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Everything posted by Kyle
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You can 5-frame buffer the 2A. Makes the link much easier. 66, 2[A]. An FRC is a special type of "rapid cancel" with a VERY strict timing. typically 3-frames. This is one of the reason people are saying BB is much easier than GG: Because a "buffer window" exist which exceeds the typical input window of Tough GuiltyGear BnB's. Honestly, I believe they included this to help facilitate on-line play. even with 2 frames of lag *MOST* tight inputs are reliable.
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You are probably looking at it backwards. start with 6]D[ and find the recovery times. This really helped me learn it. the hard part is extending the hitstun to it's maximum such that nirvana has enough to time fully recover and do another 6]D[. There is a few possible spots where you could be having trouble. I: you should not attack the opponent too quick after 6]D[ hits. II: you should delay your inputs, 5B, delay, 5C, delay, 6]D[... III: you should release Nirvana at the exact right time 6]D[. There's a chance that you are letting Nirvana recovery fully & wait too long to execute the next 6]D[. Exact input: 6]D[~[D], 66, Delay, 2A, 5A, 5B, delay, 5C, delay, 6]D[~[D] the 6]D[ are very strict timeing. Honestly like an FRC in GG. It's nice because it's difficult. You can't buffer a negative edge. You have to hit it right =P
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Tryin to think outside of the box here: Ragna, Rachel & Haku-men can not escape 8]D[ if they are in aerial block-stun. So, what if instead of combo'n into JB+C, why not go into a move that does not combo, but has excessive active frames... like Allegreto of Gear super. Ideally, when they recovered from the combo "missing". They would be forced to guard in the air, where the 8]D[ would be a huge launch. needs testing* something like 2C, 8]D[, 3C, 632146Cm 8]D[ If they emergency tech, they probably are forced into the air guarding. If they did not tech they eat good damage.
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So, against Ragna with out 50% meter: Great: is that damn throw set-up Zoog's mentioned earlier. He could only get 3-4 throws, I found a way to consistent get 7, often reaching 8! Try this guys. WALK NIRVANA TOWARDS YOU DURING THIS SET-UP. It lessens the gravity/pushback and literally keep you in the air longer. lol 2C, 8]D[, walk Carl forward, jump with 8, descending JB+C, 8]D[, [7]B+C~]D[ [7]B+C~]D[ [7]B+C~]D[ [7]B+C~]D[ [7]B+C~]D[ [7]B+C~]D[ [7]B+C~]D[ [7]B+C~]D[ Death OR 2C, 8]D[, walk Carl forward, jump with 8, descending JB+C, 8]D[, [8]B+C~8]D[, [D]~8]D[ Release, 6A hits, 8]D[ hits, LATE JUMP CANCEL,[D], [9], [9]B+C~]D[ [7]B+C~]D[ [7]B+C~]D[ [7]B+C~]D[, AirDash, JB+C, 8]D[, RC JB+C, 8]D[, AirDash, JB+C, 8]D[ Death against Ragna with 50% meter: honestly tho. this is best used when that first throw will get you the kill b/c there is minimal pick-up afterward, with extremely strict inputs and virtually no reward. =( 2C, 8]D[, walk Carl forward, Delay, SuperJump with 159, tap [4] without using your second jump option to help place Nirvava, throw once you've crossed Ragns's Y-axis, JB+C, 8]D[. This is a VERY quick cross-up air throw. The idea is that if he break the throw, he will input InfernoDivider the wrong direction and eat the reset. =) The bad part is if he did not break the throw. pick-up for this goes: walk nirvana forward, Release 8]D[, 5B, 8]D[ HITS, IAD, Allegretto. ALSO: same effect MUCH EASIER: 2C, 8]D[, Hop Carl forward, SuperJump with 258, JB+C, 8]D[, AD, allegretto You see, the big problem is when he doesn't break the throw and we lose BIG damage. The more I think about it, the optimal combo against Ragna would be: IAD, J.2C, Alle~can, 5B, 5C, 6]D[, IAD, J.2C, Alle~can, 2B, 3C, IAD, J.2C, Alle~can, 2C, 8]D[, JB+C, 8]D[. from here, you've done half life, Ragna breaks the throw, does InfernoDivider RC and loses 50% of his meter as well. =/
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delay all inputs in those ground loops.
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Honestly, because I didn't experiment with it yet. I found something that worked and moved on to the next character, a little rushed... sorry. I'm sure there will be updates to these combo as time progresses. Have you looked into the Ragna InfernoDivider for me yet?
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Could someone help me confirm/de-confirm a hypothesis about the BB engine. I want to see if recovery is like ThirdStrike. When the y-axis is crossed the opponent has to actually turn around and lose some invulnerability frames. against Ragna 2C, 8]D[, SuperJump over nirvana, J.B+C the back of Ragna. Really what I'm saying is "I suck at throw break, InfernoDivider inputs". lol. If someone who is more consistent with this could help us out, Carl vs Ragna could be A LOT easier. Does anyone her use Ragna as a second? Does anyone else have a second character? lol
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If your combo did half life already, you should have 50% to RC and and set-up again for another 3-4 throws... in theory of course. Which, by the same token: If they've bursted you're guaranteed to get 50% tension, Meaning your total of 6-8 throws actually does damage of 9-12 throws. This could definitely kill. --------------------- I need to prioritize when comboing Ragan w/50% tension w/o 50% tension
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Fuck Ragna. I seriously spent 3 hours last night in training mode messing with throw loops just for him. The bottom line is: If you are high enough for InfernoDivider to whiff, they are high enough to throw break and AirDash away. When Ragna Airdashed his foot actually gives him a bigger hitbox = 8D hits Ragna once he airdashes. =P I tried soo much shit. Like SuperJump across nirvana's Y-axis and throwing from the bask side. Like alternating y-axis on throw loops.. Ragna just seems to fall funny, like towards you but with a backwards sprite. I've also noticed if you super jump at the opponent and throw late you can sometime "glitch" his throw hit-box into a completely different location "example" right behind him. This STILL doesn't make it effective. Sigh*** Maybe I should try "extremely low" to the ground. Zoogs- yes, I've noticed the 8D whiffing on Ragna regardless. This is funny because when you input 8D on it's "typically expected" time it whiffs, rather than actually releasing it early for Chaz's universal. The fact of the matter is if the 8D is whiffing, Ragna can throw break late and escape. wait.. oh shit, he hits after the ground... interesting. 4Corners- Did the update to Litchi help you any?
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sorry guys, the Ragna one is crap... =( I'll get to more replies soon. =D Small update to Litchi. * You are correct Zoogs. =)
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TO DO: -Update 101 last post with recent throw loops -Update combo thread to be more specific EXAMPKLE w/nirvana combo's, crouching/standing only...etc. -Pull best info from thread"...pressure and you" into 101. -Close thread"...pressure and you" -Make videos =P -Update video thread with all useful post. -Trainingmode punish Haku-men's counter -Trainingmode universal throw loops set-up from corner. MUCH LATER: -Write Match-ups
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MEGA UPDATE TO 1st POST. =D
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I hit training mode HARD again last night and learned the BROKEN loop. NoTension relaunches. I'm am most definitely going to revise the first post and include exact inputs and comments. Sorry 4corners. But most of those combo's in the video are just bullshit. They are different variations of Chaz's combo which is GOOD, But, escapable with a late throw break. =/. Honestly, Chaz's is easier, more universal, and the scrubs are going to eat it regardless. =D
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AutonomousR updated his Youtube account. Thanks Autonomous!
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yeah 4 corners.. I will get to that. =)
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360 pad is super difficult. I need a stick soo bad right now, nah nah nah nah. BTW I Map "D" to the right trigger. It helps. Darius-SOLIDPLAY- 7TH!!!! yeah
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Got my 360. Got my BB. Carl is BROKEN. Here's the real shit guys: How to combo Litchi: 2C, 8]D[, SuperJump*Apex of jump*(JB+C,8]D[)x6. If done on the highest point of Carl's SuperJump you can combo exactly like Bang/Nu/Tager/Hakumen, exact vs LITCHI! DAAAMN How to combo Ragna: 2C, 8]D[, SuperJump*Apex,Jump again, JB+C, 8]D[. IF he throw breaks, InfernoDivider: It will miss Nirvana. Carl/Nirvana has enough recovery to punish the missed InfernoDivider with 236236]D[ into whatever... IF he did not throw break, Nirvana can combo another 8]D[, Carl -SuperJump *Apex, Jump again, JB+C, 8]D[. REPEAT Standing Hakumen: CH J.2C (Hits feet), J.C, Land, 2B, 3C, IAD, J.2C, Alle~can, 5C, SJ.B, dj, J.2C, J.C = 3325 Fighting anyone, No NIRVANA: CH 5C, IAD, J.2C, Alle~can, 5B, 623C, 5B, SJ.B, dj, J.2C, j.C = 2940 A few more style points with 3C, IAD, j.2C, alle~can, 5C, J.C, 8]D[, Backdash, (2C, 8]D[)~Death
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To answer shortly:
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Malelan: You've got this shit bro.
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Against Rachel: It forces her to lose resources...definitely worth it at the very end of a combo. Against Noel: I assume she is hoping Carl fucked up. It's a "fighting chance". =/ As a carl player I am peachy If noel chooses to waste 50% tension. =D
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CounterHit 623]D[, J.B, Allegreto, 8]D[, 2C, 8]D[, Throw loop
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AutonomousR updated his Youtube account. Thanks Autonomous!
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sounds about right. lol
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I'm sorry Goryus, could you please move my post to the combo thread?
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