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wiredgod

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Everything posted by wiredgod

  1. [5/29] Timu vs Rin (Sho) [5/29] Timu vs Sutekiyo (Narukami) [5/29] Timu vs Iguru (Chie) Combo video by Moja: KumaKuma
  2. He does. It's okay if the matchups are hard, its just a deal breaker when they force a neutral game that's really weird & repetitive and generally not fun. Arakune may end up just being the same way.
  3. What are Arakune's worst matchups? I'm considering a switch, but would like to know exactly what I'm getting into.
  4. I'm mulling a switch to Arakune. Too many Carl MUs just aren't fun and make me want to stop playing. Also frustrated that I won't be going to EVO this year. After spending $6000 in vet bills, I just can't afford it at the moment.
  5. [5/5/2014] Don vs Bokuzen (Akihiko) [6/2/2014] Chef vs. Mimige (S.Narukami) [6/2/2014] Chef vs Mimige (S.Narukami) [6/2/2014] Chef vs Theodore (Minazuki)
  6. The only reliable way to cantabile > summon > continue combo is if you counter hit on the cantabile or rapid cancel after the cantabile hits. I'm guessing the abbreviated airdash you mean is the 2C > allegretto cancel
  7. Watching the Toryuken footage: http://www.twitch.tv/torontotoptiers/b/529964947 At 5:43:58, Zeero uses 2C almost as a reversal. How viable is 2C as a GTFO move?
  8. I unfortunately don't have the names of these players. I'll add them if I'm able to find out. This is from the Pre-Arc Revo Cup: Teddie (Mad) vs Naoto (Waka) Teddie (Mad) vs Naoto (Waka) Teddie (Mad) vs Sho Tsukiyomi Teddie (Mad) vs Sho Tsukiyomi Teddie (Mad) vs Sho Tsukiyomi Teddie (Mad) vs Chie Teddie (Mad) vs Chie Teddie (Mad) vs Mitsuru Teddie (Mad) vs Mitsuru Teddie (Mad) vs Mitsuru Teddie (Mad) vs Mitsuru
  9. [5/14/2014] Ellie_Chan (Jin) vs Jiyuna (Kokonoe) [5/14/2014] Fenrich (Jin) vs Jiyuna (Kokonoe) [5/4/2014] Fenrich (Jin) vs Utaite (Ragna) [5/4/2014] Fenrich (Jin) vs Radio (Bang) [5/4/2014] GaGaGa (Jin) vs Ekichan (Arakune) [5/4/2014] GaGaGa (Jin) vs Kanata (Jin) [5/4/2014] GaGaGa (Jin) vs Mikami (Kokonoe) [5/4/2014] Fenrich (Jin) vs Tsujikawa (Kokonoe) [5/4/2014] Fenrich (Jin) vs ? (Noel) [5/4/2014] Fenrich (Jin) vs Tsujikawa (Kokonoe) [4/28/2014] Fenrich (Jin) vs NoahRing (Litchi) [4/28/2014] Fenrich (Jin) vs Dogura (Azrael) [4/28/2014] Fenrich (jin) vs Matoi (Kokonoe) [4/28/2014] Fenrich (Jin) vs Dogura (Azrael) [4/19/2014] Noichitachi (Jin) vs Gucchi (Arakune) [4/19/2014] Noichitachi (Jin) vs Maru (Hazama)
  10. The matches against Jin appear to have the wrong link attached. Everything else is good.
  11. I wanted a character that would force me to improve my inputs and blocking, hence Carl. Plus I find his offense really satisfying to watch when its working well.
  12. How do you play neutral against koko?
  13. I struggled with this too. Make sure you're holding forwards when your release D rather than pressing 4, 6 and releasing D in neutral. For whatever reason the input for 46D is stricter mid combo than outside a combo. Also, you can screw it up if you hit 9 or 3. This move is a bitch, but necessary.
  14. There's a huge amount of things to learn and practice with Carl. For any beginner, I think suggestions on which order to learn them would be great. Still struggling with this a bit.
  15. Welcome to Chicago! The best place to ask that would be on the Chicago Fighting Game Community facebook group. You'll get a lot more views there.
  16. I wasn't clear on this until now, but Nani ga Deru Kuma is not an awakening super: see here
  17. So GGA this friday?
  18. Nihil hand is Teddie's new uppercut super. Both Teddie and Shadow Teddie can use it. If you want to see the animation, you'll see it at the end of this combo video. Nani ga Deru Kuma is another new super where Teddie throws three items out at once. There is apparently an SB version of it like there are SB versions of other supers. I wish I was more clear on what you get for that additional meter burned.
  19. Teddie notes from 1.1. Link is here: Auto Combo 3rd Hit: 4th strike of the move now adds a SP Gauge increase bonus. 4th strike can no longer be jump-cancelled, or P Comboed. 3rd strike’s properties made the same as the 4th. Crouch D, Jump ↓D: P Combo routes increased, can now be done when D and Jump D can be done. Sweep: Hurtbox adjusted. Nani ga Deru Kuma SP: Unusable shortened, total frames reduced. Persona disappearance time shortened.
  20. New items and a short description of them. This is to the best of my knowledge at this point: 1) Gray hopping robot - lands and performs a sequence of jumps in the direction teddie was facing when he dropped the items, jumps do not combo into each other. item will eat projectiles. disappears after a certain # of jumps, hits taken, or if Teddie is hit; 2) Stereo - lands and pauses before speaker turns on, creating a hit box in the location of the item with quite a few active frames. It looks like an electrocution animation on hit, but it does not cause paralysis like the lightning drum does. lots and lots of stun if opponent is forced to block it 3) scooter keys - if Teddie grabs the keys that drop, a scooter will appear and travel one corner of the screen to the other. Scooter then appears a second time and travels the opposite direction On hit, this first scooter causes spin state and combos into the second scooter. There are times only one scooter appears, but I'm not sure what conditions this happens under 4) Mysterious mechanical item thing - item disappears once it hits the ground. after a small delay, it reappears with an active hit box and quickly moves a chunk of distance horizontally before disappearing a final time. I'm not certain of its properties on hit. This item is the one I know least about, but the initial impression is that it does not appear to be one of Teddie's stronger items
  21. Omex has just released a finished version 1.0 notes. Conversation will continue in the thread you linked
  22. I'm willing to take time to do this and organize the threads. Few other people seem to have the enthusiasm for this character that I do. I check for new footage pretty much daily, and I'll be posting new stuff as I see it henceforth. Ask Shinsyn and Nobody.exe if you need reference.
  23. I'm practicing the meterless version and struggling with it. What's the timing on brio following the first j.C in these? The opponent keeps flying over my attempt to super jump 2C. Am I jumping straight up on j.B, j.C and/or am I moving the doll away from Carl during this jump?
  24. What's a good followup after a successful 2D in the corner, with and without meter?
  25. I'll see if we can get a formalized list of changes. This is a list of changes as I recall from what I've seen on notes and on video. There may be additional ones I have not listed. Please correct anything here i may have mistaken 1) 5AA and 5AAA are now different. 5AA is a multi-hit normal and 5AAA is a multi-hitting normal with significant corner carry. 2) There are new items along with all the old ones. 3) Mystery food X now causes mute in addition to poison. 4) Item orders are different. iirc, there are now two different item lists running parallel to each other which are selected by either 5D or 2D 5) 5B is no longer back dash cancel-able. This is probably his biggest nerf. 6) 2C is now back dash cancel-able 7) Teddie screw is safer. The SB version has also been improved frame-wise. 8) 236236D now has more recovery, although FC 236CD combos still work with it. 9) Teddie now has two new supers. One of them is an awakening super that is an uppercut with invulnerability frames. The other super lets teddie drop 3 items (I've not seen this used much so I can't comment more on how it works or if its awakening only) 10) Teddie's SB missile super launches two missiles. SB Teddie Circus makes him cross the level twice on his ball (first hit will combo into the second).
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