feri
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Everything posted by feri
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I meant the input. So yes, start the throw clap almost simultaneously.
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I'd ask you to try some things first. Go into training mode and record yourself doing just a little bit of the clap loop. Now play it back and IMMEDIATELY tech the throw and try to airdash out of it. If you can air dash out of the way of the clap you are doing it too late. I'd also suggest teching your throw as late as possible. If the clap whiffs your doing it too early. Secondly, with the 6a it happens when you grabbed them really high. Practice more. If you want an idea of what the timing of the throw clap is its like B+C (wait 2~7f) 8d I personally like to piano B+C~A~8d
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You can do either as long as the height is correct.
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i've been using it for awhile and didnt come up with it myself so I read it here, forgot exactly where. I'm thinking zero posted it. Its fine to bring back attention to it. Its one of the few ways you can land some real damage on Rachel. I'd like to add that resetting your nirvana bar and doing double claps into fermata when the opponent techs your throw is so great that you WANT them to tech lololol.
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I think we've gone over all you've said except the grabbing during the gear super. I'm sure you could make some tech trap setups with Anima but with the way OS throw works and how slow her walk is I'm not so sure it would be stable/viable mixup.... but play around with it if you wish.
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Get hit in the air by the punch and your free (backdash into it if you have too) rather than jump FD and get brought back down by it.
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The reason is extremely obvious lol... Its all about keeping the cost for a clap loop to a minimum.
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I noticed yet another a bad habit of mine.... When people tech out of the throw loop I don't deactivate nirvana. It seems like the perfect time to do it but I'm so worried about the positioning that I always forget.
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5dd 4dd is a dumb idea against carl.
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Carl Nirvana Opponent combo off naked 4d, 'I' can't hit confirm this 4D dash up (if needed) 236A (side switch) low 2C~236A~[3] Situation should be Nirvana Opponent Carl [4]b vertical jump j.b Allegretto 7d Inputs are reversed after side switch, its just me showing you how much nirvana needs to walk to you at any given moment during the combo. Off to go get butt raped by Rachels in a tourney, rendering most things I've learned (albeit badly learned) useless.
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When your busy tapping away 5a at nirvana be careful about 5c, if your in range and CH's you it goes into clap loops. So yeah just turning nirvana on and then 5c'ing is a threat.
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Would you believe I'm doing stuff like j.a x n then an air grab to waste time... I hope its not punishable actually (Do you get air options reset after an air grab break) cause I wouldn't like to fall into that Arakune's super that mimics Dizzy's necro grab. Just so the rest of you know this is possible.. 2c > vivace A > 2c > vivace A > TK Allegretto. Also, are you sure post burst damage is doubled?
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You live 30 mins away from him as if you'd even post here lol.
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I'm not sure of the exact mechanics but clapping without turning off nirvana consecutively seems to cost lots of bar. I'm not sure if this is mentioned elsewhere but you should try to turn her off an back on mid combos anywhere you can that is possible. Anyways, I wanted some big dmg vs Hakumen/Rachel (and anyone else who mashes punishable shit during sandwiches). Should they dare press the suicide buttons during your sandwich (chair/D counter). (2c > 8d ) x 3 > 2c > 214214d = 7k dmg I had no idea it did so much dmg Make sure nirvana's hands smack them every time and not just the shock wave part. Also, another combo which is not too practical since Carl's AA is not too hot. Deep 6a CH > 22d > vivace A > 5b > j.b > j.b > j.c > 8d > whatever you want.
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I fight against Rachel lots. She makes you do retarded tech trap nonsense.
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Slayer combos are generally fairly similar and with experience you'll just fall into your own combo groove. Watch videos for ideas to improve your current combos and Zaido's combo list (its already organized for you) as a starting point. If you ask questions I'm sure they will get answered but nobody is going to go out and make a combo list without some sort of request by lots of potentially new Slayer mains who want to take up this game seriously and not suck.
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Video reference for loop v2? The corner sweet spot one. 3rd round http://www.youtube.com/watch?v=c6VS_W9qUZ4t=2m0s Edit: sorry bout double post.
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*shrugs* jump backwards to make it whiff and low airdash in? its no punish but if your really that clueless and letting them get away with millions of them on you. If your wanting a true punish you could probably 'trade' with a 632146c but its a 20f move so do it if you can react fast enough. Nirvana can do things about this but i'm assuming your meaning just with carl right? Anyways, is there a visual/audible way of differentiating between A/B/C ice cars? If its something obvious that I missed forgive me lol.
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2c 8d j.2c allecan 2c 8d From a mistake during a match i had so haven't tested this Against hakumen (crouching only? during sandwich loops) 5b 5c 6]d[ j.2c j.b land 5b ect Thanks for taking the time to do the writeup on the 1st page.
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np man nice to see other people using the +1 to do mixups I've had a few people disagree with me doing it for awhile but I really like being close to the other guy to get another shot at mixups.
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5a is 5f hellsfang on hit is +1 360a is inv on f3
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360 a
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cause they suck on analog. its a no brainer, really.
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No. Charge the moment after you press 5h. And yes sometimes you'll charge so fast you'll accidentally do 2h instead of 5h, try not to let that happen.
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Ragna Critique and Self-Improvement Thread
feri replied to Bandit Revolver's topic in Ragna the Bloodedge
Remove the 5c. If that doesn't help its your timing for the 6a (you also might be dash canceling really late) that is incorrect. good luck.