feri
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Everything posted by feri
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I do. Tier lists are the opinions of players (we follow the current top Japanese players). You can say whatever you want but they are not joking when they say one character seriously beats up another in a particular match up... or for example Nu is much better than Tager overall. You can choose to disagree... But i'll argue your supplementing the tier difference gap with skill.
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people f'ing jump so much that i'd never want to go for the UB ;( But yes I can see the UB potential. 3d does make nirvana kinda laggy but i'll see if it fits in later.
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http://www.youtube.com/watch?v=iQCvUatGGgY& an idea for a reset had carl not had throw loops.
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623a your jump so you have to FD it. Jins love to do this to carl esp bec he has lots of difficulty punishing it. And if your doing it really close you dont even need to IB the 5d cause you can just poke in between 5c IB 5d. Edit: Tested it. Carls hitbox is good so 623a whiffs if you dont AD
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Jins 5d has special cancel.
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I never said its impossible. What I MEANT was if your equally skilled players you should be having a hard time winning (read chaz not impossible) otherwise they either suck or aren't fighting Carl properly. But thats okay you can have your ego and keep your info. If anyone is serious enough they wont need your info.
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Basketball combo is escapable. Tech at the earliest possible frame and airdash out.
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isnt the basketball combo escapable.
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Just random notes. IAD j.2c is still a crossup but with 5b gone you have to be very sly about doing it There is still 2b frametraps, right? Can people still mash backdash to get out of the 236236d super? How many reps of sandwich loop until nirvana dies? Is there any changes to fuco/anima/4d/623d/3d? Does 623c combo off a 5c max range/do anything different? Instant block/OS throw will shut down Carl completely, I fear. I mean Japs are already clearly adept at getting out of sandwich loops when they barely eat them (since its usually going into clap loops asap) and when its all that Carl has people are going to get better and better at getting out.
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unless the projectile is completely fucking awesome carl looks like trash. whats funny is carl now has even less synergy with nirvana... lol.
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I think what you mean is 214k~p Rolling idou canceled into FD quickly or j.p
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Where I come from they don't allow you. And be honest.... you have to be miles better than your local Rachels if your 'raping them'.
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Here I am struggling w/falling [1] > land > 1c~8d and vertical jump~7]d[. Just so I can get nirvana to inch closer towards me so they cant tech+airdash out.
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she has a blockstring that puts you back to the ground
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she can 3c your roll for some serious free tensionless dmg. Using nirvana to do anything is seriously annoying in this matchup.
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is wasting meter really that bad especially if the difference is between getting a loop and not getting a loop. IB is dumb we all know
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Random notes: Generally using j.d outside of mixups is a nono. IAD j.k is fairly bad (IMO its risky/terrible/laggy) to be doing and if your reactions arent spot on it will go into nothing. Use j.p to cover jumps and FDC rolls Use j.s defensively to cover your fall 2p x n > 2d (your forgetting to 2d alot of the times) 2s > 2k (whiff) is a fairly good tool, play with it. Overall: I feel every time you get knocked down you get smashed by that player. And you seem to lack direction with your okizeme. Some of the times you hit him it looked merely as though you were pressing buttons for the point of just pressing them (2s hit > 5d/whiff 6ks ect). Anyways, I think you should improve on your okizeme. A quick and really easy improvement would be to incorporate MAMKM > mixup since your bar spending is lacking (you have lots of it now so spend it). Learn stuff into > j.s > j.2s > j.s > j.2s for a fair damage boost for barely any effort Good luck on learning buri.
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One thing that's never mentioned but I might as well anyways. During the 2c 8d part late in your clap loop you will need to do 3c instead of the 2c then jump vertically and do 7d so nirvana walks toward you. If you do not then the opp can tech and airdash away. Also, I screw this up all the time
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Thats bloody evil. Support.
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D = r1 or you will fail forever or just get a stick.
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Your playing against terrible Jins. If you block/IB ice car you can punish with 2b > 3c > 22]d[ > 236a (or IAD 2c alle~can) > loop. Once you start doing loops the stupidity stops.... that is if the lag doesn't screw up the timing of your IB or punish or loop. Also, fuck online lag (that shit gives me far worse nightmares than anything in BB combined). My guess is these Jin's wont adapt and you'll never lose to a single scrubby one ever again.
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Yeah. I'm interested in this Vivace A usage vs Carl... got some vids?
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You would be correct. Now try doing that without grabbing early (you sorta fall down a bit into nirvana and she wont face the other way for the 5b 8d)
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No, thats not it. After the 2c 8d jump throw+8d airdash throw+8d you most likely cannot connect anything meaningful without bar after that so you RC the last throw and jump back up and throw+8d airdash throw+8d. Speaking of which I think landing 2c late in a throw loop via the new tech (airdash early grab+8d land 5b 236a 2c 8d) is miles easier than linking it normally which I find rather funny.
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lol I told you so :3 Anyways, how long does nirvana take to turn on? Regarding whether to use 6a or 2c : Firstly lets get clear that 6a works on most of the cast because you can link it from further off the ground. To get a 2c 8d you need to be closer to the ground and it also completely fucks up the height of your combo so you will want to AVOID doing these until you have 50% bar so you can grab rc grab. As a rule of thumb after the 19th hit don't attempt any more 6a 8d. And by JP throw loops he means loops with nirvana being turned off an on mid combo repeatedly. Its great but it'll seriously screw up your timing if your not careful.