-
Posts
3,292 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Kyle
-
Amazing Kedako on the 5v5's @ Gamechariot. Loads of technical input during a vs JO match.
-
5Anji's losing to 3 Axel's LOL
-
PZ stands for PlanetZero. This is the UnitedStates 1st of 2 Tougeki qualifiers. There's some talk about US players attending Showdown. I assure you. I am not one. =P Matt might... FranktheTank- you going to Sweden?
-
Well, how is May shaping up for the tournament season guys. We've got a few big one's coming up relatively soon. EVO Devastation UFO Quals PZ Showdown TOUGEKI! Anyone have extensive traveling plans besides Matt & I?
-
Recover on 6B is (-2). that's not bad. his personal 3rd best. as 2B & 6C are both +/- 0 Frames. Carl's 2A & 5A have 6 frames of start-up. That is equal to or better than the entire cast. as most other character have 7 frame start-up on their 2A, the rest have 6 as per Carl. The only issue is the two character that have 5 frames standing A's & DP's. =P
-
2B leaves Carl in +/- 0 Frames. This is a great frame trap! 2B, Recover, 2A 2B, Recover, J.2C~Allecan 2B, Recover, 632146HS. >_>
-
You're too quick for me Zeero. :>
-
"Gimmicks & Tricks compilation" CONTROLLING NE~SAN- Ne~san activates on the press of D. -[D]-. Ne~san attacks on the release of D. -#]D[-. Ne~san has to reactivate every time you command her, UNLESS you re-buffer D. This will cause her to stay vulnerable & interactive while reducing all those extra activation/start-up frames for your loops. You will end up negative edgeing than re-buffering 90% of the time. Like ST boxer, you spend more time buffering the button than actually leaving it idle. ALLEGRATO CANCEL - I’m referring to this as his Alle~ Cancel. The special move of J.214C drops Carls’ elevation during start-up frames. IF Carl touches the ground during these start-up frames its INSTANT recovery. Hence a short J.2C, 214C is a fast & beastly overhead with amazing recovery. LOOPS- 1- Sandwich: C/6B, 6]D[, 66/jump, Attack… C/6B, 6]D[, 66/jump, Attack… C/6B, 6]D[, 66/jump, Attack… 2- Sandwich: 2C, 8]D[, 2C, 8]D[, 2C, 8]D[, 3- In corner: C/6B, 236A&6]D[, Attack… C/6B, 236A&6]D[, Attack… C/6B, 236A&6]D[, 4- In corner: C/6B, 6]D[, IAD, J.C, Attack… C/6B, 6]D[, IAD, J.C, Attack… C/6B, 6]D[, IAD, J.C, Attack… 5- In Corner: 2C, J.C, 8]D[, 2C, J.C, 8]D[, 2C, J.C, 8]D[, TALL CHARACTER LOOPS- This includes Tager & Haku-Men. Both of these do terrible damage. Not worth anything except cool-points. =( 1. IAD, J.A (J.A, J.A, J.2C) xN 2. C/6B, 8]D[, 66/jump, Attack… C/6B, 8]D[, 66/jump, Attack… 3. 2C, 236A, 2C... (works on Nu as well) ATTACK/COMBO NOTES- J.2C, Allecan is FAR better than J.C/C/6C for damage & scaling B, is FAR better than 2B for damage & scaling AIR TRAJECTORY- It seems a missed AirThrow during an AirDash drops Carl’s elevation, FAST. This makes very useful landing low mix-ups while opponent is in guard stun from Ne~san. INPUT: J.66B+C, Land, 2A… ANTI-AIR- The most reliable A.A. attack I’ve seen is to jump into the opponent, IB, J.A/land&6P. J.A only has 5 frames of start-up, his fastest move! NE~SAN HEALING- Ne~san heals two different ways in BB. It’s quicker to self repair after defeat, at least with idle you can bank on her supers if needed. =/ I. Self repair after it’s broke down. II. Remain idle for a long ass time. BURST BAITING- Burst punish in BB. WTF! O.0 I. While grounded, just super cancel into gear once you notice a burst. 632146C II. While aerial, just super cancel into 214214]D[. When opponent is vulnerable, than you can recover and combo off of the launch. IV. As always, you can jump into a burst & Instant Block. Punish with C, J.B, 8]D[, 2C, Raise the roof loops. UNBLOCKABLES- 1- (Pressure/Neutral Tech Trap) of 2B/3C/6B/2A&2]D[ 2- (Pressure/Neutral Tech Trap) of 6C/J.2CAlle~&3]D[ 3- Gear, RC, 66, 6[C]. Notes: I.CAN be Carl exclusive if opponent is in corner. II. Can be done mid-screen IF buffering Ne~san to avoid additional push-back. 4- 236236]D[, 6[C]. Notes: Depends on position of Carl & Ne~san, have to be close enough to not waste hit-stun putting Carl into position. 5- J.B+C & 8]D[. Note: I. Throw break causes re-launch, IF low enough to the floor Carl can continue a combo with 2C, RINSE&REPEAT. KARA THROW- 6~C. Use it!
-
Gold burst, whiff PB is pro stuff guys. Got a tourney victory with that back in the day. a LONG time ago when I played pots. =) I really like a max range 5K, 2HS, FRC, PB (The 2HS whiffs while you buffer PB out of the FRC) This is veen more confusing when it's started from a cross-up J.HS. o,.0 OMG HAX WTF is goin on.
-
Just realized that gear super, RC, 6HS UB can be done anywhere on screen as long as you buffer ne~san from preventing push-back. Damn he's such an interesting character
-
Well, are people invincible after a gold burst in BB? P.S.- One of my favorite things to do with Carl is to super Cancel once I notice my opponent has bursted and my attacks are being absorbed. =P 63214, 6HS FTW I can't read the japanese or else I be able to tell if the Ne~san super has invincibility. Also, IF the opoonent is vulnerable after a burst, than the 214214]D[ super timed well will do damage. It might even be enough hit stun to tech the burst and continue a combo. 0.o~ !!!!!!!!!!
-
http://www.youtube.com/watch?v=1YgZbTSt-vw&feature=channel_page @1:05- I think Carl could have canceled J.A into 236236]D[, used the invincibility to whiff Litchi's burst. Anyone find a confirmation video/ or able to try it out in their arcades?!? P.S.- Cali. VIP Party looking for Carl players. ;( Work shifts came up so I can not go. Sorry guys.
-
http://www.youtube.com/results?search_type=&search_query=Dogura+potemkin&aq=f =/
-
I've done as much translating as I can without knowing Japanese. If anybody has the mook and feels like finishing what I've done please e-mail me. Kyle.Wattula@Gmail.com
-
You are confused about proratioin. Zeero. there are two values. regarding proration -initial ( only added when you you START a combo with this move) -Scaling ( added every time you use the move :unless it's the first hit of a combo) scaling wisse, those two are equal. I'm still updating that post with a few more moves for us to discuss. Found Carl he is on page 150 of the mook. answers coming. =P His letter are like (NIJIJ) Input-Cancel-Damage-Level-initial Proration-proration scaling-startup-active-recovery-frame advantage-counter-untech-guard level- GuardCrush- 5B------SjR- ----430----3-------90---------------- 89---------- 9------ 2------ 21-----------(-6)-------------------- 22------- 17- ----1200 2B------SR------390----3-------70---------------- 89----------- 9------ 4------ 13---------- (0)--------------------- (18)----- 17------ 1200 2.C-----SR------600----4------100---------------- 92---------- 14------ 3------ 24---------- (-8)-------------------- (22)------ 52----- 1600 J.2C-----SR-----700-----4------100---------------- 92---------- 9---- Until hit/land----something30 ---------------------------28-------1600 5C-----SjR- ----620----4-------100---------------- 92---------- 15------ 5------ 18-----------(-4)-------------------- 31------- 19- ----1600 J.C-----SR------660----3------90---------------- 89---------- 13------ 6------ 24---------- (--)-------------------- (27)------ 17----- 1200 6D-----(--)- ----960----4-------90---------------- 85---------- (16+32)------ 9------ 69----------------------------------------------- 8D-----(--)- ----720----4-------90---------------- 90---------- (16+57)------ 5------ 61----------------------------------------------- 5B does 40 more dmg per rep. compared to 2B J.2C alle~can is far better than J.C for sandwich combos. 40 extra DMG per rep. & better scaling. J.2C alle~can is better then 5C during 236236D super combo. 80 extra DMG per hit! 8D & 6D tall character loops depends on how many reps and needs testing to further clarify which is better. 8D does less DMG and scaline while 6D does more DMG & scaling. Combo lengh is a HUGE factor for this answer. I'm also volunteered to do a full translation. =) So, work in progress guys.
-
updatea!
-
Zeero, I believe the best follow up is 2B, 5C, J.whatever. It's my impression (as per numerous vids) 2B is longer than 5B. I"ve got the Mook, if I can find out whick Kanji/katakanji/jp speek is Carl Clover I can answer all these question.
-
My understanding is that J.2C~Allecan Cancel has greater hit-stun & greater damage over J.C. Really, we need the Mook translations to actually answer this. It's either Damage, Hit-Stun or Proration. Which is the correct answer...iono, yet. =/ I'll talk to ChaseFUCKINGmagic and get a response from him. Alle Cancel at least has style points. =P
-
Qwan- there is a limit to how low you are allowed to air-dash (y-axis). This is why Jackhound, RC, AD, is unreliable: The timing is ridiculous, plus the risk reward is terrible, and it's exceedingly high tension expense. =P Tho, it is fun. =) Useful info, the lowest airdash I know is from testaments webs. jump in, instant-Block, then airdash. Fun stuff to play with.
-
Final Round HYPE! What are you May players doing for training/conditioning as per the BIGGEST GG tourney in America?!?
-
Zeero is saying, input 214C in the orientation of which way Carl is facing. This is not BB specific either. =P Question: Does 3C actually Jump Cancel?!? I seem to always be too late on 3C IAD, J.2C... I never imagind it actually jump canceled. =/
-
Braver, it's just a Special Cancel. It sounds loads flashier than the actual technical aspect of it. so, do like anyother 2-in-1. J.2C, 214C
-
Asukaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa!!!!!!!!!
-
I also noticed against Tager it's possible to do 2C, 236A, 2C This means from any string against Tager you can combo into 22D~3C, 2B , 2C, 236A, 2C, raise the roof.
-
Gear Super RC UNBLOCK!!!!!!!!!!!!!!!!!!!!!!