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Airk

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Everything posted by Airk

  1. Carl is probably one of if not THE most complex character in the game. The negative edge aspect of all his Nirvana moves, and having to manipulate the doll WHILE doing other stuff push him, in my opinion, to a whole new level. I have tremendous respect for Carl players, even when it looks like they're just cheaping their way to victory with "easy" resets.
  2. Er, well, A>B>C works for a lot of characters, but it's by no means universal and variants of any given move won't necessarily gatling (No 6B to ANYTHING for Tsubaki, for example.). So really, if you're going to be serious about a character, learn their Gatlings/Revolver Action data.
  3. That doesn't make sense; The dash cancel itself may have a fixed length, but the blockstun of the move you did before it isn't necessarily the same, so it shouldn't just magically even out to -4 every time. Of course, having said that, all the dash cancel moves I can find are level 4, so... anyway, you can figure this out if you want because all the moves that can be dash cancelled say WHEN they can be dash cancelled in the frame data, and the characters who have them have a "dash cancel" listed in their frame data (both Ragna and Jin's dash cancels take 22 frames.) so you can do the math from there.
  4. I agree with this except for the "People have stopped getting Salty" thing - seems like they've gone from being salty about the top tier to being salty about everyone.
  5. Technically, if you picked Tsubaki or Rachel in CS1, it kinda WAS the character's fault. But yeah, CS2-wise, there's really no character who will hold you back in a meaningful way until you reach a tournament level of play. And even THEN, Tager can score a lot of wins if you're smarter than your opponent.
  6. Exactly; Ragna is not a "noob" character (there really aren't any) but he's not FANCY. You don't have to understand wind, or charge, or wolf cancels, or whatever, so you're free to focus on the 'basics' - spacings, hitconfirms, blahblah etc. He's also got a pretty good and relatively traditional footsies game, which makes him easier for folks coming from other games. Can you just pick whoever and go? Sure. I did (Admittedly, Tsubaki isn't a particularly hard character to do that with either, but there's a level of complexity above Ragna). The same way you can learn Street Fighter from the ground up using Dhalsim, but if you're looking to get a feel for the GAME before settling on a character, Ragna is probably the best choice.
  7. Technically 'Gatling' is the Guilty Gear term - BB calls it "Revolver Action" (Which is long. :P ). Either way, explanation here. In terms of which of Tsubaki's moves cancel into one another, it's at the bottom of her frame data, here.
  8. Let's keep it civil please, gentlemen. I'm not here to insult anyone, nor to be insulted. I am aware of what it means to bait something - though I think you are using the term inconsistently, because you say "When you bait Mu's DP she gets out for free" when that's actually the opposite of what happens when you successfully bait something. I'm also aware that you didn't really give any advice on how to bait 214X - you provide a bunch of behaviors that will lose to 214, which I suppose can encourage your opponent to use it, but it's a fairly painful way to establish conditioning. You also don't give any info on beating 214 (C0R's info on the value of 2B is not something you mentioned or I had considered) - it's not actually punishable unless you IB (which would be good information to have) though you have frame advantage if you do. You're right though - I misremembered the range on 5C - that's entirely my fault. I don't really see how Tsubaki's so-so DP is a factor in her having it any harder or easier on the offense, or in terms of baiting your DP. It's also more-or-less adequate for breaking out of pressure strings. Even if it trades, the situation resets to neutral. The risks Mu takes are all going to be in the midscreen range - she has a lot of pokes and defensive measures she can take, but they are all countered essentially the same way; 214X - which works just fine without charge so long as you choose and time appropriately - is most useful just OUTSIDE the range of 5B; Inside 5B range, you'd be foolish to use it, as C0R points out. However, once Tsubaki is inside 5B range, she doesn't really need the 214 series anymore. There is definite risk for both parties in the midscreen area, where Tsubaki has the option of dashing in, which will lose to most of Mu's pokes/zoning tools but will put her in a strong position if Mu doesn't stop her, staying outside which will potentially allow her to be 'zoned' by 5C, jump, which beats 5C, or 214 probably B or D, which will beat the majority of tools Mu will go to at that range. Yes, there is startup, but that's actually mostly irrelevant if you can not get hit for the 8-10 frames before the invulnerability kicks in. Essentially, 214B, done at roughly the same time or a little after the opponent, will beat moves with more than 10 frames of startup, because they will whiff through the invulnerability and still be recovering when the startup period ends. Yes, it's not a reversal ala Noel's drives, but it's quite strong under the right circumstances, and stronger if there can be charge to back it up. I'm not super familiar with Mu's damage output though - all I've really seen of her in various videos is the sort of average 1.5-2.5k midscreen, 4kish in the corner, lots in the corner with an unlikely starter stuff that the whole cast has, and that's not really a big advantage over the damage Tsubaki does. So I guess I'm just not seeing this even really adding up to a 5.5.
  9. Carl's frame data - 3]D[ is listed as blockable "HA" when it should be "LA" (or maybe just "L" I dunno) because it's clearly a low, not a high.
  10. Technically anything involving 236D OTG is character specific, but that combo is pretty standard, in that it works on anyone any sort of 236D pickup works on. (i.e. anyone who is not Makoto, I believe.)
  11. So... basically "bait the 214 series and do a lot of stuff that gets beat by the 214 series"? DP? Loses to 214. Habaya? Loses to 214 (only "really impairs" players who aren't used to it.) Zone with 5c? Loses to 214. Basically everything Mu does except 2A, 2B and 3C loses to a properly timed 214 if Tsubaki is in range (Roughly Mu's 6C range.) If you can keep her at fullscreen, she'll need to use a charge to cancel 236B/C/D into 214D, but it'll still get past almost anything you stick out. Tsubaki should basically never approach you from the air, it's just asking for damage since your air options are so much better than hers. On the other hand, in a ground footsies game, Tsubaki's 5B is way better than your 5C - it comes out faster, recovers faster, and doesn't extend her hitbox forward the way Mu's 5C does. In terms of staying in once she gets in, she doesn't have it any harder than anyone else, being posessed of fairly tight blockstrings and more options for safety than most characters thanks to charge cancel and D-cancel. This is one of those matchups where whichever player gets hold of the momentum first is very likely to win the round. Tsubaki has to take some risks to get in, but Mu has to take risks to keep her out. Even.
  12. Not sure if this is the right place to put this, but it looks like there's an error in Carl's frame data - 3]D[ is listed as blockable "HA" when it should be "LA" (or maybe just "L" I dunno) because it's clearly a low, not a high.
  13. Not to nitpick, but how does this: Align with the system data that says that Noel has an initial dash/step speed of 18, while Bang has an initial dash/step speed of 21? Actually, looking at the general dash info, Noel's dash is completely average, since her initial speed, acceleration and max speed are all the same as Ragna's. In fact, pretty much all of her movement characteristics except walk speed are the same as Ragna's. She's not particularly fast on her feet.
  14. Any chance of some of this clever stuff getting added to the combo compilation?
  15. oh, you're right. It was the double numbers in the P2 column that confused me. Ugh. Stupid mornings. z.z
  16. It's kinda weird that it works off air throw but not off ground throw since they prorate the same - I guess it's because after the air throw you can go more or less immediately into the IAD combo stuff, whereas with ground throw (midscreen, anyway), you have to do a 236D pickup first?
  17. People are rewarded for hitting the other person by the most basic gameplay mechanism - doing damage. Add to this that knocking down the opponent always allows for the 'winner' to choose the range of the next engagement, I would say there are plenty of rewards for hitting the other guy already. After all, it's the point of the game, you don't need to reward it.
  18. Huh. I may have to try that once it's not too hot in my living room to think of going in there. x.x I'm 97% sure that ANYTIME you can do a full air combo, you can do 236B > 214B > 22B instead. Also, Errol, could you write out that combo in full, perchance?
  19. Well, that's true if it's an anti-air hit, but not so much if you're doing it after a throw or 22X. Do note that this pickup basically doesn't work at all on Makoto because her hitbox is screwy and she pops up too high.
  20. Most of that is irrelevant - frame 1 head invulnerability is super rare on anti air moves and most are unsafe on block in some fashion - but I totally missed the full duration head invulnerability on 6A, I only noticed the feeble little frame 1-4 upper body invulnerability, which threw me off.
  21. Why is it so bad? It's not particularly slow, and it's got good head invulnerability. Is it a hitbox thing? 6A looks like it would require crazy timing to actually use the invulnerability. I make no claim to being a Carl expert though. :P
  22. There's no real special trick here, but the dash needs to be input kinda late. (If you don't get a dash, you put it in too early.). There's actually a fairly big window in which you can hit with a 5B, so just experiment. Do a 236D on a grounded opponent, let the stick go to neutral, tap 66, neutral, 5B. You have quite a bit of time to land the 5B - basically as long as the opponent hasn't hit the ground yet, 5B should connect.
  23. New character selection is basically fail, except for Phoenix Wright. :P Elvis Modok is awesome. That is all.
  24. This. It never ceases to amaze me how many Tagers seem to superjump wildly/sledge/2D as part of their approach, as if they don't know how to walk. Here's a hint - the only thing Tsubaki can do to you from outside of Tager's 2D range is 236C/D, which you should be able to block on reaction while walking forward. Save the other nonsense for once you're closer.
  25. Yeah, but everyone talks about how oki is weak in BB, so I didn't want someone stepping up and going off on that AGAIN.
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