Jump to content
Dustloop Forums

fubarduck

Members
  • Posts

    50
  • Joined

  • Last visited

Everything posted by fubarduck

  1. On the contrary, if a Hazama D move counterhits Hakumen before the active frames on projectile autoguard, Hazama gets a full B&B. Hazama can A cancel out if he sees the clash with your sword and avoid the black hole; furthermore, he can just whiff punish if you're spamming 4C. I would say thus far that Hazama's goal against Hakumen is not to rush in, but to fish for counterhits and play safely on the other side of the screen until Hakumen is forced to come in.
  2. Yo, I'll answer in his stead if that's ok-- Right now, only SF4 is getting a ranbat series (biggest community, and everyone's hungry right now!) and we're going to rotate different side tournaments for each event to see how that goes. If the community for another game gets big enough to justify its own ranbat series (BB:CS, Tekken, Gundam, etc), we'll definitely try to do it. There's a thread on SRK for the Ranbats here: http://forums.shoryuken.com/showthread.php?t=214877
  3. There is no need to bash a worthy competitor. That having been said, where did you hear about the newspaper bit?
  4. GGXX has a 480p mode, hold X and Triangle while the game boots to enable. Need component cables.
  5. 6A is excellent anti-air, but the number of active frames is very small. You can't stick it out and let it whiff (punishable), you really have to have no fear and just wait until they get close to you. It has upper-body invincibility so it will not get beaten. After you hit them with it once or twice, you are going to want to start waiting for your opponent to dash or double jump before throwing it out, otherwise you will get baited/punished (same as all of the good anti-air 6As in Guilty Gear). Unfortunately, all you get afterwards is jB, double jump B, jC.
  6. 236D is not a move. You're either doing 2D, 3D or 6D. That, or you're doing 41236D.
  7. OK, would like to share some stuff I picked up from the Carl thread on the Livedoor J-BBS, and implemented into my game: http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1217858329/l50 First of all, Carl has a pretty damaging loop with Nirvana. The loop is simply 2C, 8D. You can loop it 3 times if spaced correctly, after which you can go for an air throw or just let them fall and go for okizeme. The easiest way to set it up is off a throw. You do forward throw+22D (basically do 22D right after you hit throw) and then cancel the throw into 236A. Next dash towards, then do 2B, 2C (8D). The Nirvana clap (8D) should hit only one time, and they get sent back towards Carl unable to tech out, so you 2C/8D a couple more times. So, basically the combo looks like: Throw (22D), 236A, dash, 2B, [2C (8D)] x 3 If you do a reverse throw, you can still do it a little differently: Back throw (22D), 236A (move Nirvana slightly towards you while doing this), [2C (8D)] x 3 If you screw up the Nirvana teleport after the throw, or throw them while Nirvana is doing a move or recovering, you can do this Carl-only combo: Throw (22D), 236A, dash, 2B, 2C, 236A, Vertical high jump B, double jump B, C. Reverse throw (22D), 236A, 2C, 236A, 5C, jump B, double jump B, C. I believe you can also start this with an air throw by doing 22D immediately afterwards, then going straight into 2C when you land. Notes- - If 8D ever hits twice, you timed it wrong. They can tech out of the air if it hits twice. - After the 3rd repetition, you can relaunch with 2C but they'll be able to air tech almost immediately afterwards. Better to let them fall and go for okizeme. - You have do to 2C a little earlier than you would think while doing the loop, startup on this move is a little slow. Once you get the timing, you'll get it every time though. Another simple loop somebody posted is: [5B, 5C (6D), j.C] x 3, 2B, 2C (knocks down, they get knocked up but can't tech). Will post as more stuff comes to fruition.
  8. Also, Mugen and Osaka B. Good times indeed.
  9. Yeah, you really cannot expect top-level play with a complicated character for a game less than a week old. Also, remember that you only see what gets recorded at a tiny handful of arcades over there.
  10. The multiple attacking one is (Hold D) 236236 (release D) The big hitting one is (Hold D) 214214 (release D) There was some really cool stuff posted for Carl on the J-BBS for Blazblue, I'll try to post some of it in English here when I have more time.
  11. Definitely. Off a throw, he can get between 3000 and 4400 damage by looping 2C and 8D. The loop I posted above would also do around 35-40% damage, seemed like even more than that sometimes. If you do a B&B with Carl solo, you'll probably only get around 1500 damage but that's just the type of character he is IMO. Maybe nobody took the time to explore him when you guys played with Aksys. Also, a correction to the combo you posted is 2A, 2Bor5B, 6B, 623C (Cantibile), 5B, j.B, j.C. 214C in the air seems pretty worthless ATM. Doesn't combo, and hard to hit even situationally.
  12. Here's the basic loop I've got going with Carl: Opponent in corner, doll+Carl on other side: 2A, 5B, 6B (6D), jump towards, j.C, 2A, 5B, 6B (6D), repeat I can get 3 reps of this before Carl gets pushed too far away. Midscreen you can do: Carl on one side, doll on other side of opponent- 2A, 5B, 6B (6D), jump straight up, early j.C, 2A, 5B, 6B (6D), repeat If the doll is on the same side as Carl, you can modify with: 2A, 5B, 6B (6D), QCF+AorB, (Carl and doll now on opposite sides of opponent), 2A, 5B, 6B (6D), jump straight up, early j.C, 2A, 5B, 6B (6D), repeat The nice thing about this loop is that it resets really easily (sometimes on accident) and it's difficult to block the j.Cs if that occurs. It seems now like the ideal thing to do would be to go for 2 or 3 reps, then go for a reset or big damage move with the doll like 2D or 4D. With 4D, the doll has autoguard during the entire startup so that seems like a good moment to try resetting.
×
×
  • Create New...