt fought a person where all they did was jump *cough cough* >.> most litchi's lol cause J.b isnt always safe
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This is why for the first time im truly afraid of carl in CS2 cause his new UB is jump spam safe, burst safe, Dp safe, & DD safe =( he is alot better in cs2 cause from a random air hit u can do J.c and still get oki. Oki from an air hit conferm he needed that so hard. & A move that forces people to stand while they are on the ground. Now people can no longer roll out of his oki. Like after a juggle combo..... & just to make thing clear i was referring to CS1 carl with all the insults. CS2 carl is godly IMO
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An it doesnt matter how close u time it his UB will always have a gap that a Dp or DD can get threw. An even if u did do brio ull can only get like 2k from a Brio. ?.? & unless u telegraph the 8D u wont hit them first, cause the clap goes away if Ada is interrupted during the first few frams. Same for 4D except Ada wont stop they will just hit>land>block 4D. Brio is the only reliable one that u can do from reaction. I dont mean to burst your bubble but Carl can only do 2 things Crossup & UB's. If ur in N-C-O a crossup is coming so i spam jump, if ur in C-O-N its tricky cause he can do both so u spam jump till u see a sign of a UB & u punish. Holding 9 will keep u blocking but will also make u jump if they try a crossup. & u stop holding 9 once u see a UB coming A little of topic but yea JG i never thought Dio was all that either. His carl doesnt impress me =/ he is good but i just dont see him being all that. Srry about all the separate post, im on my PS3 =/ its to early to be sitting in the computer room.
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Its nothing stopping me from hitting both of u, it dont matter what u doing even brio. Cause i can hit u Brio will still come out so i swing again & tell ada STFU but u cant hit back cause u & Ada are both being hit. & that person is free to start their pressure. This is how u stop carl from running, u aint gotta worry about him IB'ing into a DD or Dp ?.? cause he aint got none. Even if carl is outside of the enemies range ?.? who the hell is gonna keep swinging at Ada so carl can get a CH with 5c.... NO. 5a ada so she''ll STFU & then keep going towards a now defencless carl that just tried to do a 5c to punish u for hitting Ada >.> but wiffed cause u only tapped her the keep going. Carl doesnt have many options when he is on the defensive =/ its sad but tru.... if u do 'this' Carl does 'that'. But if u do 'that' =( all carl can do is block. An ur right it is a guess but carl doesnt do enough dmg from a hit conferm as everyone else unless its his fatal..... This is why he had a fatal J.b to begin with
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U all are overestimating carl to much,,, & the Japs. Sure his stuff is pretty good i never said it wasnt. I also didnt say u could mass out with just anything. I most definitely said Dp/Grab/DD, wat idiot mashes a normal & when i say mass i dont mean press buttons randomly. What i ment was u repeatedly input a move till it comes out. U still kno what ur doing but u just rub it out. Also last i check its easy to get in on Carl, if u hit him Ada stops moving. So Brio/8D/4D are all defensive options mean carl is now running away. Im talkin neutral carl is crap his normals are pretty bad. Also Ada is only good at Ground vs air tactics, people can run u kno. Cause whenever im fighting carl its pointless trying to jump in all the time. Example: Its C-N-O this is how the positioning is at the beginning because carl jumped back at the start cause most characters can beat him at a mid range point. Then u use ada to try an get a CH off so u can combo & reset it into C-O-N.
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An u say no good player will be mashing, thats tru but good players also need to watch out for the signals of an UB. If u dont believe me use the playback function in traing. Do all carls UB's & i bet u can stop them all,,,, the crossups are harder to stop but easy to avoid, since Carl doesnt delay his attacks for crossups u can just jump spam out his crossups & hit him out his UB with a Dp/DD/grab. I for one never found carl hard to fight,,, i mean he got the lowest Hp, Horrible Ground vs air punishes, No Dp, no Inv frams on his DD. lol i kinda laugh when ppl run from him cause in my head im thinking WTF are u afraid of. 9.5k hp. worst ground vs air game, iffy resets & UB's, & pathetic defensive options, & a top hat lol A TOP HAT THATS IN HIS HITBOX making Makoto having the smallest air hitbox.