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Pen_Ninja

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  1. Your display picture fits nicely! EDIT: ThatHiroGuy beat me to it I'm currently at work for the day. The game should be on PSN by the time I get home (I hope), then I'll be able to get it straight away. I haven't checked my shipping for the physical copy yet though. I'm not overly fussed thanks to digital.
  2. I think CP is going to hit PSN while I'm at work... worst day ever D:
  3. I'll have to re-explore oki in CP then. To my experience in CSE there was always 1 or 2 ways out of pretty much any situation. Whether it be something that gets you out all together or something that causes a situation where you can very easily air tech away to safety. An ideal game with the sort of style I'm after would usually go something like this: Get in and start a combo: 2k Quick reset against the standing opponent: 2.5K One more quick reset into an unblockable reset setup: 2.5k Optimal combo, preferably using 25 meter for a CT for extra damage 4-5k (Death) I'll need to investigate how much doll meter I'm looking at here though is the problem. It'll probably come down to me making a judgement based on the amount of doll meter I have available it to be honest. The corner also has a fairly big influence on what I may be able to do. There's some good length solo combos in the corner that'll build doll meter and it'll be a better idea to go for those instead. Also in the corner, you only really have to cover one roll direction and don't have to worry about your opponent jumping backwards at all.
  4. This is something I feel that I do already but in a more aggressive way. Playing footsies with Carl alone more often than I probably should but then getting the opponent to block something (anything), calling Ada immediately and going into offense for example. It's hard to explain but it feels odd to me using so much meter on brio and 8D to fill the screen when people rarely fall for it. I've seen "pros" spend 80% meter or so before they get their first hit and then have no Ada bar left to combo or continue offense. That or they'll get Ada down to 10% hp, wait until it regens a bit (to say 25%) then do another brio and bring her back to 10%... then she gets hit after the brio whiffs and dies. All-in-all I'm just really aggressive. It may be a bad style typically but it definitely works for me. I've won the last few local tournaments I've been in with it. I want early access D:
  5. Sounds about right. This was my real concern from the start and it looks like it's pretty much universal. "I'm going to have to figure out how well my Ada meter is going to deal with this though... that's my first training mode task I suppose." only 24-48 hours before the science begins and I figure out how to make this work.
  6. Definitely factored in. For DP characters I'll to end the current combo primarily into an Ada attack so I can block any mashed out reversals before I go back into mixup. Mixing up when the mixup actually happens is also important. Doing a 15 hit, 2k combo and then resetting into another 15 hit 2k combo repeatedly is sometimes much less effective than mixing up the timing between resets. Even if it means cutting a combo down to 5 or 6 hits for a reset, especially when the reset starter is better than the last. For example I could reset somebody with a NCO empty jump low 2A, go into 5A 2A 5B 2B 6D 236A but time it so the combo resets and 6D crosses up. This is not an optimal combo of course but the 6D starter is much better than 2A (I assume) and again it adds the further question on top of "is it going to be high or low? left or right?"... it makes people also have to ask "when is it going to happen"
  7. I plan to immediately start working on a style revolving around leaving my opponent in a standing state as often as possible to accommodate easier resets. Mainly just doing a lot of 46D and 6D with crossups and high/low mixups and avoiding any sort of launching attacks (2D, 4D, 2C, 623C, etc). Once I've whittled down enough with 2.5k combos into resets and such to the point where I can kill with 1 more combo or an unblockable resent into another combo, I'll go for that and hopefully close out the round. It's a thought process I've kind of picked up from SkullGirls I guess since it's so easy to re-stand an opponent in that game it gives them no options as to when and how to tech and they pretty much have to block immediately. I want to do the same thing with Carl where my opponent will have to block my reset... because I said so. It just eliminates the emergency tech vs roll forwards vs roll backwards vs delayed tech vs quick tech vs no tech situation you have to deal with when you try to go into knock-down oki usually. I'm going to have to figure out how well my Ada meter is going to deal with this though... that's my first training mode task I suppose. Any thoughts on my deal-with-my-resets-becuase-I-said-so Carl plan?
  8. 46D just looks to be the new 6D with even more uses. Then 6D seems to be more useful for extending NCO air combos thanks to it's new slide properties.
  9. I agree. I've seen a bunch of unblockable setups off completely random confirms. It seems like you can just throw a bunch of j.As in there if you're not close enough to the required proration. I feel like the main challenge for unblockables in CSE was getting a crouching opponent into a standing state which meant you either needed to hit them with 6C or 623C~RC but now in CP, you can just use 46D. The other problem was trying to buy enough hit stun to get a jump in without dropping the combo. Our options for that were 3D, 8D or sometimes some odd things like 5B>j.B>6D>66(air dash)>j.A etc... Now we can just use 46D for that as well because the hit-stun on it is long enough in most cases. tl;dr: it looks like 46D makes unblockable setups easy. Then as Psykotik mentioned, we can get some pretty decent damage afterwards meterless and the ability to use a CT almost immediately really ramps up the damage for only 25 meter.
  10. That's one thing I intend to play with. Something like 5A>2A>5B>2B>5C>6D>236A>5A vs 5A>2A>5B>2B>5C>46D>236A>2A. The latter obviously crossing up for the last 2A. I'll need to figure out what the best timing for 46D is so that 1. The 236A>2A doesn't leave a gap in the blockstring or look to obvious and 2. The 2A crossup isn't auto-blocked because they're still in 46D block stun. I'm thinking about setting up some sort of chat for Carl players to discuss stuff without it being a string of comments in this forum (IRC Chat or something? I'm not overly experienced). Any thoughts? I know if I do set something up I'll be all over it for the next few weeks with new CP stuff.
  11. Awesome! I've seen this video a good 20 times. Never noticed this. This is no longer as big of a nerf as I though ... We just need to try harder... Problem solved!
  12. Anybody know if the Ada teleport takes longer now though? Would 5A>22A]D[>2B>5B>6B>623C be fast enough to get volante or 46]D[ out in time? I've been practicing this in extend to see if it's viable and it works assuming the teleport is fast enough. Even 22B>5B>6B>623C is viable.
  13. Same Attack combo resets With the "new" same attack combo mechanic, your combos are likely to pretty much end whenever you use the same Ada attack twice in a combo. This also applies to 6C and allegretto. Because the combo ends here it's easy to set up for a reset without worrying about it combining or anything similar. I've found a few setups so far. Mid screen: ... 5C, 46D, late air dash, j.B, j.2C, j.B, j.C, 46D, 236A. The combo ends after the 46D activates SAC and you're left in CNO. At this point you can do IAD j.2C~214C for a cross up. Corner: 5B, 6B, 623C, 6D, 5C, j.B, j.2C, 214C, 8D(1hit), IAD j.2C, 214C, 8D(2hits). The SAC kicks in after the 2nd 214C and the combo drops between the 1st and 2nd hits of 8D. If your opponent wasn't holding barrier while they teaches, they'll get hit.
  14. My PS3 is on CFW... sorry. v_v In terms of playing on pad: I've always played with a stick so I use my index finger on D (bottom left button) and my middle and ring for the other buttons (sometimes my pinky finger for C but not often). Whenever I'm forced to play pad though, I tend to leave it as default (X= D, []= A, /_\= B, O= C) and play holding the left hand side normally but then learning the right hand side of the pad on my leg and using my fingers instead of my thumb... pretty much like playing on stick.
  15. Ahahaha... "Veteran" *Been playing less than a year* It took me about a month and a half to get used to the negative edge sort of deal. When I started I was trying to do things a bit differently. Not holding D at all unless I wanted Ada to move, just getting into a combo and only pressing D when I needed Ada to attack and not holding it for any period (doing 2D by tapping D while holding down, etc). It made for some really awkward timing because I only really knew when I was pressing the button, not when I was letting go. The activation animation was also messing with my timing. As soon as I started holding the button more, things just kind of fit into place a bit better and I just had to work on some proper combos. I'd never really played anime fighters before this though. I went straight from SF4 to Marvel, messed with Skullgirls a bit... then picked up BB and immediately played Carl. My progress was probably half getting used to the character and half getting used to anime mechanics in general. Once you do get used to the puppet character mentality though, it becomes fairly easy. I learned a half-decent Eddie in the space of 2 or so weeks. Full combos off most standard hits into puddle or some sort of unblockable, far drill FRC into j.S "unblockable", etc. To keep this a combo thread: Ada anywhere, 50 meter unblockable setup off a j.2C cross up. j.2C~j.214C>2B>5B>6B>623C>22D>RC>96(IAD)>cross up j.2C~j.214C>2B>5B>5C>3D>8j(whiffed j.C optional)>j.66>j.A>j.B>j.A>j.2C>j.A>3D>j.A>j.B On Noel or Mu you need to do 665A after the first j.2C~j.214C and just 5B>5C>3D after the second one because 5B wont reach them when you do j.2C~j.214C>2B>5B.
  16. This ^^ This is your most important "base" combo chunk. Most of your Ada extentions revolve around this in one way or another. Basically some basic ground combo into 6B > 623C will be your launch, then extend that with 5C then SUPER jump (29j) into the j.B j.2C etc string. In terms of Ada extentions, here's some of the timing I've found. CON: ~5C>29j.B>j.2C (tiny delay) 2D>j.C. Simple hit into 2D. You usually need to backdash once or twice after this, depending on how high your opponent was when they got hit CON: ~5C>29j.B>j.2C>j.B>8dj.B>j.C (immediate) 412D (volante). Make sure you do the double jump straight upwards or you'll change sides when the volante hits and lose your CON. Ada anywhere: ~5B>6B>623C>22D (teleport, done ASAP) 5C>9j>2D>j.B>j.C. If you do the teleport fairly early, Ada will end up between Carl and the opponent, then you need to buffer the jump in the hit stop of 5C, then do 2D pretty quickly. You can then delay the j.B and j.C to make sure 2D hits. You get the feeling for it fairly quick. I'd recommend not super jumping here either. In the corner, as long as Ada is somewhat close. Doing the jump combo mentioned before (5B>6B>623C>5C>29j.B>j.2C>j.B>dj.B>j.C) can go into 623D pretty easily. The timing is slightly dependent on how far Ada is from the corner but it'll usually work if you pretty much do 623D immediately. Again in the corner: ~5C>9j.B>j.C>6D. The timing on this is very relaxed. Generally you can do it anywhere between j.B and j.C. The hitbox is fairly tall and forgiving and there's plenty of active frames. You'll usually want to hold back after this to avoid crossing under the wall bounce into the corner or you could do 8.jB instead if you feel more comfortable. Finally! CON: ~5C>29j.B>j.2C>j.B>8dj.B>8D>j.C. The super easy combo into the clap. The timing on this is also fairly relaxed because the clap projectile is active for a million frames. Pretty much doing 8D while you're still holding up from the double jump should make this work pretty well. This will, in most cases (excluding VERY high proration enders) not be techable until your opponent hits the ground. To make everything easier, I recommend learning how to HOLD the D button often as opposed to trying to press and release when you want to do an Ada attack. It makes timing and getting the feeling of things so very very much easier. Some of the above wont apply in CP but if you're sticking with CSE for a while, go for it. If anything it's good training to get used to the character as a whole.
  17. Sounds like a plan. The countdown to CP has started... just over a week left. If anybody needs any help with CSE, feel free to PM me. I'll want some time to sit with CP before I offer any advice with that though.
  18. I feel like that'd be avoidable with forward air tech into air dash...? On that note though. I do something very similar where I delay the last 8D and if you do your j.2C allegretto late enough, people tend to tech into 8D and forget to barrier immediately.
  19. Sorry for the double post D: I feel like this classes as "other Carl-related video" I made a video with some combos into astral... enjoy? and another with some combos starting in Allegretto. Mostly solo
  20. I know the feeling. Generally from 5B it depends on whether you're in CON or NCO (NCO applies to CNO as well). From CON you can do 5B (2B) 5C 6D 236A for more pressure or you can do 5B 4D 6B 236A for the cross up. I recommend the IAD j.2C crossup if the mixup gets blocked to go back into CON. From CNO I'll either go 5B IAD j.2C crossup or 6D 236A to go into CON and mix up from there. I've only been playing for just over a year but I've been playing Carl the whole time. 5B 5B is a tough habit to kick unfortunately.
  21. Definitely combos. I noticed you tried to set up an unblockable in there (1:05). Your best bet for a block string into that is 5A 2A 5A 2A 2B]D[ 5B 6B (2D hits) You can omit as many of the 5As or 2As as you want. Try to delay 5B 6B a little so it's still a decently tight block string but so it lines up with 2D. The raw 5C into 623C on block around 1:08 was kinda not cool. Not enough time to hit confirm into the unsafe 623C Also as mentioned to others, using 6B on block is generally a bad idea unless you're using it for something specific
  22. @Sinder Oh god these videos are so old >___> Just as general advise you need to go less ham or a more calculated form of ham. Essentially you're going in with some air dashes and normals that I wouldn't really recommend. That's something that develops in time, you just need to consider at every point "Would he be able to anti-air me?" if yes, then don't do it. Ignore your opponent's skills and think whether it's possible to anti-air you, not whether he will. Optimal combos into oki are what you need when you're on the offense. I saw a bunch of combos end about 1-2k shorter than they could have gone and it didn't seem to be to conserve Ada meter. Get your 3-4k then end in 8D, 3C or j.C. I also saw a lot of 5B 6B 6C in pressure and combos. As I've mentioned above, it's predictable after a while for pressure. In combos, 6C has SMP properties and pretty much kills a combo when it's done more than once. I don't want to give too much specific advise because god knows how much you've advanced in the year+ since those videos were uploaded. @Psykotik Sorry, by 3 I meant hit 3, not 3:00. You just missed the timing on a j.2C and the combo blue beated It's something I used to do faaaar too often. Now everybody I play with just knows to block high after 6B or they're at least looking for the overhead there. I spent a good 3 days worth of 6 hours each in training mode to break myself out of the habit. I've only been playing BB since after Extend was released though so I don't know how deep the habit was yet. Good to know I'm helping out. Let me know if you (or anyone) needs anything. PMs are fine
  23. I don't really have any recent footage of myself. Just some really old tournament stuff and some stream archives of super casual stuff. I've only been able to watch part 1 of your matches so far and I'll need to watch the rest later but I've come up with some words: 1:04... I would have prefered a corner combo into more corner pressure as opposed to the side swap into sandwich combo. There's no real benefit to a sandwich over a corner situation when the opponent is in the air, it actually makes it harder to oki because you have to cover more roll area on wakeup 1:45... I love these mixups, this or empty jump low is a great way to open people up in the corner 1:58... be careful with vivace against Rachel. Most of her good pokes will hit you out of even the B version. It's tempting because of all the projectiles but it's a big read. I feel like she suffers more from the super jump + airdash escape more than any grounded escape Really nice combo at 2:44 (except the drop at 3 :P) 3:43... I'm not sure on the 5C here, it was very dangerous with the pumpkin hanging around and 5C isn't enough to kill George so the risk/reward was iffy. 4:40... I'm thinking you could have thrown her out of that TD. 6:24... good awareness of Ada HP 6:52... this looks like the B version of vivace. Definitely use A at this range considering Rachel's recovery from the the projectile was so quick. There's a lot more of this later. 11:04... why didn't you use my double unblockable setup? Aside from the fact that Ada had no HP left and the timing is crazy, even offline :P 12:52... I like it. Shame about the no tech though 15:57: you can use j.2C Allecancel to 1hko the frog 17:50... a bit of a wonky combo, using 8D so early and all. I'd generally go into 6D 5C j.B j.C Brio j.2C Allegretto 8D or something. 18:30... Rachel has some odd timing on her when it comes to j.B j.2C j.B dj.B etc, try to delay the first j.B so you can get above her 21:36... I don't know if I like this burst. If you were really set on winning this round you should have bursted at the start of the combo. You don't gain a lot from the current burst, just the pushback and escape from oki but then you're back in a neutral game where Rachel has the life lead. 22:17... I prefer doing 5C 623C RC after the j.B/3D unblockable. It lets you go back into the whole air dash j.A j.B j.A j.2C j.A j.A j.B+3D. Not so much of a problem against Rachel because she doesn't really have a DP to get out of it. 34:41... good hit confirm but then followed by an attempt to blue beat combo which played a big part in you getting gold burst punished. Just in general (no timestamp) I'm not a big fan of 6B in block strings. Purely because you don't really have many meterless options to mix people up with. It can be used in some cases to move you close enough for vivace A to cross up and hit with Ada but other than that, it's just to gatling into 6C overhead which becomes pretty obvious before long. In some cases you can use it as a frame trap. I had a friend of mine watching for delays after 5B then doing Hakumen's 6D counter to beat out the air dash j.2C cross up which was what I was doing often from that position. Then I started mixing it up with 5B delay 6B to get the CH low. Be more dirty with your wake-up oki. I liked the crossunder attempts. One of them got blocked so next time you can try 663A]D[ 236A to get the cross back to the same side and hit with 3D Mid screen I like to end in j.C and do a delayed 3D to beat no tech and roll towards Ada and also put quick tech in block stun. At the same time I'll do 2B 5B to catch forward rolls or continue pressure. If 2B hits, 5B comes out and you can combo as you like, if not then 5B wont come out and you can go into pressure. If 3D hits you can either IAD allecan or just 5C for a combo. It beats a bunch of options. Try to finish combos with a corner knockdown too. It lessens your left/right mixup game but really helps your high/low, throws and covering escapes. Be careful with counter assaults. I think you got punished twice. I believe you can do 6ABD to cover yourself with 6D or 6AB and quickly 41236D. That's it for now I think.
  24. This is in CP right? I could never seem to get more damage from this started then I could with my normal 5C, Volante, Allecan, 5C, j.C, 4D starter combos in EX. I'd get about 4.2k meterless mid screen with volante and 4D but only ~3.9k with 5C, Brio j.B, j.B, j.C, Volante... In terms of Ada HP I feel like from what I've seen, we have enough to work with to effectively push people to the corner from just about anywhere. At which point you should still have some meter to get a good hit in, then you just need to decide whether to spend more Ada meter to get a more damaging combo or whether to do the longer solo combos we have now to help build Ada meter back. The latter then gives you more meter to get the next mixup with.
  25. Puppet characters are badass! Carl was an insta-choice here. I also play Eddie and Shadow Labrys, not surprisingly enough
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