-
Posts
380 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by wiredgod
-
This is actually not new. Teddie's persona is projectile invulnerable if you down the D button in P4A. This helps quite a bit versus zoning.
-
2/28 - 3/2/2014 Taito Station Shinjuku Qualifier Gazou vs STD (Chie) Hagiwara vs Leo (Akihiko) Junro vs Tamegoro (S. Yosuke) Other Keita vs HAL (S. Yosuke) 3/15/2014 3 on 3 Teddie (?) vs Aigis Teddie(?) vs Aigis Teddie (?) vs Mitsuru Teddie (?) vs Yosuke Teddie(?) vs Yosuke Teddie(?) vs Yosuke Teddie(?) vs Narukami Teddie(?) vs Teddie(?) Teddie(?) vs Yukari
-
3/29/2014 Taito Station National 2 on 2 Moiya vs Tarou (Sho Tsukiyomi) Kait vs Ryota (Narukami) Kait vs J (Mitsuru) Mad vs Souhei (Yosuke) Moiya vs Shikki (Narukami) Moiya vs Shiozawa (Sho) Souji vs Aguro (Narukami) Souji vs Shiozawa (Sho) Note: Some of the matches above have portions cut out in the footage. 3/20/2014 Shinjuku Sportsland Singles Wa vs Ittoku (Sho Tsukiyomi) Wa vs Hyou (Narukami) Wa vs Domi (Akihiko)
-
Last I was there they only had two EVO monitors. Did they have more last time you were there?
-
Dunno if it helps, but I gave $500 to the GGAs fundraiser this year and had bought a yearly pass last year. I'm a contributing member, although I'm not there as often as I'd like.
-
Is there any official word on friday at GGA?
-
This hasn't yet covered what the characteristics of an airdash fighter are and how that affects the gameplay .....
-
Shadow Teddie combo video: http://www.youtube.com/watch?v=_dHK55KfEAU
-
[CP] Carl Clover Gameplay Discussion (Changelog in OP)
wiredgod replied to Akira-Shiro's topic in Carl Clover
It also helps that some of Carl's worst matchups got the nerf bat -
I'm thinking I'll donate maybe $20 to this campaign. I really don't see the harm it could do and it could give a good reference for beginners. Guilty bits is a better comparison than air dash academy. I don't understand why the first AA video took 3.5 minutes to do introductions that didn't really say anything. Less fluff in this series please.
-
So on Arakune's airdash, the properties of it are really confusing. The input display shows that I'm pressing 66, but there's no airdash. What exactly are Arakune's movement mechanics that make the air dash weird? This is my speculation: 1) It appears you can't press 6 up until a certain time off of jump startup 2) You need to have slightly more time between the first 6 and the second 6 compared to other characters' airdash Am I wrong in this? Is there something else I'm missing?
-
I'm partial to GGA because arcade cabinets are cool, and its walking distance to my favorite bar. Maybe we could talk to the guys there and get the casuals room on Friday.
-
[CP] Carl Clover Gameplay Discussion (Changelog in OP)
wiredgod replied to Akira-Shiro's topic in Carl Clover
This makes me so happy. Really nice buff for Carl -
Word is that game pazzo is going out of business in April. Do we want to schedule something at an alternate location on Fridays? Options I see are Ignite, EXP, or other people's homes.
-
Are these backdash changes significant at all? Am I right in thinking you'll have less invulnerability on your backdash?
-
Try asking someone in the chicagoland facebook group if they have a spare stick for sale. You can negotiate a price with them. Any worthwhile stick you buy new isn't going to be cheap.
-
Carl gets more doll meter, so I'm happy.
-
Chicago confirmed for most Carl players
-
[CP] Carl Clover Gameplay Discussion (Changelog in OP)
wiredgod replied to Akira-Shiro's topic in Carl Clover
Assume all D button inputs are negative edge. I'm just being lazy not writing [ and ]. Yes, so the input would be like 44, ]D, 22, D[, land -
[CP] Carl Clover Gameplay Discussion (Changelog in OP)
wiredgod replied to Akira-Shiro's topic in Carl Clover
The two combos I started with were (in C-O-N) 2A, 5BB, 623C, 421D, sjc.B, j.2C, j.B, dj.B, dj.C, 8D, 3C, 236236D and 2B, 5BB, 623C, 421D, 5C, j.B, j.C, 46D, 5C, sjc.B, JC, j.B, j.2C, j.C, 8D, 3c, 236236D These will help you get the feel down for Carl's doll a bit and some of the negative edging. Also get that teleport down. In training mode, (without holding D) do a backdash in the corner, then do 22]D[. Pat yourself on the back if you can execute the teleport before the backdash ends. Here are some videos I've bookmarked and found off the Carl forums here. Realistically, it will be a while before you're able to execute this stuff. It's probably better to look at the matches in the video section to learn Carl. http://www.youtube.com/watch?v=Q32XJu5LPQo&feature=youtu.be&t=21s http://www.youtube.com/watch?v=ZF27vJOB-R8&feature=youtu.be http://www.youtube.com/watch?v=sd53IH7WVZc https://www.youtube.com/watch?v=pPuEZvNmFUM&feature=youtu.be https://www.youtube.com/watch?v=yBAvbbLvbbY -
I'll be attending. Btw, I could use some matches against Tsubaki if we run across each other.
-
You have a few options. One of them is throwing an item out in oki. The second is to use the threat of the bat (5B) to protect your persona when it's in the short recovery period after item toss. On counter hit this will wall splat them into the corner, where you can convert that into a high damage combo. Do that a few times and they'll think twice about trying to hit your persona. Since the bat has some hefty startup, this is a better mid-range option. If they block the bat, simply backdash cancel it. Against zoning, you can hold down the D button to make your persona projectile invincible. It won't throw the item until you release 5D and it will still be vulnerable for a short while after the item toss. If you can make them fear the rest of your neutral game, you can throw out item toss almost whenever. They'll be too worried about the rest of your other tools to try and punish an item toss. Sweep can be effective if you're in the right range where the fish hits, but the very best players can punish the move between the sweep and the fish with a DP. This is a short window though, and players aren't going to get it down unless they've specifically practiced it.
-
Specifically doing the allegreto cancel so that allegreto doesn't come out following the j.2C, then having time to land, j.2C again before they tech out or hit the ground
-
I'm having a little bit of trouble in the corner converting 623C, 623D, j.2C <cancel>, j.2C <cancel>. Can anyone give suggestions on the timing of the 623D and the j.2C?
-
It's hard for a small community of testers to mimic in private all the things a much larger community of players will openly share and collaborate over the internet for years. But I still expect more than this even given that limitation