Tomo009
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Everything posted by Tomo009
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It actually isn't though because the input is 214S just like VCL. I have no idea what the D stands for, though.
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Zato isn't my main, but I'm having trouble with these new unblockable combos. Particularly, what is giving me trouble is landing j.S j.HS after 6P(2) 5HS(2) xx 236K I'm not sure whether I should be doing a late airdash, a quick fly or what to land this? The combo I'm trying is (I think this is correct) drill hits + j.HS xx 41236S xx RRC 412369S dash 5D~6 6[P](2) 5HS(2) xx 236K something I think airdash or fly j.S j.HS ]P[ xx 41236(1) > ]S[ > SG second hit [D] ]D[ 5HS xx 22HS I hope that is readable haha, tried to make sure it was obvious where each thing seems it should hit. Any help would be appreciated.
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Does the double P-dive ender work on everyone? Because I sure can't get it on everyone, superjump or no.
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Played a few local Gordeaus, don't know if they are the caliber of those you fought, but I've had quite a bit of time against him nevertheless. I feel Gordeau has 2 fairly major weak points, full screen and about 2-4 character spacings away from him. At full screen he has absolutely nothing and we have 6B to get puddles on him. It's not a huge thing but it does mean you can pressure him from that range and make him uneasy. At that 2-4 character spacing things are a bit more complicated, but it is by far my favourite place to fight Gordeau. There is really only a few things to keep in mind at this range, don't jump (duh) unless you just blocked something and he is definitely in recovery and protect your ankles from slides. He has slide here, sure, but he doesn't really want to be using it because it is inside the range slide will give him - frames so he is handing you pressure. He might go for [C] but you can react to it, block and punish if he doesn't cancel it. He might go for 5C but again he is handing over to you if he does this and you block it. From this range I feel Carmine's 2C handles Gordeau pretty convincingly and if you get a puddle down you can pressure him much easier than you could Merkava for example. As long as you are watching for EX grim reaper and command grab I feel Carmine can control the match if you stay in this space. I certainly wouldn't say it's Carmine's favour, because Gordeau is Gordeau and you never want to be caught in the air against him, but I've had a fair bit of experience in this matchup and find that I can generally play pretty effectively if I'm patient and get myself into the right spaces. Goredeau's pressure also isn't unending, as long as you watch for those damn step overheads he likes to use to bop you and reset pressure as well as command grabs, there are usually pretty big gaps in his pressure to counterhit him or at least start up your own pressure, I REALLY like using 22A in blockstrings against Gordeau, if they want to press a button afterwards, you can usually counterhit them out of it with a 5B or 2C depending on spacing.
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There's a couple here so I'm pretty used to how she plays, I guess I'm just not experienced with Vatista enough yet. I do need to level up my crystal blockstrings, I think my hitconfirm right now is more geared towards confirming a hit and considering it includes no mixup on its own it is quite weak. I think I should stop caring about getting a good confirm and instead EXPECT to be going for crystal pressure on my first strings every time. When I've managed to land a hit on Hilda I have been able to apply oki pretty well, she doesn't really have any options against it and while Vatista's mixup isn't amazing, the bomb on oki does hide it somewhat, so if you can delay the 2C enough to be timed similarly to what a divekick would be the mixup is pretty legitimate hidden by a bomb and it has been working for me. I think I have been losing the matchup by dropping my pressure, too often I find myself without an appropriate charge at the end of a blockstring and end up being challenged or straight up punished by Hilda 2B so if I iron that out I think it will help me.
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Can someone organise that info? It's appearing as an absolute mess for me and is proving difficult to read.
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I'm having quite a lot of trouble against Hilda and I'm not sure if that is expected or not. I feel like I don't really have a range I want to be, I end up rushing down most of that time and at that point it seems like I'm playing the character with only half her toolset.
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I've had some luck hard zoning her out, it seems difficult for her to roll through TK pinwheels and 6B, so you can generally keep her out until she jumps into a pinwheel of blocks one a little close or something so you can take momentum. I don't have too much trouble with Linne pressure though, I'm mostly watching for kuuga > dash throw, her mixups outside that don't feel too scary, I think the matchup is probably in Carmine's favour but I don't know I have the experience to say that.
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Hmm so we can't get much for 22A midscreen without coutnerhit? It's ok still, I mean it is some damage into the same oki we get from everything else, I just find myself landing it a lot from situations where I didn't confirm into a 6B but wanted to keep pressure up after.
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I can't get any of the supposed orb crossup setups to work, is there something I am doing wrong? For example 214[A] > 214 I can block either way. Even if I do 214 xx j.214A there is no mixup, it will crossup if the divekick hits first but it can be blocked either way for the whole string if the fireball hits first.
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2C doesn't link unless I'm just bad. I use it midscreen as well as in the corner, I love having the +1 then I can use a pinwheel with the puddle on my next blockstring.
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How do you keep 66C xx 236A > 6C xx 214B from sometimes crossing up? I'm having issues with reacting to the side I'm on.
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What I've been practicing/doiing is 2C 5C if hit > jumping series combo etc if blocked > 2B reverse beat xx [4]6A or a crystal depending in what I'm charging. My go to blockstring/confirm is 2[A] 2C 5C (I confirm with the trip of 2C to stay consistent) 2B xx ]A[ > 2B xx [4]6A > reset pressure
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How do you get charge to make the mixup actually work
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Anyone have anything decent from a 22A confirm midscreen? All I have is 2B 2C xx 22A 5B 5B j.C j.A j.B 2C xx 214[A] for oki 2224 damage so not amazing.
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Seems to be release a crouching orb after ending a combo in [8]2A then immediately 5A to explode it. The timing is really tight, I'm still getting mashed out of it most of the time and I've been practicing it in game for a while now
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Does anyone have any Veil Off combos for when you really want to guarantee a kill? I imagine you could activate during a pinwheel easily and continue from there? EDIT: seems you can't, guess i have my mission for the moment Best I've got so far is 2B 2C 6B 2C xx 236C xx DD ABC 66C xx 236C 426D for 4068 damage... seems like a waste of resources so far
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What do you guys do for oki midscreen? An example of what I'm doing but it is probably sub-optimal 2A 5B xx 21B j.B j.C j.6C 669 j.[C] 2C 4B Only nets 2622 which is a pretty significant cut off from the damage BnB
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Wow I can't get the 2C to hit at the end, seems really tight. This character is interesting, most of her combos aren't necessarily difficult you just have to retrain your fingers to do all these crazy things.
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So what is the setup for this?
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The OTG I'm fine with, I mean the bomb for oki, I keep getting thrown/jabbed before I have recovered to jab the bomb. Not sure if it is because I am just releasing the bomb too late or there is some positioning I should have before releasing the bomb. Not sure where I should be looking for all the enders haha, I'll trawl through this thread.
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Haha I did exactly that on a player here, if you have them scared of 214[X]]X[ 624C becomes a pretty potent mixup option, I just cancelled a 236A right into it without ever releasing the 214 I had under them.
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Do you have any tips for getting the bomb out fast enough? Does the height of the A drill matter for the knockdown or anything? I can't seem to get the bomb out in time, is it just a tight timing I need to learn after A drill? EDIT: Also where should I be looking for combos off different confirms? Assault in particular is proving difficult.
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I wrote 624 not 623 but you definitely answered all my questions anyway! Nice to know about 214C, keep it mostly for when I expect throws or slow frame traps. So it seems 624C and Veil Off are the go, I'm not too often scared in this game but I'm struggling against Orie and Gordeau up close so it is nice to know my options.
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Does anyone know the invincibility frames (or just frames in general) on 624C and 214C? Both have been fairly consistent reversals for me but I don't think they are invinicible right up to active? 624C has been stuffed a couple of times I'm not sure if it is some vulnerability on startup or if it ends before the active. 214C I'm also unsure about because the leap Carmine does might just be giving me the illusion of invincibility due to its evasive properties.