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Everything posted by Mike Z
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6A is high invincible (natch), but 6B is low invincible. It will dodge Taokaka's slide at point-blank range. CH 6A links to anything you want (likesay, jump, falling C, land, combo of choice) and CH 6B you can do 2C and followup with juggles, or OTG. 623+A is above-feet invincible, it dodges such moves as Tager's 5D, Tao's 5C, etc. And it's fast. Think of it as a better Noel 5D. ;^)
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Some of the Jpn combos that Yeknom was helping us understand are pretty sexy: neutral throw->236A->623A (whiff), 2C jump 2C, airdash 2C, C is OMG damage now that I can do it, for 2 stars. And it's long enough that you get one back during the combo.
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Neutral throw->236A, 6C does 3000 dmg...that's the same as a Tager Buster, for 1 star...
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Counter vs. projectiles is unblockable, invincible, unthrowable. However, you can just jump over it. :^)
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- If you instant block, he gains around 1/3 of a bar per IB. - You can link (yes link) 6A into 5B, and probably more, Of course you can chain it into 6B but still... - He doesn't stop gaining meter (or losing it if you're in infinite-meter mode) during super freeze. Bang Install activation makes him waste 4-5 levels during infinite-meter mode. - His dash is a hop like Carl's, and you can't interrupt it. - I didn't find any good karathrows...
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[CT] Carl Clover Tactical Discussion/Questions/Help
Mike Z replied to Alternate275's topic in Archive
Carl can use Nirvana anytime he's not in hitstun/blockstun, I think I did a dead angle along with a Nirvana attack a few times. You are invincible during throw breaks until you can block - otherwise Bang's nail rain super would be hella broken. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Mike Z replied to Alternate275's topic in Archive
You can't FD or throw-whiff cancel j.2C after it hits. You can do it before it comes out, but it doesn't even stop your jump arc. Also, you can loop j.Ax3, j.2C [bounce A, A, 2C] until you get to around 14 hits on standing Tager, at which point you can do bounce ABC land combo, but the pushback is huge. -
It is indeed 6428+C. Go forth and blow people up!
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Don't forget - anywhere in the stage you can follow up the EX DP with his 632146C super for around half damage...boo...
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First page correction - since I couldn't get the flame pillar to actually come out, I asked our really good Litchi player today...the flame pillar is 4628+C (or maybe it was 6428+C), f'sho not 236236+C. One of those motions works. :^P
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Bang can RC his ground or air throws before he disappears. If you do this for the airthrow, they fall slowly to the ground and you can do dash 5D j.D.
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[CT] Carl Clover Tactical Discussion/Questions/Help
Mike Z replied to Alternate275's topic in Archive
To sum up (?): you can pretty much do combos by using the button backwards. Normally to do tap a button you are doing [D] ]D[ (press/release). Instead, when you want to start doing stuff with Nirvana, you [D], then for every move you want to do you do ]D[ [D], release/press. Kinda like Bridget's repeated yoyo-callbacks in AC, or playing Boxer in ST - you end up playing with the button down a lot. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Mike Z replied to Alternate275's topic in Archive
There is vulnerability at the start/middle of fwd and back wakeup techs. Neutral wakeup techs are invincible until you land, just like floor bounce techs. -
After KO it won't go dark for a really long time, you could juggle with 5A, run, 5A and it would be a 'real' combo.
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I meant, nothing seems to combo off 22C, thanks render. It's just good for tech traps?
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Litchi has one of the only 2 kara-throws in the game. System Mechanics thread.
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Ragna can cancel any normal into 22C (pretty fast recovery) anytime, as long as the opponent has already been knocked down onto the floor sometime during the combo. You can link 2D into 22C, or cancel 3C into 22C. You can also do 3C 5D, then on the bounce cancel to 22C and grab them, but that's situation and character specific. I dunno what to do off 22C though.
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[CT] Carl Clover Tactical Discussion/Questions/Help
Mike Z replied to Alternate275's topic in Archive
I'd be careful with the dashing thing, Nirvana doesn't shield you like little Eddie used to. This game is a lot more like Isuka: - In AC, hitting little Eddie meant your hit was used up and wouldn't hit real Eddie. Hitting Nirvana doesn't absorb the hit or prevent it from hitting Carl at all. - In MvC2, you can hit both characters, but they have to get hit on the same frame. In BB, a move with a long active time (Tager 2D) can hit Nirvana near the beginning and Carl near the end, even though the move itself is only 1 hit. - Nirvana will block projectiles, but Noel can shoot past her. Also, Nirvana has longer hitstun from everything, doesn't get pushed back much or knocked down when hit, and if the opponent combos her she doesn't go back to being invincible and is not allowed to do anything else until the combo is over. Tager, for example, can completely kill her with mashing 5A's, and if you come close to stop him he can fireball you in the face and continue the combo on her. -
Thing is, usually they wait to reaction RC the last hit of GV. If you IB for buster you're too late, but if you SH before the last hit you usually connect before they RC, or as a bonus sometimes they waste the RC and get hit anyway. (^.^)
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Thanks! Although apparently I am not a man, as I have never been able to consistently get PB FRC 2s 2h Heat on Sol. (^.^) Also if you block Grand Viper, you can SH before the last hit without IBing or anything special. And if Sol is ever stupid enough to do a super, please flick the last hit and punish.
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I'm sure it's been covered to death somewhere, but I'll cover it again out of boredom. Slidehead has 2 "hits", first comes the blockable hit from Pot, then there is a 2 frame wait, then the unblockable earthquake. If the blockable hit makes contact, the earthquake doesn't come out. So, to get an unblockable Slidehead you want to do the Slidehead early enough that the blocakble hit misses, but they become vulnerable during the 2 frame wait and the earthquake then hits. You can do it from any distance, the only thing that matters is the timing. There's different timing for pretty much every member of the cast, as well as for different knockdown situations. The only way to learn is to get it once then practice. My suggestion would be to try on Baiken or Eddie, for some reason doing a combo to Heat then unblk Slidehead seems easier on them than anyone else. Some hints: - You have to do the slidehead a LOT earlier than you think you do. - A way to tell if you got without having the enemy block: if you make contact with the blockable part, there is hitstop. If you make contact with the unblk earthquake, there is not. So when you get a real unblockable one it actually looks like the slidehead is over and the enemy just sort of trips anyway. Hopefully that makes sense.
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May: - is one of the few that you can do a perfect Giganter loop (heat HF/break Giganter SH repeat) on, so if you're a whore go right ahead and be cheap. - is one of the EASIEST people to get TK APBs on, so after every SH if you are close enough do jump toward, land, 5s 5s TK back APB...and in the corner finish up [5s 5s TK APB]xN. 3 of these and she's toast. - PB FRC 2s 2h requires walking forward forever, but is very good to learn because of the absolutely stupid damage on her. - On YOUR wakeup, watch out for 5p whiff chain to 5k, this simple option will beat your reversal BD Busters as well as stuff SH and recover fast enough to block a reversal Giganter. - Learn to block dolphin crossups. IB or jump-IB (chicken block) on a dolphin is free 5s/2s on landing. If you're charged you can also HF any dolphin for some free dmg. - Remember you can flick the FB dolphins. - You can 6p dolphins for CH, and then catch with 2s->whatever. - [edit extra strat] If you j.D she can 3k to beat it for free. If you HF and she 3ks, you will miss, and if you didn't FRC then when you recover you MUST THROW HER or jump...anything else you try she will beat. Axl: - LOLOLOL IK his chains from fullscreen for wins. No really. - PB FRC 5s Heat does slightly more than 2s Heat. - As already stated, you can SH any poke pretty much on reaction, and you can HF through his unblockables and um, win for free. - You can't reliably do Giganter loop on him. - He is also super easy to get TK APBs on, so same advice from May. - On his wakeup, whiff 5s->PB works very well for baiting counters. - His only option (other than standard BD/1f jump) to get out of reversal SH is H.Benten (Digital Watches will correct me, the DP move). It will hit you, but if you do SH from far enough away he won't be able to do any of the followups, and if he tries then you get a free combo on the recovery. - j.S will counterhit his antiair pokes from really really high or far, so abuse the crap out of it. - If he does jumpins, like raekwon said, it's pretty safe to block the first part then start mashing on 6p cuz he either keeps you in blockstun or you beat the bomber. - Learn to jump around Rensen->8 for free ways in. - If you j.D, be ready with the FD-cancel when it clashes with his pokes. Don't forget to FD his antiairs! - Also, don't forget you can do Heat RC walk fwd 6h Heat for sweet sweet stun dmg. Dunno, I've always found Axl super easy in AC because you don't have to work neaaaarly as hard to get in.
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A good Zappa is actually pretty hard to beat. (So is RayzrByrn's, hah.) You will pretty much never hit him with a random slidehead (so many of his moves go over it that he will own you for trying), so my advice would be, roughly in order of importance: - Learn to get rid of the dog. This is the most important thing you can do because it's by far the most annoying summon for Pot. Use shields, mash P, take a hit and then get rid of it, anything you can do. - Learn PB FRC 2S 2H Heat on him if you can't already do it. Not that hard on Zappa, plus it makes him cry. - Learn to confirm mash P, realize it hit in the air, S Heat. This comes up a lot vs. ghosts and sword. - Practice reflecting the to-the-moon ghost throw. - Use meaty 2H into HF/break on his wakeup, it trades with summon in your favor and if you CH it's GGPO. The only reliable thing he has that will stuff it is super or block+dog. You can also use meaty 5K like vs every other character, but why be boring? - Be wary of Raoh, but don't be scared. He's easier than the dog, to me. Flick the fireballs, bait Last Edgy for the free CH whatever-you-want...but always remember you can't flick his Super. Also 6P still works as a great antiair, because you can hit a lot more of Raoh's limbs in AC than you could in Slash. Also if you get Raoh in a Heat, always Extend to waste some time, since Last Edgy completely defeats your okizeme anyway if you were to just do regular Heat.
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^ what he said, if you SJ then you can't doublejump to get the APB after the j.K. Yes, you have to TK the APB after the j.K, because you have to jump cancel the move in order for the APB to come out. As for what motion to use, I usually do 832147 6D. It kinda helps if you aim for 3D at the end, but anything you use will take practice.
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A guess: It all has to do with the fact that the (F)RC happens, and your character only changes to neutral the next frame. RC will activate itself (take meter and produce red flash) on the frame you hit buttons, but it won't affect your character until after hitstop since your character doesn't advance to his next frame. This is easily testable if you do something like Pot 6H or Heat Extend RC right on hit, you can clearly see the red junk and the meter go away with Pot still in the attack. If the counter-FB goes active before the attacker's hitstop is over, this seems a very likely explanation. FRCs are probably much stricter, you would have to do it on the frame they FRC. For 低姿勢, I mentioned Pot Extend RC because you can actually get it so you gain back the full Extend's meter after RCing, even if you used that meter to RC in the first place...if that makes sense.