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Everything posted by magz
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GGs to everyone. Was only able to take a few pics and they are up here. Will post the brackets when I boot up my laptop again.
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We are streaming live right now @ http://livestream.com/norcalinstall
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Planning on heading out there early today to help setup and get some good practice in beforehand. No, I haven't been abducted by aliens. Just went to sleep early last night -.-
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We are now live (although not at Honnou's). http://livestream.com/norcalinstall Edit: Offline now.
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FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
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This. I was wondering why I never saw these scheduled ad breaks. Adblock plus (firefox addon) gets rid of them quite nicely.
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I'll have to grind these into my regular combo routines. The crosswise combo I'm assuming the first j.K is rising with the second at the peak and the third on the way down. Looks good to me. I'm assuming that these IAD back j.K dust combos don't work midscreen?
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ubestnotbtorlan.
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http://www.livestream.com/norcalinstall We're live. NorCal Guilty Gear Accent Core ranbat streaming live at Fremont, California.
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Streaming GGXXAC from Honnou's in SF, California: http://livestream.com/inryoku Live commentary as well!
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Stream is live once again. Streaming GGXXAC from Honnou's in SF, California: http://livestream.com/inryoku
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Latest livestream from Honnou's in San Fransisco, California. http://j.mp/hAKera
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In case anybody still reads these forums, I've got a question. A friend of mine insists that Faust's 2K has gaps in between the active frames of each of the hits on 2K. Now, according to the frame data, there is no such gap. From what I've seen, generally, gaps between active frames are listed as (X) with X being the number of frames of gap. tl;dr: is there any gap between the active frames of the 3 hits in Faust's 2K? Thanks
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http://www.nicovideo.jp/watch/sm5959555 vs shadow's bang http://www.nicovideo.jp/watch/sm5928010 vs buppa's hakumen Dio's doing some interesting things with Carl here.
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http://www.youtube.com/watch?v=xkrNK6wjCJA -says jin bit is actually carl vs bang http://www.youtube.com/watch?v=YwFvtRRIF0I - hakumen vs carl http://www.youtube.com/watch?v=A-H42iCMdNo dio's carl vs bleed's lichi http://www.youtube.com/watch?v=SyJv1s2tBCA タオカカ vs カルル http://www.youtube.com/watch?v=IraL-TqkJ4I shadow bang vs dio carl http://www.youtube.com/watch?v=IM8wuRDETdM ragna vs dio (good match)
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Apollo (Carl) vs Tetsu (Jin) Your normal Carl play. Likes to do air combos hoping his opponent techs into the 8D he planted. Sometimes works, sometimes they tech towards him instead... One thing I noticed is that Apollo likes to use j.C 5B 5C in order to maximize damage after a connected 5C 6D loop starter. This kind of a loop becomes hard to space and time after the first rep due to pushback and nirvana being moved around but it yields the highest damage AFAIK. Apollo (Carl) vs. Tenten (Noel) 1:15 Cantabile + Summon into air throw into vivace 2c 8d possible loop. 1:45 Intentionally dropping (let's hope) his 6D loop in favor of a 2C 8D loop trap ending with General Powzer. 2:55 Would have been a cool finish. PARA (Ragna) vs. Apollo (Carl) I hate this matchup. Apollo goes for gear super and then uses Con Anima for the second time and gets punished for the second time as well. I don't see why he does that. 2:00 2C 8D loop into general powzer. 2:50 Burst punish w/ gear super. Rindou (Carl) vs. Kyaku (Carl) Madness.
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Reaper (Jin) vs Namu (Carl) 0:35 As described below in 1:34, this is an alternative ender to the 2C 8D loop utilizing 3C for knockdown and mixup with nirvana. This time around, he goes for 3D + 3C which may just as well have been an input error, but it might have been able to punish back, forward, and neutral techs although the damage off punishing a forward tech seems to have been very weak. 1:20 This is what happens when you incorrectly space Nirvana during 2C 8D. Also, if you've ever been worried about throwing in the corner because you wouldn't be able to roll behind them (due to there not being space) this should put you at ease. I was surprised to find this out myself, but rolling seems to allow you to get behind your opponent even in the corner. Nifty. 1:34 I've been seeing this a lot recently and it's an alternative ender to the 2C 8D loop. Basically, using 3C after the last rep to cause knockdown, you can setup for tech traps. In this particular instance, he goes for 2D to possibly punish forward or neutral teching (but Jin techs back). 3:45 A situation like this is why you always get ready to throw out 632146C in the middle of sandwich pressure. In regards to the j.A j.A j.2C loop on Tager, it seems to die off at some point and it was a lot harder to do than the video suggested (in my case at least). You need to be in exactly the right positioning or it just won't work.
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I am seriously wondering if this is an infinite or not. The possibility seems there. j2c's forward on hit just seems like it'll put you in perfect position and the JA's don't seem to have very much pushback. The fact that you can control nirvana completely during all of this is a really great bonus as well as there may be reset unblockables that you can do on delay (as you stated).
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Look a little closer. The j.C he did was what did not link. It wasn't a j2C. Shoot (Ragna) vs. Mazuruka (Carl) 00:22 Right from the start a 5C opener into 623C into 5B 8D hit A vivace to possible 2C 8D loop. Notice the clever usage of Nirvana's forward movement to help with the positioning. 00:38 Same side combo into 623C followed up with 5B 2D hit A vivace into possible 2C 8D loop. 01:30 Nice looking 6D loop using j2C allecan 5B 5C. Avoiding using the standard 2A 5A 5B 5C/6B to increase damage output. At 1:35 an additional plus for doing this kind of mixup includes the fact that j2C can be replaced by jC which was used to bait out a reversal DP attempt. 01:42 Good combo into possible mixup utilizing the long untechable time of 2C. Some things I observed the last time I had a chance to play: 1) 623D hits twice and, if I'm not mistaken, the first hit is the only one that causes un-airtechable knockdown on counter-hit. Even if just the 2nd one is counter-hit they can air tech. (needs more testing) 2) A starter I've come to like is 5C + 623D. From the starting positions, 5C has great reach and excellent combo potential (as seen in the above video). 623D is great at covering the area where 5C won't hit and will be able to keep you safe until you recover. Perhaps 2D can also be used in this fashion, but I have not tried it yet. 3) When doing 3C into IAD j2C allecan, you have to use the same input that you would for allecan from the side you initiated the IAD from. At first I kept switching the direction because it crossed over and it bugged me how the allecan would just not come out.
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That loop on tager at around 1:50 looks like it has potential but I wonder if it'll stop from the hits being too high or hitting the corner...
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At least the 2C 8D air throw 8D doesn't seem to break at all on air throw tech.
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The only stumbling points I can see for this setup are as follows: Whether or not 8D will get canceled out by a throw break or not. We are already aware that 8D will still come out if it's gotten to a certain point of it's animation, but whether or not the timing between it and the throw break nullifying Nirvana's moves is going to be sufficiently long enough for 8D to be permanent is something that needs to be tested thoroughly. Another issue would be that, as shown in the video, Nirvana turns around after the 2nd air throw. This could pose a problem if such a spacing issue can't be corrected by just timing and/or positioning as the opponent would be hit away from you. Lastly, there is the possibility that the air throw tech might have enough invulnerability and/or push back to allow the opponent to escape. As stated before, if all these conditions are cleared, this type of setup could prove to be very, very game breaking. I'll test this out the next time I get a chance to play the game.
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Saru (Carl) vs Kazuki (Carl) - Finally a decent mirror match video. This matchup is ridiculous. 00:34 Cool 2C 8D combo off a 3C j.2C allecan. Adding throws in during the loop increases the damage a lot (I assume) but is really easy to tech. 01:08 Con Fuoco super armor through gear super. 01:22 After IAD j.C 2A 2B 6B 623C, the 623C whiffed. My guess is that 5C will be required when used against Carl (confirmed @ 1:48) unless the distance is sufficient (2:05). 01:41 Awesome.
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Great matches. Thanks for uploading them.
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DIO(カルル) vs かきゅん(ラグナ) The sound is off sync (at least when I watched it). Good stuff though. From what I've read, Ragna is supposed to be one of Carl's hardest matchups.