feri
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Everything posted by feri
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Arent there forums for anime shows as popular as Fate is? Why degenerate this one meant for its fighting game? Just so you all know gil being broke has nothing to do with his infinite. Burst = 2 bar 5k dmg gives you over 2 bars (in that linked vid) 1st inf looks to be light chars only.
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I dont know if its common knowledge but double clapping is done by hitting the opponent with the outer rim of nirvana's hands as she is clapping. I find 2c early 8d in combo usually gets it about 90% of the time (sometimes the shockwave misses cause they were knocked away too far). Conversely a really late 2d could get a double clap too as they are falling on to her hands.
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j.2d loop (unprorated/no A buttons) I did in a match into 2 Cantata's? did 5.2k. Pre DD I believe I was between 4k-4.1k
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Note - I dont test things against Carl seeing as I'm the only Carl player locally/nationally. It would be a sad and pointless endevour for me. Now... Sandwich loops using j.2c j.b j.c works on everyone besides Tsubaki. Sandwich loops using j.c 5b 2b 5c works on everyone besides Tsubaki and Nu. Standard BnB (3c 22d IAD j.2c 2c) will whiff on Arakune and Hakumen. Use j.2c~allecan jump forward j.b 8d j.c vertical jump land 2c 8d into (2d rep) x 1 then j.2c 8d allegretto. Damage 2d loops starting from 2a will deal approx 2400+ (2 reps) 2d loops starting from j.2c/jump ins/CH 6d you will get about 3800+ (3 reps). b 6b 623c 22d b SJC j.b j.c 623d JC j.2c j.214c deals 2537. j.b FCH IAD j.2c 22d allecan 5c SJC j.b j.c 623d JC j.2c j.214c deals 3700. Edit: I believe you can 5c and use the startup time 22d then SJC j.b j.c 623d will combo legit. Just leaving this note as an alternative incase anybody tries to do j.b FCH IAD j.22cd and cant do it.
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Your intentions might be good but you've set the goal at something too high. Make a single guide for one character (your main so its easier) and you'll see how long it takes. Matchup guides are impossible! 23v23 matchups holy shit. Who is blessed with this kind of experience? If you really want to help then a basic bnb/mixup/basic strategy for each character is just enough to get people started. Once there the rest of the game is self taught if they have a scene.... going any further with the guide is honestly a waste of effort.
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Grounded blocked SVD punish with dashing 5k 2d/f.s/2d/possibly even f.s 6s air combo. Its all distance dependant though. HVD is beaten out by 6p CH 6s BnB 3k blocked is a free 3p/2s CH take your pick f.s will punish whiffed may normals (mainly 2.s/f.s)
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- loops of j.c 5b 2b *whiffs* vs lambda - yay for bad stick input combo discovery. 2b 3c 22d (inputted before 3c hits) 766 late j.2c/d j.c 2d hits. (untested and possibly extremely char specific and or really hard). - 623c CH links into 5c not far range 623c linking into it, my bad (its the new thing where multi hit moves receive bonus hitstun to all the hits when you CH).
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Has anybody else hit with j.2c so low that the bounce is cancelled cause your already on the floor.
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j.d just like in CT halts bangs air decent so you must still bait it regardless of auto guard or not... plus i have this inkling its positive/near positive on block :S
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If barrier screws with it then maybe its not so tight but otherwise abuse the hell out of it until people are using IB reversals on you.... then start baiting too. Edit: Can you combo properly off it? like say for instance 3c 2d UB small jump forward j.2c allecan 5c j.b j.c 8d.
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Not really a new combo but not many Carl's are doing it when they get the opportunity. N C O - 5b 6b 6d 236a j.2c j.b j.c This BnB will have some mad nasty resets, just you guys wait and see.
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(5b 2b 5c 6d jump forward falling j.2c j.b j.c land) x 2 < 3800+ dmg. Good reset opportunities. 2a 2b 3c 22d IAD j.2c allegretto 8d (land rejump allegretto 8d) x n < Corner Only!
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bang can combo off his throw all the time/absolutely anywhere because of nail cancel, dont be spreading misinformation.
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http://www.youtube.com/watch?v=-7i0gRdhLPk#t=01m35s =O Making me giggle at first and then realizing that if this is legit its pretty evil. I'm quite surprised nobody mentioned or played around with it earlier. Its probably fantastic in CT too (reset j.2c/2a mixup). Anyways, discuss.
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Input for the 2d loop (sorry that the notation is a mess). I'm still going over how to perform it as easy as possible. 2a 2b 3c 22d 766 j.2c allecan land 2c 8d jump vertically* 2d** j.2c j.c land 44 [6] 9 2d*** j.2c j.c land 44 [6] early jump j.2c 8d j.214c. * When clap hits ** While falling then wait about 10 frames *** Wait about 10 frames before continuing All D inputs are referring to when you release rather than when it hits. The lower you catch them (with j.2c) and further you are from nirvana the more likely the loop will succeed. You can start the loop without doing 22d 766 but your just making it harder for yourself spacing wise. Random info 623c max range combos into 5c? (5b 5c 6d 236a j.2c allecan) x n does so much damage in CS. Confirmed to work on standing chars even with j.2c nerf. Corner only j.214c 8d x n? Its pretty hilarious. Edit: Messed up notation. Just fixing it. If anyone has a better way (more reliable or more easy) of doing the combo let me know.
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j.a x n has about 2f~3f gap (when IB'd). Mashing FD + IB (increased pushback?) would probably get Tager into safety or at least make it hard for carl to do whatever he was planning. If you really want to sneak something in there Tager air throw is 6f. And j.a isnt that much of a threat to be hit by (its much better than eating an 8d imo).
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Then that is a valid escape that would require you to guess he is going to do it. Theory fighting here (cause i've never tried) but could you possibly react and 623c (into 2d?).
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When mashing 4 or 6 you cant block low !
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3c 22d 236a 2b 2c wont work reliably against a few characters cause 2c will whiff but for the vast majority its solid. You will use j.2c when 2b 2c wont link because you've hit them with too many moves prior (this situation is rare and most likely your own fault you didnt hitconfirm sooner). A good example of this is a low IAD into j.a spam that took a player forever to hitconfirm. Since your doll is teleporting with you on the other side it seems you are just letting go of the button late or not using this simple shortcut which would probably just solve your problem on the spot. 2A 2B 3C 5 [2]D ~36A
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To simply sum up what you should do - Make her whiff. Jump/SJ/rolls/IAD kara.... and patience because you'll need to pick your moments. And then most importantly don't drop. Edit: Though I guess you already know that it shouldn't be hard.
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Can you make Carl's backdash less punishable via the same method?
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I see only one trick. But it completely fucks up reversal inputs =D It probably loses out to rolls/delay tech which is understandable.
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Carl's throw (I'm not sold on the overhead yet) is useful now cause 5a2a with delays is strong, stops jumpers while simultaneously beating mashers (very important since mashing beats overheads/throws). Going to try somethings out if someone already knows if its possible do tell. CH 623D IAD j.2c land 5c CH 623D IAD falling j.b/j.c land 5b/rejump j.a or j.b What the deal is with 2d 2b UB after an 8d KD j.b FCH IAD j.2c 22d > ??? Volante setup for an immediate backwards tech after a typical air combo Going to the cades to test corner UB setup tomorrow, hopefully someone will be there to assist.
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Disagree. Fanatics make better fighters.
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That is about as cheaty as it gets.