-
Posts
281 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by PhaethonH
-
[CT] Carl Clover Tactical Discussion/Questions/Help
PhaethonH replied to Alternate275's topic in Archive
Will be recording (HD, direct-feed) at Evo (Jul 17-Jul19). Aksys booth. And will take sometime until halfway to forever to upload (gg, AT&T). -
Carl has crap defense against everything. The 214214D Distortion Drive (Fermata) puts Nirvana highly vulnerable. Even a mere jab interrupts her attack. More significantly, the CPU plays nothing like a human player. That said, DO NOT GO INTO A LONG-DISTANCE WAR AGAINST RACHEL. Nirvana cannot cover the distance properly, especially against a run-away Rachel (who won't get Negative Warning due to spamming a bazillion different pieces of cruft thrice per runaway). Your best strategy really is: Don't let it happen. Did it happen? Good luck -- try combinations of Vivace (214A/B) and Nirvana-covered airdashes. Don't let it happen next time. Better options may exist, but until they're discovered, this is what we have. Keep in her face -- you may take damage, but you're in a better position to retaliate at point blank range than full-screen.
-
My basic approach against Taokaka: Use empty 8Ds to deny her air entry. Typically with [D] 5A[8] ]D[ 5 (clap during 5A), to keep me on the ground. Sometimes with 5C, for ground poke combined with anti-air. Tao can combo into air while hitting Nirvana, but with the robot acting as a meat(?) shield, Taokaka's trajectory is more predictable afterward (you're not in hit stun, Tao is in recovery/active frames). This technique is difficult to exploit fully, but can lead into unbreakable air throw setups if your Tao is going flowchart-mode (i.e. predictable) -- to wit, air-throwing her out of air Drive. 9 j.214C backed up with a 623D on recovery (Allegretto + nail spikes) is also massive air-denial. Barrier Guard against ground strings, Instant Barrier if possible. Done right, you're out of range of her next attack, but in range for a 5C counter hit (= stagger!). This one is really tough to do, but the payoff enormous. Taking advantage of Burst -> Clap Loop serendipity (i.e. if I just happen to have a nice Burst-Clap setup). Delay 6]D[ on Sandwich Loop. This timing mixup helps throw off Instant Guard escape attempts (either hits after the Instant Guard timing, or hits them between Instant Guard attempts (i.e. while not blocking)). That's all I can think of for now.
-
For Jin's B or C ice car, the second hit is inevitable. After blocking the first hit, Instant Block the second hit. Your block stun then becomes short enough that you may punish with anything in your arsenal. For Jin's A ice car, I don't know. I don't feel like looking up frame data.
-
You do the Allegretto in relation to the direction that Carl faces. In almost all cases, this means "not changing over", 214C wrt (with respect to) where you started. Changing directions mid-flight is an infrequent enough case to not consider and only note when it does happen. (sandwich) 3C, 2B, 2C, 8]D[ [D] (Bang is airborne). 2[8] (high-jump), at peak, [8] ]D[ ~ BC [D] (loop start). [8] ]D[ ~ BC [D] again just as the throw finishes (i.e. cancel throw into throw). Wish I knew a link to a video with this.
-
[CT] Carl Clover Tactical Discussion/Questions/Help
PhaethonH replied to Alternate275's topic in Archive
So, maybe I was a bit off the mark? I managed to pull off the D-glitch on an own Laetabilis Cantata (632146C, gear super) super flash, but Nirvana still responded to joystick. So it looks like just the D-button-holding state glitches out, not the entirety of Nirvana command? -
[CT] Carl Clover Tactical Discussion/Questions/Help
PhaethonH replied to Alternate275's topic in Archive
Corner lock-in: {CARL}> {NIRVANA}> <{OTHER} |{WALL} Activate Auto-Nirvana, and you can block as Nirvana keeps walking forward, trapping in. Poke, on ground or anti-air, to lock down. Well, in theory. I've actually used Auto-Nirvana to safely cross-up into sandwich setup (high jump, barrier, air dash, j.2C), but not for corner lock-down. -
[CT] Carl Clover Tactical Discussion/Questions/Help
PhaethonH replied to Alternate275's topic in Archive
Ah! Then we can call it a feature: 50% Heat for Mecha-Nirvana ! um.... you know what I mean... -
[CT] Carl Clover Tactical Discussion/Questions/Help
PhaethonH replied to Alternate275's topic in Archive
I think this is a bug -- could argue it's a feature -- it happens in arcade, but I don't know what it's disposition is in console: behind Nirvana [3D], Nirvana walks forward OPPONENT any super (least disruptive are the Install varieties: , , (best/most illustrative) release D during super flash After super flash, Nirvana keeps walking (wiggle the stick, no D = no direction change). Hold D again, Nirvana remains activated. Any release of D after acts like normal. This has screwed me over twice so far. It's kinda cool that Autonomous takes on a whole new level (Carl walks back, Nirvana keeps bull-charging forward), but seriously, I need her facing the right direction when I cross up -
[CT] Carl Clover Tactical Discussion/Questions/Help
PhaethonH replied to Alternate275's topic in Archive
First 2C kinda late (best to be as close to OTG as possible), second 2C rather early. Doesn't seem to work on AR for me. :shrug: -
[CT] Carl Clover Tactical Discussion/Questions/Help
PhaethonH replied to Alternate275's topic in Archive
22D, 3C, 766, j.2[C]14... Sets back Carl a bit more to keep the Nirvana distance. Done right, Nirvana pops up on the ground behind Carl right before the AD for that greater distance, while still being low enough to the ground for the Allecan. -
Last year I set up my PS2 rig in the hallway after-hours, inviting passers-by to play/try GGAC and pimping dustloop. I may try that again this year AX, if PS3+BlazBlue proves to be unviably weighty.
-
[CT] Carl Clover Tactical Discussion/Questions/Help
PhaethonH replied to Alternate275's topic in Archive
You're in luck. Litchi yells Chinese with a thin California accent. :8/: P.S.: US version quote ftw, 63214C = "Let me hear you sing!!!" -
[CT] Carl Clover Tactical Discussion/Questions/Help
PhaethonH replied to Alternate275's topic in Archive
236A is strike-invincible for a short time (8 F?). 236B is head-invincible for a longer time (12?...). Upshot is 236B = anti-air dodge, wake-up 236B = suicide. Fun sandwich block-string finisher: D63214]D[6C. Cantata ("gear") super + command grab. Throw-break = hit by gear, air combo/throw, no throw break = air combo/throw. -
Well, GGXXAC is back in the tournament lineup for Evolution 2009. Time to dust off my May notes.
-
For those too lazy to follow the link, the summary is that "nu": Is a letter in the Greek alphabet. Corresponds to Latin "N" in terms of pronunciation. Uppercase Nu (Ν) is just like Latin uppercase 'N'. Lowercase nu (ν) looks a lot like Latin lowercase 'v', usually written with the right side more curvy than the left. Is the thirteenth letter in the Greek alphabet.
-
I split the air/ground version of the ice edge due to explaining the different versions getting way too long. I was wondering if anyone else has seen air 236D being used as a corner lockdown like one of our local Jin players does.
-
http://dustloop.wikia.com/ is up and going.
-
Can anyone find out if 6C dash cancel can loop? I managed to get this without dark combo against computer Noel: random anti-air 5D, 6[6]C, 6[6]C (KO), one more 6[6]C for the hell of it and combo count not dark.
-
[CT] Carl Clover Tactical Discussion/Questions/Help
PhaethonH replied to Alternate275's topic in Archive
No, no meter-buildup by whiffing. No, no meter-buildup by raping the robot -- I specifically tried this against the computer, all I did was waste my time and opportunity (however, attacking Nirvana reduces her gauge bar, if you're more concerned about orphaning Carl). EDIT: as a random aside, Carl's "puppeteering" animation (e.g. isolated 6D) can be FDC'd. Although what I was trying was GG's one-frame jump, so I don't know if it really was a jump cancel or a barrier cancel. But his little finger pointing thing didn't finish. -
re: wiki I'm looking into using Wikia to host wiki functionality. There already exists a guilty-gear.wikia.com (no activity, though). I was considering getting a blazblue.wikia.com going, to distill the BlazBlue forum, but I started thinking that maybe dustloop.wikia.com would be a better idea -- basically offload all of dustloop's wiki needs onto Wikia? Thoughts? A unified dustloop.wikia.com, or bounce between blazblue.wikia.com and guilty-gear.wikia.com?
-
Well, BlazBlue is released, so I'm wondering if I should just do a general core dump of everything I ever learned about May in GGAC before I start forgetting all of it to BB.
-
Non-JI Dolphin FRC strings: [1]D, 6H, FRC~j.H, ... [2]D, 8S, FRC~j.H, land, 6H[2], 8H, ... OHK, 6H[2], 8S FRC, land, 6P, ... 6[P][2] (STUN), 8S, FRC, PKSH, IK. JI Dolphin FRC strings: [4]K, 9H, FRC, 66, j.2H 66K[4], S[7], 9H, 6 FRC 6 (AD), j.P, j.K, j.H, ... [4]K7~[2]D, 6H, FRC, 66, j.K, j.H, ... 5P8~6H[2], 8H, FRC, 44 (run-away) PRE-EDIT: omg, I had this edit page sitting around for a couple days I forgot to hit submit
-
BlazBlue is loc-testing in San Diego 10/18... so... yeah...