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Akira-Shiro

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Everything posted by Akira-Shiro

  1. 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.....
  2. 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.
  3. 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
  4. 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 =^-^=
  5. 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 ^.^
  6. 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.
  7. 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 ?.?
  8. So in FRKZ how much would this do in the corner. 2B>6c>J.4c>J.4c>j.4c>J.super thunder cracker fist>5b>6c>j4c>J.D>2dash>6a>Thunde cracker fist>dai-stinky
  9. 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
  10. 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
  11. OHHHH 214D auto-correct.. thats why people are able to do a 214D J.c crossup........
  12. What are u talking about that combo i posted doesnt work in CS1 6C doesnt bound ?.? & jabaki doesnt wall bounce
  13. 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
  14. 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
  15. 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.
  16. How much dmg from a FRKZ combo you getting in the corner. In CS2 anyway
  17. 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
  18. 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
  19. 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.
  20. 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
  21. 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.
  22. 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.
  23. Why high level players get hit by that is probably because they dont kno how to fight Carl....... After i was playing a few noobs i realised mashing is FTW when u fighting carl. But u gotta look for specific things, I played Isuyaru a while back & i stopped majority of his reset. But the reson i won was cause I was Valk,, An he didnt have experience against him. But Carls UB & crossups are easy to notice. You just gotta pay attention, The 6B>2D i mean idk about you but i see sum big bitch in the background lifting her arm up bout to split my heqd open,, so i kno he going for the 6b>2D UB. I timed my DD so when he did 2b>Delay-6B I hit him with my DD so after that its like all he got is crossups & i see ada swing back read for a crossups 4D i spammed grab to catch him out Viv-a cause the timing to make sure the 6B>4D dont combo is slim. He did it right >.> i was just mashing grab "just in case" i kinda guessed at some parts but Carls UB game is kinda crapy in this one. Which is why his dmg is much higher
  24. But u need to remember that u started the combo with 100 heat.... so unless you do it again starting with 0 heat u wont kno. Also Its easy to stop the 6b>2D reset :/ so if the person see it coming they can stop it by mashing DP
  25. Im beginning to understand now.... Nirvana has a multiplyer, while she is cut on the amount of hp she loses is increased every time she chains one attack into another. So theoretically speaking corner combos dont require that you hold the button. Like the first combo i gave u W-O-C-N 5b>5c>cantabile>5c>J.b>J.2c>J.c>Brio [Deactivation]>5c>J.b>J2c>allegreto>8D ?.? This does around 4k but uses only 2 Ada attacks. So in the corner our dmg gets a little higher & we can reduced the amount of Ada moves & still get 4k. Speaking of combos >.> could u test this for me. How much dmg do these do. CH 3c>22D>IAD J2c>5c>Volante>alle-can>5c>J.c>4D>5c>J.b>J2c>allegreto>8D>J.2c>J.c>3D>3D-Reset combo how much dmg before the reset. And this CH 3c>Fermata>2c>Fermate>alle-can>5c>J.c>4D>5c>J.b>J2c>allegreto>8D>5c>volante>j2c alle-can>J.b>J.c>8D>3c>Gear DD
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