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feri

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Everything posted by feri

  1. Broke ass mixup If you block she guard crushes for FREE Can dominate and dictate the flow of a match against everyone that isnt Nu. Pumpkin makes whiffing anything absolutely safe. Moderately high damage. Long combos into baden making your wind spent practically FREE. Has guaranteed okizeme (yes it matters in this game). One of the best anti airs in the game. Can use pumpkin to force her way in with relative eaze (from the other side of the screen mind you). Edit: If you dont think Rachel isn't broken then your local Rachels are bad. Or you are judging Rachel from online experiences. For further proof just go watch (and analyze) some Jap CT matches and they'll show you how its done.
  2. Your probably right. Enjoy your trolling.
  3. I'm sure 5b having more blockstun helps IAD crossup. But 5b IAD j.2c isnt free (you can jump). What I was implying is that it could extend pressure and OS beating people that jump out (I know 5b > 6b/5c works too). Is also a frame trap. I've also just been trained to really like positive moves. Also there is this... C O N ( [4]a > [1]a ) x n Hilarious pressure/trolling/Is a combo (needs frame data to back it up).
  4. Did I mention (sorry if I have already) 5b CH can combo into itself (means 5b might be positive on block!) Really need some CS frame data.
  5. zaeris just giving away my strats lol. 5dd IB into a dashing punish (running 3c w/noel) is not on reaction (for myself). 5dd IB into a special on the other hand is. I dont believe Carl needs to IB 5dd since he only needs 1 frame of no blockstun to activate the roll. You can also block 5dd, react to 4dd, backdash it and then run in to gain some ground < most reliable answer. Arcade Fire, hell yes! 236d(or d~c) 6~RC~6 6c does a metric fuckton of damage. Otherwise its kinda lackluster using it but you have to do your lows sometimes to let your opponent know your on to them buffering shit.
  6. No, nothing really (I'm sure whatever your doing is fine). You'll eat some form of curse on your way into catching Arakune. Just break his face when you DO get in to make it all worth it. Oh one more thing that I personally really liked. - Throw tech trick to remove a cloud from the screen is a lot less useful (cloud does not instantly go away anymore). Homing clouds will usually be behind you when you actually get a chance to do this and but unfortunately throw tech sends you backwards right into it. The Cloud that follows Arakune is generally never too far when you grab him too... If my eyes don't deceive me I believe they are even active after he misses his throw tech. Its kinda dumb.
  7. Uppercut punish is 5k+ American matchup solved!
  8. A tl dr version - Carls should mash barrier and rolls. - Ragna has large avg damage, this hurts Carl. - Ragna has uppercut. Fun ruiner... - Ragna can freely pressure Carl, can also turtle if he chooses. - Matchup is in Ragna favour. Edit: Please remove the gigantic quotes =( ? Note I dont actually have an opinion (or agree with the above) on Carl vs Ragna. I couldnt care less if its 7-3 or 5-5 as long as the information thats get posted about it is legit. Somebody thats actually knowledgable in the matchup can confirm.
  9. - Run away if Carl pushes the doll towards you. When backed into the corner teleport through to the other side (Carl isnt quick enough to punish this without leaving doll on the other side). - Snipe him with j.ds as he approaches to force Carl into blockstun. It'll stop the doll from attacking, moving and potentially a chance for some free meter and curse (Carl is bufferring lots of directional inputs when trying to approach - otherwise not blocking). - Carl cannot punish Arakune properly for clouding (especially after a DJ into allegretto combo). Nirvana 623d CAN catch you but she can only camp half the screen, just take the other side (shes not fast and the teleports have lag). - Homing cloud is absolutely bonkers in this matchup. - 2d forces Carl to jump. Carl cannot dash jump to punish safely on a guess he needs to yomi that shit and IAD j.2c allecan/IAD j.2c kara throw. - Arakune's backdash will get him out of situations other characters can't. - Fucked up damage. - Very dangerous reversal super.
  10. What's with the assumption that Carl players can't tech throws? There is little else to preoccupy a players mind when he is getting rushed the fuck down. Also... Volante > walk/dash up > 5c tagers sledge.
  11. BnB ending in Allegretto... Arakune techs backwards and luckily gets out a homing cloud. Doll is unfortunately not close enough to 623d him. Carl = :psyduck:There is that and all the j.ds you block add up now. You really shouldn't be blocking them but with all the pushing and bufferring uppercuts/41236 with nirvana it slows down your response time. On the plus side Carl can now actually AA j.b with 6a holy shit.
  12. I dont think Carl can punish C parser if he was holding D. 236d also forces Carl to make an action.
  13. When characters are zoning you with projectiles they can negate volante with a projectile or force you to block (stops nirvana from finishing volante) or hit nirvana.
  14. If its just casual play then why would they need such a comprehensive guide for their character?
  15. Guide should have no info on ex chars other than they are banned.
  16. I'd enjoy having an automated ignore button near the quote button. Or am I being too lazy?
  17. I dunno how you interpretted my post but I was just trying to show Zeth's 'testing' of the tierlist by random tournament results will never add up correctly. And I'm no expert on the arakune vs lambda matchup but your argument is reliant on being able to curse her somewhat reliably/safely. There needs to be a link to the source for the tier list (especially since data was changed). Edit: If you want matchup info on Bang vs Hazama just demand it in the char specific matchup thread (it'll get drowned out in this thread and the information wont get logged). The board is active enough so hopefully some of the better players who have good hazamas in their scene will help.
  18. So Bangs are winning in vids you say? That really doesnt prove anything other than Bang player X chose better options than Hazama player Y... in that specific match. What if I were to selectively just pull matches that Hazama wins vs Bang and say its a 0-10 matchup... Or pull Day 1 matchvids. Didnt some Arakune win vs many Nu's in SBO? Does that make the matchup any more fair? No, he's just a really good player. If you want your argument to have some sort of merit you need to point out some reasons why you think bang has an advantage larger than its actually stated. That way we can see if what your saying is legit and come to a conclusion..
  19. Slashbacks might get out of / Ky corner pressure = better game already. Do note that SSBM is a really hard game. Perhaps even harder than GG.
  20. Reversals. Uppercuts (see SF4). Backdashes. Supers. Charge moves. Reversals.... Reversals!? There are reasons for why things are the way they are man.
  21. We have BBCS cabs in Melbourne and run monthly ranbats for BBCT. Also, we previously have been running GGAC ranbats for 3 years straight. Its not a strong scene (approx 20~25 a tournament) we have. But many players are dedicated (ex GGAC players). Edit: Dont run GG over BB unless you personally know a scene there that will support it. BB is just more casual friendly which produces a larger turnout.
  22. feri

    Bridget Q & A

    Tech as in recovery throws? After the air BnB (gimmicky), otg 2k (I think its reliant on corner AND opponent mashing that tech). Or did you mean tick throws? After some staggered 2p's, blocked recalls (distance dependant), during kill machine (you can spam hs since there is no recovery) and Starship FRCs. Thats just a small part of what is a large selection of tick throws you could use. Any point where you have frame advantage, initative or you've gotten into your opponents head you can throw.
  23. Neutral tech can't be grabbed on reaction so people whiff throws on down teching? making me lol. Since you play the matchup im sure you know the situation you are when Carl gets his KD and how he can force a tech (2b otg into 2d or stuff + 3d which im not fond of). If they just neutral tech its okay, its positive.
  24. Its better to have a guaranteed answer to one that doesnt work.
  25. lol how? 6c (Carl) 2d (doll)? What if bang rolls? Both moves arent fast enough to hit on reaction to a neutral tech.. so if they hit meaty your pretty psychic knowing when they neutral tech. Meaty throw is a far better option (throw OS into a move is gone remember?), it also beats both autoguards without fail (no need for that silly high low game). Its also 7 frames. If you ever catch bang with a mid air blockstring (j.a x n) land and 6a, you'll beat j.d mash. Otherwise, dont fuck with that move... let it whiff, crouch block (its not an ovehead), chicken block, 236b.
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