hey, If your going to be active the rest of the 3v3 tourney, I will DQ team litchi from Rebel#1. Thanks for posting. Please reply asap, b/c your reply is holding up (20 tourney matches at the moment.
Please post on my wall or PM me with your comments SOON.
Kyle
3v3
Rebel#2 gets 1 week.
http://challonge.com/dustloopxbl3v3same
Ragna:sugoi.na
Carl:That's what I'd like to call big damage!
sugoi.na:RG::RG:
huey253- Washington
seifuuku- Texas
baikenv- Cali
ZONG_one- Hopefully you can really carry this set, Zoogs will be mostly useless:His only connection will be seifuuke, my connection with seifuuke & baikenv are spotty.
Ideally the opening match will be Seifuuku vs Zoogstin.
What do you guys think?
It's possible they slowed down Bang's 2A, 5B as to increase his opportunity to get reversal'd. His current mix-up is tight, with numerous high/lows and a solid command grab, adding a hole or two would make his pressure/mix-up a little more bearable.
Updated 2nd post.
8]D[ airblockable makes me real disappointed.
If it's a high move level, get ready for long block stun/guranteed guard break and staling tactics with J.AxN, 8]D[, Land, J.AxN, 8]D[, Land, J.AxN, 8]D[, Land, J.AxN, 8]D[, Land, J.AxN, 8]D[, Land, J.AxN, 8]D[
Alright guys, another one of my crazy theorize, although I seem to remember this being verified at one point.
There's a glitch in SFII###whatever, where a swep and a projectile hit an opponent on the exact same frame. This negates the KD.
I've always found it shitty that all or Carl's FC launch, I want a FC that leaves my opponent on the ground, (Crouching or standing).
Anyone try these on first frame?
FC J.B/FC 2C and 6]D[/3]D[/8]D[
Guys Guys Guys!
I'm so excited, I figured out jump-loops against Arakune, Ragna & Tsubaki! (not tested on Carl yet)
Here's the deal, we all know Ragna is too tall NOT to have it, but the problem was the size of his "being hit" hitbox, he leans forward. As we all remember, Jump loop works great on Carl/Ragna while standing not in hitstun. The key here is that each character has numerous hit stun animation. The ones prohibiting jump-loop from working are where the opponent leans toward, this is b/c 6B hits low. Changing the move we do before the jump loop, will change the hitstun animation and allow a few others to combo properly. The answer is J.C.
Arakune, Ragna & Tsubaki! (not tested on Carl yet) STANDING:
...5B, 5C, Delay, 6]D[, J.2C, J.B, J.C, J.B, J.C, J.B
This is great because we actually land from J.C and do J.B w/o using our second air option. Even if we input the 9 to jump cancel J.C, Carl still lands first and does J.B from a clean jump. This extends our BnB damage with minimizing Nirvana. I can get a KO with (3) mix-ups and only 4-5 nirvana moves now.
Also, I am going out to buy a video capture card. Expect a combo/mix-up video, and match vids currently saved on my sexbox.
GET HYPE