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Everything posted by Kyle
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I Agree, we do need a combo thread. =D I also think it should be a continuation of Chaz's thread.
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Sounds like you are doing the wrong dolphin. The dolphin input is (2, 8+S)
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combo into super for DMG. whatever...2C, 8]D[, 2C, 8]D[, 2C, 214214]D[
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5B recover for frame trap scenario 2B recover for frame trap scenario 6B recover for frame trap scenario 5B can be jump canceled on block. So, 2A, 5A, 5B, IAD, J.2C, Alle~can, 5B, 5C, 6]D[...whatever
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Just wanted to post and give a huge welcome to the newest members. there's quite a few poking heads around as of late. =D Rozy 4Corners mynusdono - Chaz! DubiousDanzai Sigma Wednesday Slowpoke Stray Neverknowsbest SolidPlay- Darius! Clear Sky Keep it up guys!
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To further clarify for Zeero, Nu's best escape options is her awesome backdash. So, Carl should concentrate on pushing forward and getting her into a corner. This will take TIME, PATIENCE & A CONSIDERABLE amount of CHIP DAMAGE. Get her once, She burst. If you baited the burst you won. If you did not bait the burst, get her once more and you win. Sounds easy... right?
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If on-line is seriously THAT much of a difference, you should be able to Super Jump AirDash in and get whatever you'd like on her. In fact it's not. MEAT SHIELD YOUR BITCH.
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I jump into H-man's J.C, InstantBlock and punish with either CH-J.A or Land, CH-6A My particular example actually punishes with hit. But, Zeero is right. Don't willingly pressure 236236]D[
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starting off from realistic launches is the best way to get the clap loop. Try 2A, 2B, 3C, InstantAirDash, J.2C, Alle~can, 2C, 8]D[, 2C, 8]D[, walk forward, JB+C~8]D[ Be sure to switch up the loop based on character weight/size. I find it best to hit Tager/Bang/V/Haku like this: Walk forward, Superjump w/ 8, JB+C~8]D[. After the first rep I buffer 7 to walk nirvana a little each rep. {[7]JB+C~8]D[~[D]} xN Midweigths (Not Tager/V/H/Bang/Carl/Noel) Walk forward, jump w/ 8, Delay, Descending JB+C~8]D[, AirDash, JB+C~8]D[, 6P~8]D[, JumpDelay, Descending JB+C~8]D[, AirDash, JB+C~8]D[, Lightweights (Carl/Noel) Walk forward, Superjump w/ 8, Delay, LOW Descending JB+C~8]D[, AirDash, JB+C~8]D[, 6P~8]D[, JumpDelay, Descending JB+C~8]D[, AirDash, JB+C~8]D[,
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When H-men whiffs 6C you punish with 236236]D[
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Fuck... Thanks for the help guys. =/
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getting better guys! IAD, J.2C Alle~can combo = Go Tager/Haku/V/Bang = Go I've got the first rep against mid weights down as well. I still need to be more consistent with the first relaunch: 6P~8]D[, Delay, J.B+C
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The "hit-stun, input buffer & delaying the dolphin" give enough time to make this work. listen to this video. http://www.youtube.com/watch?v=DBKDsp2zCBk
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Food for thought to Ragna players. Air throws off screen. Not exactly guranteed, but I would bet 99%. :grin: I'm thinking something like whatever into: D, sj, J.A, J.B, J.C, J.D, Inferno divider, RC, J.C, J.D, dj, J.C, Airthrow. Would a scenario like this work? Can you get off screen with Inferno divide RC combo? What I've you've dragon installed? Someone's got my back right?
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MeatShield. And approach with Nirvana.. 3C is ok as counter poke. Low profile,,, Tager has no Air super. UPDATE- Mid-weight& Light-weight combo's: I found walking forward before the [jump, delay, Airthrow] is super effective. It's very hard to notice this because the camera pans up to see the orb while Carl is actually hidden for a bit. =P Example @ 0:57 http://www.youtube.com/watch?v=kKhhM-57PU8
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Although deceiving that cloud above Carls head only prevents him from super jumping or double jumping. I find empty Jumps an effective spacing tool with a occasional late airdash to close the gap. Carl has just enough recovery frames to do J.B (whiff), Airdash. This is tricky enough to work. 5C clashes with the every annoying Arakune-J.B from a little distance. I HIGHLY recommend J.B for air-to-air situations. I have yet to figure out the optimal way to escape the corner rape. It's like Slash Ky. =X 2A, 5A, J.A, J.2C, Alle~can works for interesting pressure options.
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AutonomousR updated his Youtube account. Thanks Autonomous!
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22]d[ Sorry Phaethon- not enough time yet. =(
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Gawd I miss Slash. May was much harder and enjoyable back then. It's mainly why I'm stoked for Carl. He's complicated enough and definitely requires a new level of depth. (Damn D button.)
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Great work Chaz. This will definitely make Carl more appealing to other players & we can do the character specific combo's like pro's. =D I'm hitting training mode in a few hours and I'm looking for variations which give the "sweet spot"/Corner. {JB+C , 8]D[ (whiff)}xN
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It's the Mook translations. So, check frame data. 101 Post#2 Mynus- I'm glad to see you playing Carl. Low Tier + Tough Inputs = Chaz. =D This is the best i can say. I also, assume you are using some kinda of text translator so I'll use some synonymous to help with "lost in translation" issues. Allegretto (j214C) Cancel: I will be referring this as Alle~can. This special move of Jump 214C lowers Carl’s height in start-up frames. When Carl lands during these start-up frames, the recovery is zero. So, a quick J.2C, 214C is an overhead with no recovery. This technique gives Carl great options.
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There's a 5-Frame buffer window on all inputs. SO this extremely small input window is CAKE is you tap early and hold. 2.
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Carl's 5A whiffs on crouching Litchi. Hence: 6]D[, 66, 2A, 5A, 5B, 5C loop DOES not work against her crouching. This does open up holes for 3S(THIRD STRIKE!!!) tricks tho. 2A, 5A (whiff)- Mix-ups! Stuff like these would be awesome at the last rep of a 6]D[ loop: 2A, 5A (whiff), 6B~C (Not hit stun!) 2A, 5A (whiff), J.2C (Throw Bait) 2A, 5A (whiff), 2B (low option resets) Carl can crouch under LItchi's main poking tool 6B! you should use this often.
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A few more general notes: A mindset while doing combo's with Carl. Spacing! If you are trying you do J.C repetitions and you are too close this will cross and reset. Yes, a reset is nice when you PLAN for it. In this scenario you should be doing J.2C, Alle~can. Another perspective if you are wanting to do J.2C and they are too far away, use J.C instead. If you are having trouble getting opponents into throw loop because of all the height/timing variations on Carls air throw. You can combo into 6]D[, 3C, J.2C, Alle~can, JB+C. this a standard height for EVERY character. Just something else for people to consider when playing matches and not training mode. <3 this game. Finally getting into more and more. I'll be good enough to go on-line with everyone in a week or two. =D Match-up Sub-forums, GO!
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Block. =/ Vivace SOMETIMES J.A Sometimes Alpha Counter