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Killey

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Everything posted by Killey

  1. Can you provide an example of what's incorrect? I've been updating the wiki so just wondering what's wrong exactly.
  2. Sorry for the double post but it's been a few days since the last post. Does anyone know how much health Carmine heals from his command grab super?
  3. I've been approved for the wiki so when I get access I'll be able to flesh out the wiki in more detail. Right now, I'm still struggling with getting optimal block strings into my game play. It's messing up my game plans and hit confirms. I'll need to write some stuff down for block string routes and what they lead into.
  4. Trying to post up everything I know about the Merkava match-up and hope people can add to it. vs Merkava: This is a slightly bad match-up for Carmine and it's completely based on whoever wins the neutral game in order to start their momentum though the same can be said for many characters. The reason this match up can be difficult is that Merkava generally wins the neutral game against Carmine because he out ranges him with his long range pokes, his movement options, and his ability to keep Carmine's zoning tools in check with his 214x special. It requires Carmine to play extremely patient until he can find an opening to start his offense. Even while on the offensive, Merkava has a good reversal option with 236C, that is difficult to punish, which can stop Carmine from running his pressure game. There's a lot of apprehension and baiting required when applying pressure and mix ups against Merkava, while Merkava doesn't need to apply the same apprehension due Carmine's lack of a good reversal. It becomes difficult to find a spot to counter Merkava's offense once he gets going. That being said, the match isn't one sided at all and is very much winnable being, at worst, a 6-4 match up in Merkava's favour. Neutral Game: Merkava's grounded neutral game revolves around his long range pokes via 5B, 5C, 4C, 6C, and 214x. 5B - It's max range is when the round starts and is fairly quick. He can follow up with 5BB for additional hits. It's air unblockable, unless you shield guard. During the neutral game Merkava will usually whiff 5A after wards to reduce the recovery of 5B. It's a really good poking tool and an annoyance in his pressure strings, especially when your cornered. 5C - Really long range poke about 3/4 screen but has significant recovery. If you anticipate on this poke you can jump assault over it and either get j.C starter or a j.6B starter depending on your spacing. 4C - This is one of Merkava's overheads. It's slow on start up and has enough of a visual cue to block on reaction. Merkava will typically use this at it's max range which is around the spacing of when the round begins. They'll also typically use this move when their pressure string has pushed them out some more. Depending on the spacing you can react with a 2C combo starter but this can be difficult if you're not really looking out for this attack. 6C - It has the same range as 5C but it reaches at a 45 degree angle instead of 5C's horizontal range. It's kind of an anti-air tool for Merkava at farther ranges but the recovery of this move is quite lengthy. If you see them whiff this move you can either punish with 22C (if you react fast enough) or you can use the opportunity to set up blood pools with 6B or dash in to close the distance. 214X - Merkava extends his arm and on hit causes a grab-like animation that brings Merkava to your current position. The start up of this attack is really fast. It reaches full screen with the hitbox being his arms and the hurtbox is where Merkava is standing. The A and C variations reach horizontally while the B version reaches at a 45 degree angle and acts as an anti-air tool. The A and C versions will beat your 6B if timed early enough, forcing you to be careful with your 6B usage. It has decent enough recovery and can be jump assault over, which is a good time to either do j.6B or j.236A/B to get some blood pools on the field. Don't get too jump handy because the B variant can anti-air you. On hit, Merkava has all the time in the world to confirm into a chain shift combo and start his offensive pressure game. While he's flying he'll primarily use his j.B, j.C, glide, and air fireball. If you've played Guilty Gear then you can relate this to Eddie/Zato's flying neutral game. j.B - Merkava extends an arm out that has absolutely ridiculous range but is only a good poking tool when he's flying. It controls a lof horizontal space so you have to respect this normal when you see Merkava in the air. You can't challenge this normal at all and it will out prioritize you in the air unless you can position yourself above Merkava. j.C - Merkava spins both arms in a 360 and it does cover the area around him. It makes it difficult to counter attack if you find yourself underneath Merkava. j.214x - This is Merkava air fireball and controls the space underneath him. The A version shoots it in diagonal down angle giving you some room to maneuver around it. The B version shoots the fireball at a more horizontal angle allowing you to dash or crouch under it depending on your spacing. From full screen, you need to play really patient and remain outside of his normal ranges. It's really important to set up blood pools on the stage in order to control Merkava's movements during the match otherwise you don't have an effective means to close the gap if the Merkava players decides to play a spacing game. You have to pick your spots and your methods to setting up blood pools because Merkava 214A/C will beat 6B, 214[A/B], and 236A/B from full screen. If you block 214A you can safely throw a 6B immediately after wards as it'll beat a second 214A attempt if they try it. If they opt to fly after the first one then you're still at full screen neutral but you don't have an optimal means to approach Merkava ground-to-air. You can use Merkava's flight time to set up blood pools via 6B, 214[A/B], or 236A/B. 236A/B is good at controlling the space in front of you in case he tries to glide in recklessly. The 214[A/B] route is pretty good to set up defensive/offensive options but is a lot slower and riskier. Once you have blood pools behind Merkava and in front of you then you have more tools to keep Merkava in check during the neutral game. 22A/B or 623A/B while the blood pools are around Merkava are ways to prevent him from abusing his 214x moves from full screen. 623A/B with a blood pool behind Merkava is a decent option, as it can counter hit him during the start up of his pokes or 214x special, which allows you to convert into a dash 2C combo. Merkava can fly out of this range so you have to pick your timings carefully but if he tries to glide into you, you can use 623A/B with blood pools around you as a means to anti-air him but the start up of 623A/B is slow so it's only effective from farther distances. If Merkava is flying and he's at the top of the screen you have 0 normals that will reach him. The only attacks that will reach Merkava at this height is your Infinite Words (41236D), Infinite Words EXS (ABCD), and a j.236C at the peak of your jump. 41236D is actually a really good punish for his flying but he can block it in the air and it's also a situational punish since it requires 200% meter or 100% for the Veil Off. Other wise, if you're full screen away with a flying Merkava then you can use 3C on reaction to the glide to anti-air him. If you've got blood pools on the other side of the screen then buffer 623A/B after 3C to convert into a combo. You can also wait until Merkava flies lower to the ground and attempt to anti-air with 22C (air unblockable) him but be aware that he can fly back up and avoid it altogether. Offense: When you're able to close the gap on Merkava most players have a tendency to try and fly and glide to the other side of the screen to reset to neutral and avoid your offensive game altogether. If you anticipate on this you can use 3C, 3B, or 6C to blow them during the initial start up of their flight. 3C is generally the best option because of it's giant hit box but a well timed 3B will net you a combo into oki options. 6C by itself is good to swat them out of the air if you react quickly enough while 66C on approach will cause a hard knock down and gives you OTG options if you have blood pools around. When you're pressuring Merkava you have to play with one part match up knowledge and one part player knowledge. Carmine has a ton of pressure and mix up tools to open people up but some will only work if the opponent is afraid to push buttons. If they have a tendency to mash 2B or 2C you could face a counter hit into a big punish after wards. Just like in any match up you need to vary up your pressure strings so that when you attempt these tactics you end up outside of his 2B/2C range. If you want to play it safe, only apply your mix up game when you've got them blocking a 236A/B/C to force them to guess on a high/low/throw mix up. Don't be afraid to sacrifice some health to create continuous pressure with the infinite block string of 236A, 214[A/B]. You'll want to insert a 5A/5B inbetween the 236A and 214[A] to prevent them from flying out. This string gives you a pretty advantageous position because if they continue to block you'll have an opportunity to go for a mix up in between. If they panic and push buttons they'll eat a counter hit and you can covert into a combo and go into oki options after wards. The worst case scenario is that you force the opponent to use resources for a Guard Thrust or a timed Veil Off. If any of these are baited they'll eat a huge punish that leads into oki options after wards. Be careful with block strings involving 3C xx 22x, 623x, or 236x as Merkava can use his 236C as a reversal to blow through that. If you don't commit to the special cancel you'll be able to block the reversal after 3C but you've effectively ended your pressure. Using 5A/2A reverse gatlings are good ways to keep up the offense while maintaining safety against Merkava's reversal options. If you just straight block Merkava's 236C you cannot punish it after wards but Merkava is at slight frame disadvantage allowing you to start your pressure. Keep an eye on their meter, because if they have another bar they can do something gimmicky and do another 236C to catch buttons or throws. The way to punish Merkava's 236C on block is to shield guard the last hit and go into a 5A combo starter but this is extremely hard to time. If you anticipate on the 236C you can straight up counter it with Infinite Words (41236D) during the start up of the super. Defense: While on the defensive Merkava has a lot of tools to change things up with 2A, 2B, and 2C being his lows while his 4C, 3C and 66C are his overheads. You want to be careful with trying to counter poke against Merkava, as his 3C/66C causes him to do a flip which puts him off the ground before the attack. This attack will go over all of your normals and gives him a 3C/66C combo starter. While he's at frame disadvantage on block he can easily cancel into the air fireball to keep him safe but reset the match back to the neutral game that is in his favour due to his range. You generally want to shield guard his 2A and 2B's to push him outside of his 2C range, which can give you a whiff punish opportunity if you recognize it in time. If the Merkava player over commits and does 2CC, you can immediately punish with a 5B combo starter. Merkava's 2CC is not special cancel-able so he's completely committed to the attack. The real issue when you're on the defensive is that Merkava can effectively keep you at bay while applying pressure through his gatling strings and flight that doesn't leave too many openings to counter poke. In general, block low against Merkava and react to the overheads because they are slow enough that you can react to them. If you're under heavy pressure you'll have to risk a Veil Off or Guard Thrust to reset to neutral. Merkava's 22C throws down multiple worms that home in on you and then attack after a short period. If Merkava is hit, thrown, forced to block or tech a throw the worms will disappear. They are only used when he lands a corner combo to create offense by forcing you to flinch. They don't hit low so you can just focus on what Merkava is doing and react accordingly. Merkava has a mix up where he flies and waits for you to block a Worm and then he flies behind you to go for a cross over attack. The reason this mix up works is that once you block a Worm it forces you outside of the corner, which allows Merkava to fly in this space and create the mix up. It's easy to react to once you understand how the mix up works and is somewhat risky for Merkava, as he has to put himself in the corner for this. Be aware he can fake this out and stay in front. After a knock down, Merkava doesn't have any particular good mix ups but he has enough meaty attacks to continuously apply pressure. Some of his oki options involve flying around your downed body and then landing at the last minute for a low. He could also whiff a j.2C (it looks like a dive kick) and then go for a throw.
  5. All of the combos work on Linne you just have to vary up the timings or adapt your combo based on how you've timed your hits but I agree that her hitbox is small, which causes timing issues.
  6. The Japanese arcades actually generates a tier list and match up charts based on the ranking cards that the players uses. It just gathers up the stats of win/losses of characters and then displays them in the typical match up chart fashion. In the last one I saw, Carmine only had 5.x-4.x match ups against the top 3 then went even or advantage against the rest of the cast.
  7. I try to seperate jump cancel with lower case jc and jump C with j.C. I put a legend just before the combos to explain the difference as well...
  8. Found an interesting option select after watching some of Notsu's older matches. Dash 3B, 9C - On block you would get 5C since you can't jump cancel on block. On hit it lets you confirm into a combo. The block string from 3B to 9C creates a frame trap and I've seen Notsu get a couple of counter hits from it.
  9. Okay, I've updated the combo lists that I transcribed in an earlier posts. The combos were taken from this video https://www.youtube.com/watch?v=N-ixpyawNbg and there's a few that I didn't bother transcribing as I thought they were impractical or too situational. I might go back and transcribe them later. I've included some notes to help with the timing and execution of some of the combos. I have to say that Carmine's optimal corner combos are an absolute beast to pull off. There's a lot of delays and timing to get certain attacks to hit at a specific time for the right juggle property. EDIT: Here is the frame data for Carmine but not sure how accurate it is. https://docs.google.com/spreadsheets/d/1De7GMR--Ycdnir8rto3rpztm7_LHeqJYqzyrjYlFviU/htmlview?usp=sharing&sle=true# j.6B being +11 on block is pretty surpising. Also, didn't expect 623A/B to be that negative on block.
  10. Try delaying the j.C a little.
  11. Personally, I find these are good starting combos to learn. His combos aren't that hard to learn, imo. Most of them follow a certain format but it's just remembering your combo route based on the starter that gets tricky since he can pretty much confirm off of any stray hit. Plus you have to remember what combo to go for based on if you have blood puddle on the floor or not. Mid-screen 0% Meter: 6D->j.C (2), 5A, 2C, jc j.6B OTG (puddle), j.C (2), slight delay j.B, j.A, land, 3B, 2C xx 623A/B, 66C 5B, 2C, 6B (puddle), 2C, 5BB (1st hit whiffs) xx 623A, dash 2B, jc j.A, j.B, j.C (2), land, 3B, 2C xx 214[A] (whiff) 5A, 5B, 2C, 6B (puddle), 2C xx 236A OTG, dash j[C] (2), dash 2B OTG, jc j.A, j.B, j.C (2), land, 3B, 2C xx 214[A] (whiff) Mid-screen 0% Meter (Puddle): Puddle below - 5B, 2C xx 236A OTG, dash j[C] (2), j.6B (puddle) OTG, micro dash 2C xx 623A, dash 2B, jc j.A, j.B, j.C (2), land 3B, 2C, 2A (whiff) Puddle below – 6D->j.C, 5A, 2C xx 236A OTG, dash j[C], dash 2B OTG, 2C xx 214[A] (whiff) Mid-screen 100% Meter: 5B, 5C, 2C, 3C xx 22C, 66C xx 214B, 214[A] Corner 0% Meter: 5A, 5B, 2C, 6B, 2C xx 236A OTG, dash j[C] (2), (corner) dash 2B OTG, 2C xx 623A, 66C xx 214[A]/ (whiff) Corner 100% Meter: 6[C] (overhead), 22A (puddle), 5BB, jc j.C, j.B, 2C, 6[C] xx 623A, 66C xx 214A, DD, 236C, walk back, 66C
  12. I won a couple of matches in a ranbat last night utilizing this corner pressure tool but it wasn't perfect. I don't have the timings down so there were a bunch of gaps but the continuous pressure of 236A, 214[A]/, ]A[/]B[ got a lot of people panicking. Most people tried to chicken block after 2 reps and then I usually tag them with an air unblockable because they weren't air shielding. I actually ended up winning that ranbat so hooray for Carmine. lol I really need to get his pressure game committed to memory because I know I'm leaving too many gaps in my strings. I kept using 5B, 2C, 5A, 5C, 6C, 3C xx 22B and then depending on spacing 623A to catch people pushing buttons. A lot of the times people were pushing buttons in between 3C xx 22B (getting caught by 22B) and the 623A if the blocked the 22B. I couldn't remember the proper combo routes off of 22B so I just confirmed into 22C. I'm pretty surprised how much untechable time that 623A has since I was able to confirm into a combo from about a character to two character lengths away. Is 22C air unblockable and if so can it be air shield guarded? I was utilizing this as an anti-air and against zoning characters and found it to be a nice compliment to his zoning game. I figure it's probably not as good as I'm thinking it is since I don't see Japanese players utilize this move in the same way.
  13. My physical copy of the game arrived yesterday and after getting more training time with Carmine I have to fix up some information in the combos I posted so don't take that as the holy grail. I'll also try to expand on the combos with notes on execution timing and oki options after wards. I'll also be able to filter out what combos are practical and what are flashy. I'm also documenting his block strings, oki game, combo routes off of common stray hits, and the various properties of his moves. Once I have all that information organized I'll post it up. Can someone explain to me what the pseudo-infinite block string is?
  14. I was transcribing a combo video that was linked on the wiki. I tried to get the ones that were just practical but there might be some that aren't. I haven't played around with the game enough to be able to make that difference just yet. Damage values are off due to the timing of the Vorpal damage boosts. Legend: xx = Special Cancel jc = Jump Cancel [x] = Button Hold ]x[ = Button Release nj = Neutral jump (puddle) = indicates the normal/special places a puddle that's required for the rest of the combo (Puddle) = Section headings with this requires a puddle on screen prior to starting the combo Mid-screen Combos: Mid-screen 0% Meter: 6D->j.C, 5A, 2C, jc j.6B OTG (puddle), j.A, j.B, j.C, land, 3B, 2C xx 623A, 66C = 2286 Damage 6D->j.C, 5A, 5B, 2C, jc j.6B OTG (puddle), walk back 2C, 5BB (1st B whiffs) xx 623A, 66C xx 214[A/B] (whiff) = 2334 Damage *Note: These are confirms off of an assault j.C without a puddle. Without a counter hit or a GRD break you will not be able to go into the typical combo 236A extender. You can, however, go into the 236A extender if you land a normal jump in with j.C. If you hit the assault j.C early you’ll have to use 5A to continue the combo but if you hit the j.C deep you can omit the 5A and use 5B instead for more damage. After 66C you can special cancel to 214[A]/ or 22B to place a puddle near your opponent for oki options. You can also do a delayed 236A/B for a meaty but it’ll depend on how the opponent techs. 6D->j.6B (puddle), land, 5B, 2C xx 236A OTG, dash j[C], delayed j.6B (puddle) OTG, land, dash 2C xx 623A, 66C xx 214[A/B] (whiff) = 3438 Damage *Note: You want to delay the second j.6B as late as possible so that the puddle is as close to the opponent as possible. This gives you enough time to dash in close for 2C xx 623A to hit properly for the juggle state. 5B, 2C, 6B (puddle), 2C, 5BB (1st hit whiffs) xx 623B, dash 2B, jc j.A, j.B, j.C, land, 3B, 2C xx 214[A/B] = 2765 Damage 5B, 2C, 6B (puddle), 2C, 5BB (1st hit whiffs), 3B, jc j.B, j.C, land, 2C xx 22B/214[A/B] (whiff) = 2243 Damage *Note: These combos are when 5B hits around max range. The typical 236A follow up will only get 1 hit and will not allow for a proper extension. 2A x2, 5B, 2C, jc j.6B OTG (puddle), j.C, j.B, j.A, land, 3B, 2C xx 623A, 66C = 2355 Damage 5A, 5B, 2C, 6B (puddle), 2C xx 236A OTG, dash j[C], land, dash 2B OTG, jc j.A, j.B, j.C, land, 3B, 2C xx 214[A/B] (whiff) = 2743 Damage 3B, jc j.C, j.A, j.B, land 5B, 2C, 6B (puddle), 2C, 5BB (1st hit whiffs) xx 623A, 66C xx 214[A/B] (whiff) = 2518 Damage 3B, jc j.C, j.A, j.B, land 2C xx 236A OTG (puddle), dash j[C], dash 2B, 2C xx 214[A/B] (whiff) = 2417 Damage 2C, 5BB, jc j.C, j.B, land, 2C, 3C xx 22B = 2513 Damage 6[C] (overhead) xx 623A, 5B, jc j.C, delay j.B, land, 2C = 2579 Damage 236A (4 hits & puddle), 2C xx 236A OTG, dash j[C], delayed j.6B OTG, land, dash 2C xx 623A, dash 2B, jc j.B, j.A, j.C, land, 3B, 2C xx 214[A/B] (whiff) = 3655 Damage 623A, 5B(delay)B, 6B (puddle), 2C xx 236A OTG, dash j[C], land, dash 2B OTG, jc j.A, j.B, j.C, land, 3B, 2C = 3213 Damage Mid-screen 0% Meter Side Switch: 5A, 5B, 2C, 6B (puddle), 2C xx 236A OTG, dash side switch, j.A, j.B, j.C, land, 3B xx 623A, j[C] xx j.236A (meaty) = 2555 Damage 5B, 2C, 6B (puddle), 2C xx 236A, dash side switch, j.A, j.B, j.C, 3B, 2C xx 623A, 214[A], 3B+]A[, jc j[C], 66C = 2922 Damage 3C xx 623A, dash 2C, 6B (puddle), 2C xx 236A OTG, dash side switch, j.A, j.B, j.C, land, 2C xx 214[A] (whiff) = 2949 Damage Mid-screen 0% Meter (Puddle): Puddle below - 6D->j.C, 5A, 2C xx 236A OTG, dash j[C], land, dash 2B OTG, 2C xx 214[A] (whiff) = 2079 Damage Puddle below - 5B, 2C xx 236A OTG, dash j[C], j.6B (puddle) OTG, dash 2C xx 623A, dash 2B, jc j.A, j.B, j.C, land 3B, 2C, 2A (whiff) = 2965 Damage Puddle below - 6[C] (overhead) xx 623A, delayed 6B (Puddle), 2C xx 236A, dash j[C], dash 2B OTG, jc j.A, j.B, j.C, land, 3B, 2C = 3290 Damage Puddle below – 236A, dash j.C, delay j.B, land, 2C, 6B (puddle), 2C xx 236A OTG, dash j[C], dash 2B OTG, slight delay 2C xx 214[A/B] (whiff) = 3222 Damage *Note: Aim the j.C to hit just as 236A finishes. If you hit the first 2C too high you can delay the 6B to get the rest of the combo to work. Puddle below/behind – 623A, dash 2C, 6B, 2C xx 236A OTG, dash j[C], dash 2B OTG, j.A, j.B, j.C, land, 3B, 2C = 2995 Damage Puddle behind - 3C xx 623A, dash 2C, 6B (puddle), 2C xx 236A OTG, dash j[C], dash 2B OTG, jc j.A, j.B, j.C, land, 3B, 2C xx 214[A/B] (whiff) = 3283 Damage Puddle behind - Air-to-Air j.C (2), delay j.B, land, 2C, 6B (puddle), 2C xx 236A, dash j[C], dash 2B, jc j.A, j.B, j.C, land, 3B, 2C = 3256 Damage 214[A] Puddle below - 6BC, ]A[, dash 2C, 6B (puddle), 2C xx 236A OTG, dash j[C] (2), dash 2B, jc j.A, j.B, j.C, land, 3B, 2C xx 214[A]/ (whiff) = 3159 Damage 214[A/B] Puddle below – 5A (]A/B[) xx 236A, j[C], land, dash 2B OTG, slight delay 2C, jc j.6B (puddle), j.C (2), j.B, j.A, land, 3B, 2C xx 623A, 66C xx 214[A/B] (whiff) = 2896 Damage *Note: You’re releasing the charged A/B puddle as you soon as you press 5A then cancelling into 236A. 214[A] puddle below - 6[C] (overhead), 6BC, ]A[, j[C], dash 2B OTG, jc j.B, j.A, j.C, land, 3B, 2C xx 214[A/B] = 2637 Damage Mid-screen 0% Meter (Puddle) Side Switch: Puddle below - 5A, 2C xx 236A OTG, dash side switch, j[C], land, dash 2B, slight delay 2C xx 623A, 66C xx 214[A/B] (whiff) = 2859 Damage Puddle behind/below - 3C xx 623A, dash 2C, 6B (puddle), 2C xx 236A OTG, dash side switch, j.A, j.C, j.B, land, 2C xx 214[A/B] (whiff) = 2949 Damage Mid-screen 100% Meter: 5B, 5C, 2C, 3C xx 22C, 66C xx 214B, 214A = 2828 Damage 6B (full screen), 6BC xx 22C, dash 66C xx 214A/B, 623A/B = 2571 Damage 2C, 5BB, jc j.C, slight delay j.B, land, 2C xx 214A xx 236C, dash j[C], land, dash 2B OTG, slight delay 2C xx 214[A/B] (whiff) = 3049 Damage 6[C] xx 214A xx 236C, dash j[C], land, dash 2B OTG, slight delay 2C, jc j.6B (puddle), land, j.C, j.B, j.A, land, 3B, 2C xx 623A, (corner) 66C xx 214[A/B] = 3700 Damage 214C, 5B, 6B (puddle), 2C xx 236A OTG, dash j[C], land, dash 2B OTG, j.A, j.B, j.C, 3B, 2C xx 214[A/B] (whiff) = 3394 Damage 63214C xx Chain Shift, j.6B OTG (puddle), 2C xx 236A OTG, dash j.C, j.B, land, 5B, jc j.A, j.B, j.C, land, 2C xx 214[A/B] (whiff) = 2579 Damage Mid-screen 100% Meter (Puddle): Puddle below - 63214C xx Chain Shift, 236A OTG, dash j[C], dash 2B OTG, j.A, j.B, j.C, land, 3B, 2C xx 214[A/B] (whiff) = 2585 Damage Mid-screen 100% Meter Side Switch: 2C, 5BB, jc j.C, slight delay j.B, land, 2C xx 214A xx 236C, dash side switch, j[C], land, dash 2B OTG, slight delay, 2C xx 623A, 66C xx 214[A/B] = 3326 Damage Mid-screen 200% Meter: 6D->j.C, 5A, 2C, jc j.6B OTG (puddle), j.C, j.B, j.A, 3B, 2C, 623A, 2C xx 236C xx Chain Shift, Veil Off, 41236D = 4179 Damage 5B, 2C, jc j.6B OTG (puddle), land, 2C xx 236A OTG xx Chain Shift, Veil Off, 214C, 623A, dash 5B, jc j.A, j.B, j.C, 3B, 6C xx 41236D = 4295 Damage 5B, 2C, 6B (puddle), 2C xx 236A OTG, 66C xx 236C OTG xx Chain Shift, Veil Off, 214C, 623A xx 41236D = 5184 Damage Mid-screen 200% Meter (Puddle): Puddle below – 5B, 2C xx 236A OTG, dash j[C], land, 236C OTG xx Chain Shift, Veil Off, 214C, 623A xx 41236D = 4974 Damage 3B Anti-Air Combos 0% Meter: 3B, jc j.C, j.B, 2C, 6B (puddle), 2C xx 236A OTG, dash j[C], dash 2B OTG, 2C xx 214[A] (whiff) = 2685 Damage Corner Combos: Corner 0% Meter: 6D->j.C, 5A, 2C, 3C xx 22B (corner), 214C, 66C xx 236A OTG, walk forward jump j[C], land, 623A OTG, 66C xx 214[A/B] (whiff) = 2667 Damage 6D->j.C, 5A, 2C, 3C xx 22A, 3B xx 623A, delay j.6B (puddle), 66C xx 236A OTG, walk forward then jump back j[C] (2), 66C xx 214[A/B] (whiff) = 2736 Damage 6D->j.6B (puddle), land, 5B, 2C xx 236A OTG, walk back 66C xx 236A OTG, walk back D, nj[C], j.B, land, 2C xx 623A, 66C xx 214[A/B] = 3517 Damage *Note: You need to walk back during the first 236A OTG so that it gives enough time for the move to complete when 66C hits so you can cancel into the second 236A OTG. If you do the 66C xx 236A sequence too early 236A won’t come out because the first one isn’t done. During the second 236A you’re aiming the nj[C] to hit just as it completes and puts the opponent in the highest possible position. The [C] during the nj[C] needs to be timed as your rising in the air so that the [C] hits at the peak of your jump; this allows you to j.B and then land before the opponent does so that 2C xx 623A hits. 5A, 5B, 2C, 6B (puddle), 2C xx 236A OTG, dash j[C], (corner) dash 2B OTG, slight delay 2C xx 623A, 66C xx 214[A/B] (whiff) = 2662 Damage 5A, 5B, 2C, 6B (puddle), 2C xx 236A OTG, slight [D], 66C xx 236A OTG, walk back D, nj[C], j.B, land, 2C xx 623A, 66C xx 214[A/B] = 3415 Damage *Note: The slight D charge after 236A OTG is used for a timing mechanism for 66C to hit just as 236A ends so that you can special cancel 66C into another 236A. The second 236A requires you to time the nj[C] just as 236A finishes so that you hit the nj[C] at the peak of your jump. The charge for nj[C] needs to be done while you’re rising in the air. 5B, 2C, 6B (puddle), 2C xx 236A OTG, 66C (corner) xx 214[A/B], ]A/B[, 5B, jc nj[C] , j.B, land, 2C xx 214[A/B] (whiff) = 2852 Damage 5B, 2C, 3C xx 22A, 5BB xx 623A, walk back j.6B (puddle), 66C xx 236A OTG, walk forward jump back j[C] xx j.236A OTG, dash 66C xx 214[A/B] (whiff) = 3139 Damage 2C, 5B(delay)B, jc j.B, j.A, j.C, land, 2C (corner) xx 22A (puddle), 3B xx 623A, walk back j.6B (puddle), 66C xx 236A OTG, walk forward jump back, j[C], 66C OTG xx 214[A/B] (whiff) = 2751 Damage 6[C] (overhead), 22A (puddle), 5BB xx 623A, walk back j.6B (puddle), 66C xx 236A OTG, micro dash jump back j[C] xx j.236A OTG, 66C xx 214[A/B] (whiff) = 3539 Damage 3C xx 22A, 5BB xx 623A, delayed j.6B (puddle), 66C xx 236A, micro dash jump back j[C] xx j.236A OTG, 66C xx 214 [A/B] = 3409 Damage 3C xx 22A, dash 2C, 6B (puddle), 2C xx 236A OTG, walk back 66C xx 214[A/B], ]A/B[, 5B, jc j[C], j.B, 2C xx 214[A/B] = 3842 Damage 3B, jc j.C (2), j.A, j.B, land, 5B (corner), 2C xx 22A (puddle), 5B xx 623A, walk back j.6B (puddle), 66C xx 236A OTG, jump back j[C], 66C OTG xx 214[A/B] (whiff) = 2802 Damage 236A (4 hits & puddle), dash j[C], j.B, land, 2C xx 22A, 5B, 3C xx 623A, walk back j.6B (puddle), 66C xx 236A OTG, micro dash jump back j[C] xx j.236A OTG, 66C xx 214[A/B] (whiff) = 4136 Damage *Note: All j.6B, 66C combos require you to input the 66C as fast possible so that it combos after the j.6B. You can input 66C during the j.6B hit animation. 236A (4 hits & puddle), 2C xx 623A, delayed 6B (puddle), 2C xx 236A OTG, walk back 66C xx 214[A], ]A[, 5B, jc j[C], j.B, land, 3B, 2C = 4441 Damage Corner 0% Meter (Puddle): Puddle below - 5A, 5B, 2C xx 236A OTG, slight [D], 66C, 236A OTG, walk back D, nj[C], j.B, land, 2C xx 623A, 66C xx 214[A/B] (whiff) = 3415 Damage Puddle below - 2C xx 22A, 5BB xx 623B, j.6B, 6C xx 236A OTG, walk forward jump back, j[C] xx j.236A OTG, 66C xx 214[A] (whiff) = 3409 Damage Puddle below – 2C xx 623B, dash 2C, 6B, 2C xx 236A OTG, walk back 66C xx 214[A], 5B, ]A[, nj[C], j.B, land, 2C xx 214[A] (whiff) = 3842 Damage Puddle below - 6[C] (overhead) xx 623A, wait 6B (puddle), 2C xx 236A OTG, walk back 66C xx 214[A], ]A[, 3B, jc nj[C], j.B, land, 3B, 2C = 3851 Damage Puddle below - 6[C] (overhead) xx 623A, wait 6B (puddle), 2C xx 236A OTG, walk back 66C xx 214[A], ]A[, 3B, jc j[C], j.B, land, 3B, 2C = 3851 Damage Puddle below – 236A, dash j.C, delay j.B, 2C xx 22A, 5B, 5C xx 623A, walk back j.6B (puddle), 66C xx 236A OTG, walk forward jump back j[C] xx j.236A OTG, 66C xx 214[A] (whiff) = 4136 Damage 214[A/B] Puddle below - ]A/B[, 3C xx 22A, 2C xx 623A, delayed 6B (puddle), 2C xx 236A OTG, walk back 66C xx 236A OTG, walk back nj[C], j.B, land, 3B, 2C xx 214[A]/ or 236A = 3814 Damage 214[A/B] Puddle below – 2B, 5C, 2C, 3C xx 22A/B, ]A/B[, 66C xx 236A OTG, back dash nj[C], land, 623A OTG, 66C xx 214[A/B] = 3356 Damage 214[A/B] Puddle in front - 6[C] (overhead), 6BC, ]A/B[, j[C], land, 2B OTG xx 22A, 3B xx 623A, walk back delayed j.6B (puddle), 66C xx 236A OTG, walk back nj[C], land, 214[A/B] (whiff) = 3418 Damage Puddle & 214 Puddle below – 6[C], (]B[) xx 236A OTG, D, nj[C], land, 66C OTG xx 236A, walk back D, nj[C], j.B, land, 2C xx 623A, 66C xx 214[A/B] (whiff) = 3986 Damage 214[A/B] Puddle below – 5A (]A/B[) xx 236A, D, j[C], dash 2B OTG xx 22A/B, 3B xx 623A, walk back j.6B (puddle), 66C xx 236A OTG, walk back nj[C], 214[A/B] (whiff) = 3444 Damage 214[A/B] Puddle below – 5A (]A/B[) xx 236A, D, j[C], land, j.6B OTG (puddle), land, 22A, 3B xx 623A, walk back j.6B (puddle), 66C xx 236A OTG, j[C], 214[A/B] (whiff) = 3563 Damage 214[A/B] Puddle below - ]A/B[, dash 5A, 6C, jc j.C, delay j.B, land, 2C xx 22A, 5B, 5C xx 623A, walk back delayed j.6B, 66C xx 236A OTG, back dash nj[C] xx j.236A, 66C xx 214[A/B] (whiff) = 3688 Damage 214[A/B] Puddle below - ]A/B[, 6B (puddle), 2C xx 236A OTG, walk back 66C xx 236A OTG, walk back D, nj[C], j.B, land, 2C xx 623A, 66C xx 214[A/B] (whiff) = 3896 Damage *Note: During the nj[C] you need to wait just as 236A ends. You need to press and hold C during the jumping animation; you’re aiming to hit the j[C] at the peak of the opponent’s height but during the start of Carmine’s descent. This lets you hit j.B and land before the opponent does so you can get the 2C to hit high enough for 623A to continue the juggle. If the opponent hits the ground before you can land j.B it means you did the j[C] too early during 236A. If the opponent techs out after j.B it means you timed the j[C] too late and the opponent is landing before you do. Corner 100% Meter: 6[C] (overhead), 22A (puddle), 5BB, jc j.C, j.B, 2C, 6[C] xx 623A, 66C xx 214A xx Chain Shift, 236C, walk back, 66C =3908 Damage 6[C] xx 214A xx 236C, nj[C], land, 214[A/B], 5B jc, ]A/B[, nj[C], j.B, land, 2C xx 623A, 66C xx 214[A/B] = 4067 Damage *Note: Aim the nj[C] to hit during the descent of your jump so you land before the opponent. This allows 214[A/B] to OTG and continue the combo. After the 5B, press and hold C during the ascent of your jump so that you hit the nj[C] at the peak of your jump. 214C (side switch), 5B, 6B (puddle), 2C xx 236A OTG, walk back 66C xx 236A OTG, walk back D, nj[C], j.B, land, 2C xx 623A, 66C xx 214[A/B] (whiff) = 3826 Damage Corner 200% Meter: 6D->j.C, 5A, 2C, 3C xx 22A (puddle), 3B xx 623A, delayed j.6B (puddle), 66C xx 236A OTG, back dash, nj[C], land, 236C xx Chain Shift, Veil Off, 41236D = 4488 Damage 5B, 2C, 3C xx 22A (puddle), 5B, 2C xx 236A OTG, Veil Off, 214C, 623A, 2C xx 236C, 214[A], 41236D, ]A[ = 5263 Damage 5B, 2C, 6B (puddle), 2C xx 236A OTG, dash j[C], dash 2B, jc j.A, j.B, j.C, land, 3B, 2C xx 22C, Veil Off, 236C xx 623C = 4759 Damage *Note: Cancel the 236C during the first or second hit into 623C. If you wait to recover from 236C then you won’t have enough veil off meter to do 623C. 5B, 2C, 3C xx 22A (puddle), 5B, 5C xx 623A, delayed j.6B (puddle), 66C xx 236A OTG, back dash nj[C], land, 236C OTG xx Chain Shift, Veil Off, 2C xx 236C, 214A xx 41236D = 5667 Damage 63214C xx Chain Shift, 22A OTG (corner & puddle), 3B, 5C, jc j.B, j.C, land, 2C xx 236A OTG, Veil Off, 214C, 623A, 2C, 3C, 6C xx 41236D = 4085 Damage Corner 200% Meter (Puddle): Puddle below – 623A, dash 2C, 6B (puddle), 2C xx 236A OTG, walk back nj[C], land, 236A OTG, Veil Off, 214C, 3B, 6C xx 41236D = 5129 Damage
  15. Who's responsible for the wiki page for Unib? I'd like to have the ability to update the Carmine wiki because it's severely lacking right now. If you want to see what I've done in the past, I did the Elisabeth wiki for KoFXIII on Dreamcancel. http://dreamcancel.com/wiki/index.php?title=Elisabeth_Branctorche_(XIII)
  16. Are there any punishes to Gordeau's Grim Reaper at the various distances you can block it? I'm still waiting on my copy of the game to arrive but have been playing the game on other people's consoles so I'm unable to training mode this myself and would like to know for future reference.
  17. So does RCing VT or air VT restore air options? The air VT RC air dash j.D combo was an old #R combo and required a jump install. I'm just wondering if jump installs are still in the game and/or RCing VT and air VT restores air options to bypass the need for jump installs.
  18. http://www.youtube.com/watch?v=Sua01I6M7e0&feature=c4-overview&list=UUyV9c57z3v5Ot5d4PklDxeA Looks like Ride the Lighting can be YRC'd, which isn't too much of a surprise since you could always FRC it in previous versions. The other thing I noticed is that f.S gatlings to 3H. 3H will actually hit from max range f.S as well since Ky travels forward when doing the 3H animation. Ain is also the first Xrd Ky player I've seen to YRC regular stun edge's for pressure/momentum. I know people are still getting use to this version of Ky but I haven't seen people try to apply Ky's AC tactics.
  19. Ohh...so that's Helter Skelter. Thanks for the information.
  20. http://www.youtube.com/watch?v=839gJs0_PuE Anyone care to explain what happens at the 4:18 mark? I haven't used Slayer since #R so I'm a bit rusty. Kuno combos S, 2D, does Dandy Step and then cancels into what looks like 2HS or is this a brand new move for Xrd Slayer? This causes a cross up and he's in the air immediately after wards allowing him to combo into j.HS, etc... I don't know if this is a by product of the move or if the move is jump cancel-able. EDIT: Sorry, saw later in the vid that 2HS has a different animation. So then this is a new move for Xrd but still wondering about the properties of it since he's in the air immediately after wards.
  21. Watching that set with Machaboo vs Ogawa. Really liking how Machaboo ends VT loops with 5S xx 236D into meaty DC CSE. Off of this set up it feels like Ky gets the same mix up options, as a YRC'd CSE after a 2D.
  22. http://www.youtube.com/watch?v=tAZQRPWOMnc&feature=c4-overview&list=UUyV9c57z3v5Ot5d4PklDxeA I didn't notice this earlier but around the 7:18 mark Ky loses the ponytail band. It carries over into the next round as well. The attention to detail is pretty slick.
  23. Ah sorry, the time stamp went into the stagger off of the 236D so I wasn't sure what you were noting. Definitely useful info for the Zato match up though. Sorry, for my future reference why are we calling the powered up projectiles DC? I haven't been keeping up to date with the notations and GG Xrd in general. I really want to see people exploring YRCing off of DC projectiles for pressure and mix ups. I think there might be good potential off of that. Meter gain seems really fast in this game as well. Also, saw some players comboing 2D xx Stun Edge Purple RC into VT loops so that's pretty cool.
  24. So at the 19:11 mark he YRC's CSE while holding up but it looks like you can't do the glitch where you bring CSE in the air. So is there no way to combo after this without RCing it? The stagger time looks quite long but I'm not entirely sure what the recovery is like though it looked pretty quick. I was thinking about a YRC'd stun edge after wards for potential combo/pressure follow ups.
  25. http://www.twitch.tv/central804/b/505152786 @ the 1:33:04 mark I noticed the Ky player did 6P (Anti-air), 5S, 2HS xx VT RC air dash, 5S. Doesn't he have to Jump Install to get the air dash? I haven't been competitive in GG since the #R days and I sort of recall that you didn't get your air options when you RC'd a VT. I remember some sort of combo extenders in #R involving Jump Installing into VT RC air dash j.D, etc... I also noticed that you can have multiple seals on the screen but only one of each type (j.D, 236D, 5D) so I'm wondering if it's possible to have Stun Edge or CSE go through both seals. Also, can Sacred Edge go through a seal? If so, is there any footage of that?
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