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feri

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Everything posted by feri

  1. Forgot to add 6a 623b not working on Rachel, my bad. Haha and our scene has about a million Rachel players lol how could I forget xD
  2. When you whiff and they react too late with an IAD then 6p will stop them. Jump air throw deserves an honourable mention. Neither is better than the other. They are both exceptional anti airs so use them liberally. If they are on the ball with their IAD then you will most likely have to just sit there and block because anything else you try will get you CH. Now hitting someone that is running right at you (which is generally the case) is a little dangerous after you've whiffed something. You DO have options though Blocking: Game is too scary with all the nonsense FB that kill you should you do anything other than block. If you aren't feeling the same fear then you will be extremely surprised when you have to fight a competent powerhouse character and make one slip up to cost you 50% life. 1fj/FDC rolls: When you really want to GTFO with minimal risk. Starship: This move will get you killed. Why? Anything that is active for long enough will CH it as well as far reaching moves not being affected by it. But the fact that it has an FRC makes it a semi safe dp that is really hard to ignore. TK Starship: Loses to less moves IMO. No frc. Subtle/quicker whiff animation. Overall its pretty good. 3p: Will jump over lows even on the first frame of its startup. Has little priority during its startup but is extremely good at snuffing pokes out once the butt is fully extended. Random note 5d has a whopping 28f startup and 16f rec which means you eat BBU/DoT Get out of the habit before the bad man makes you
  3. Jump barrier unless you feel like getting beaten out by noels D ghetto nonsense.
  4. A few notes. + Whenever you did callbacks they were really solid. Do more, its working for you and frustrating your opponent. + Blocking 6k on reaction is step one on not dying for free to Slayer. + Having a ghetto AA setup. Also note 6p beats bad jump ins, IAD and characters who have bad air to ground moves. - Runaway game is lacking. You get cornered and die? its REALLY hard to lock buri down with his SJ/FDC rolls/airdash. - Doing jump ins on slayer, not baiting one of his AA. (its a minus for your opponent for letting you do it btw and not yours so much). - Whiffing 2s much more than you should be whiffing. - Doing laggy non invul moves after whiffing in the opponents face. Stop this immediately. - Initative.... I really think you need to work on knowing when you have it.
  5. While I was recording some BnB's I decided I'd test myself a few things and wanted some confirmation. Dashing 6a sekkajin works on all except Jin (inconsistent? help)/Carl Dashing 6a 623b works on all except Jin/Litchi/Carl Standing 6a 623b (read: not at all ranges) can work on Hakumen/Bang/Tager. I had no idea IAD j.d works on crouchers. If anything.. 5b > 5b > delay 5c (condition with delay 5c to allow further options) 5b > 5b x n 5b 1st hit > 6d Either people will get impatient and want to hit you back or they will want to backdash/jump somewhere. Beat backdash and hopefully catch jump startup by inserting a 3c/2b where you think they want out.
  6. Exactly how does Tager get rid of the frog safely? It seems Rachel can put one out with relatively little risk in this matchup (assuming he has no bolt at the time).
  7. Input 3c, 2]d[ Instead of 3c, 22]d[ The 3 will count as the first down input of 22d if your quick enough (either that or my input is so bad that I input 2 while sliding to 3). Just got our BB machine last week so learning how to play stick to beat up on randoms. Type A Carl prac.
  8. That is more of a Blazblue general thread. These char threads are for discussing gameplay. There are quite a few lurkers who just come to dustloop and read for info on how to play then don't bother because the information is completely covered in useless talk.
  9. feri

    Bridget Q & A

    They could be SJ'ing and FD'ing initially then doing roll cancels.
  10. Its not news to us, we all knew. Edit: I'm not so sure about nirvana having to walk forward to Carl throughout the loop unless she is already in a bad position. You can turn her off/on between each rep to save meter. This you can only achieve if you can ever get Hakumen to whiff a counter (likely) or Rachel to do a chair during your sandwich loops (unlikely).
  11. Its not worth discussing Nu vs Carl Its way too close of a match to really give anyone a clearly distinct advantage over the other
  12. No, its not a problem... unless your poking with naked 3c.
  13. Maybe a tiny piece of information as to why clap trap works and a quick overview of the different types (basketball/universal/char specific). Also, maybe make a tiny note (in the Carl Combos thread) that you can use 3c 22d 236a 2b 2c to start clap loops instead of 2c~allecan. I noticed lots of players complaining about not being able to do it but not knowing that there is an alternative. But TBH I don't think its necessary.
  14. When your doing 236a I hope you let go of the 6 fast enough >_> Kyle has posted it exactly as you want to be doing it.
  15. That combo doesnt even need nirvana to walk towards you unless its taokaka/noel and you want to get them as deep as possible. And even then the hit count of the combo is extremely low so you can use multiple claps to position yourself properly. Alternatively, try doing it as you would normally then when your waiting for the clap to hit walk Carl a tiny bit forward and then combo as usual. Also, when you vertical jump you can hold 8 then slide it to 9/7B+C. Edit: Are you doing this cause the clap part isn't hitting properly?
  16. Good luck! $5 on you coming second to a Rachel =P I'd like my name to be removed since I'm not up for playing Carl online, or online at all. That doesn't mean I NEVER play him its just me never taking shit seriously online because its dumb to actually/learn try w/input lag especially when I can do it all offline.
  17. It crossed him up, there is your reason.
  18. PSN = Feri_CW and I have no idea why your so happy, I live in Australia.
  19. There is nothing in the changes that validate that assumption of Carl. And no it hasnt been covered anywhere. IMO Nirvana dying really fast would suggest Carl would have to be somewhat more independent of her to be able to be without her for some time. If you don't know anything about it that's fine as I was just bringing attention to it to see if there was anything more that I was missing.
  20. Using music as an aid to help people with Carl combos, I see. Squash out bad habits young, breeds better players. Online wont do this. Nu vs Carl is about baiting and punishing the rolls for 4k dmg. And I wouldn't be afraid of getting np in this match since your likely to be bursting when you get hit anyways. Also, PSN Carl represent! (seldom actual carl play time online) + Lives in Aust
  21. So I take it people are taking this seirously? I couldn't imagen trying to 'improve' playing carl online. I would infact heavily avoid playing Carl online as to not ruin all my cues for combos or getting used to doing them early. And people eating things from me that they probably wouldn't have had it been offline.... like say 6c... lol. I guess this is an alternative to recording local matches and uploading them for viewing/critique.
  22. I need you to elaborate on the 'attack strings'.. exactly what new gatling/links did he receive? And how is he MORE reliant on nirvana than he was before? Are his normals worse/smaller/laggier and nirvana's better to approach with in CS?
  23. he probably wants it to beat out moves. Which it wont matter because it doesn't have the Body property to beat out AA's
  24. Edit: I'd like some horizontal range on it too :/ but anyways I'd like to see what the proj is like
  25. Are you saying its inescapable via early tech + AD if you do it right?
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