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Everything posted by Fluck
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A used move cannot be the LOOPED move. In Litchi's case, she's looping the kick on the stick (no idea what that's called) and that particular move was not used mid-combo.
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You can't loop moves that have already been used. So, in this case, you already used Mami mid-combo so it cannot be the 11th move.
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Due to a bug, if you do 10 different SMP moves you ignore SMP for the 11th move and can keep looping it. Here's a preliminary BK corner, crouching combo I'm considering (SMP moves bolded), I have no idea if it might work, help me out here guys: 5B 5C 6C DC 6B 214D 5C 5D (1) 214214D 5B 5D (1) 214D j.623D 236C 214D j.214C 5D(1) 214B 214D 214A (whiff) 214D dash under 623D 236C 236C ~5D xN into Yami. If dash under is impossible then it may be possible to do another Tsuika instead.
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I bet ground 5AAA 3C 22C RC stuff + 2 gold bursts does more.
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[CS2-CSE] Carl Clover General Discussion - Shota Shorts Edition
Fluck replied to Rishtopher's topic in Archive
Yeah JG, I am definitely sleeping on some serious Carl tech, but my main point was just that 3]D[ lost forced standing which caused a lot of Carl players to panic. It's pretty hard to gauge how changes affect Carl accurately cause of his nature as a character. -
If you do two 2As then you can't really do anything. You can do 2A 2B~5B/5C or similar OSes to catch backdash if you really wanted to. Time the string such that if Arakune stays put, 2A gatlings into 2B and 5B/5C is pressed too early for anything to happen, and if Arakune does back dash, the 2A gatling into 2B doesn't happen and then 5B/5C comes out, tagging the backdash.
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[CS2-CSE] Carl Clover General Discussion - Shota Shorts Edition
Fluck replied to Rishtopher's topic in Archive
Carl forums always enter into panic mode whenever a new game comes out because they nerf his main thing in the previous games and then it looks like he has nothing. CT -> CS1 lost clap loop -> CS2 reduced nirvana gauge but gained UB -> CSEX lost UB but gained better nirvana gauge and combo damage. -
Eh, comboing off GH is easy, honestly. If you wanna take that angle then I'd watch out for guys who can do 214B 214D 66 5D Dash Cancel 5C j.C j.D j.D 623D~
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No, you are right that it's only techable if it's after two 22Cs. Actually Ragna can just jump cancel his 3C and he'll always be at an advantage, but if he's still trying to go into 22C then obviously not. It depends on what Ragna does.
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It's not that hard to just tech the stagger and block... If you don't tech the stagger, there's a couple of things they can do: - 5A, immediate grab. I do this sometimes. The reduced hitstun turns it green and most people don't tech it. - Do nothing and get a new combo while you crumple. toan, 3C 22C doesn't work repeatedly cause of the 10% repeat proration, if the Ragna does that to you just tech 3C on reaction and punish him.
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Haku's backdash is not invincible :V
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Well, it's worked for me when I tried it because of how different the knockback from barrier IB and normal block is, I've gotten Lambdas to do the dual hit or whiff often enough that I no longer view it as scary. I can only speak from my own experience though...It's entirely possible that you just have a better sense of spacing, Toan.
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I bet you could super jump up and not have to block if you did it early enough due to how the hitbox works, while still making it late enough that the Mu player feels pressured. Then punish with falling j.2C...But I haven't tested this out at all, pure theory.
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You can beat 4B with a mix of normal block/IB/barrier/IB barrier, it messes up the Lambda's spacing very well. Until someone tells me a way to overcome that, I don't view 4B as a threat. My only problem with Mu is that she has a DP. Why does she need it? They should have given her stronger zoning tools and removed the DP. I play Ragna so...I feel that playing Ragna still requires fundamentals, people lose mostly because they don't have in-depth Ragna knowledge.
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Just saying air grab's real P1 is 55 cause the actual P1 is P1 * P2, just like how 6C's real P1 is 92.
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http://www.dustloop.com/guides/bbcse/hitbox/mu/623C.html Just stand a distance away and don't throw out an attack, she will whiff and you can easily do like 5C CH with Haku after that.
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I signed this even though I don't live in the US!
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Uh. Just 6A(CH) 5C 5D (1) 214214D will do. Also, why bother mentioning that you need the right timing in order to combo off GH? It's like saying Lambda can't combo off 236B in the corner if she doesn't 'have the right timing.' Of course you assume the opponent knows how to do combos.
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If you use the 5D (1) 623C 236C 236C 5D 214A 214D 214214D ender then try delaying the followups.
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Ragna Critique and Self-Improvement Thread
Fluck replied to Bandit Revolver's topic in Ragna the Bloodedge
This is more of a match-up thread thing but Bang's drives can all be punished without requiring much timing, due to how they work: - 6D only has guard point at the start (1-14F out of 24F startup), so if you see him whiff it, just hit him. The autoguard frames should have worn off. This applies to j.D too. - 2D is always weak to lows. - 5D is weak to lows AND only guards 3-11F out of like 19F startup. -
Ragna Critique and Self-Improvement Thread
Fluck replied to Bandit Revolver's topic in Ragna the Bloodedge
It felt to me like you died quite a lot because of execution errors :P There were a few occasions where you'd successfully jump-in and then do nothing for awhile and get hit. Also I felt that you used j.A too often at the wrong spacings. It's strong but it's still possible to punish your whiffs and at the very least you give up momentum by whiffing all those j.As. Lastly, I think that you could have used 5B more in a few situations, for example Bang 5B traded with your 5B and you didn't do anything, 5B would have beat his next poke. -
Body swap maybe?
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Well I quit Hazama awhile ago but to answer your first question: it depends on the character and the situation. That combo piece is very easy to do on Noel, for example. Generally speaking, if you can't get it then you need to delay Jakou or j.8D. That combo is really heavily prorated (Jabaki has very bad proration) so I'd say that it's probably not worth the RC. Take your knockdown.