Pen_Ninja
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[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Pen_Ninja replied to Akira-Shiro's topic in Carl Clover
I think the problem is the negative edge input plus the way 22X works in this game PLUS all the other stuff you need to do after it. My theory is that because it's negative edge, it's harder to get ]D[ right after 22 than it is to get [D] right after 22. That on top of the way this game is picky with 22 inputs... if you do 23X or 21X it won't work and I think if you do 223X or 221X it won't work either... meaning if you don't hit ]D[ right after 22, you risk hitting a 1 or 3 right after and messing up the input. All this goes together with the fact that you're doing so much stuff with Carl that there's often no time to stop and wait to make sure the 22]D[ input actually happened properly before you need to start inputting something else. -
[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Pen_Ninja replied to Akira-Shiro's topic in Carl Clover
We discussed this a bit in the loketest thread http://www.dustloop.com/forums/index.php?/topic/8980-cp2-carl-loketest-discussion/?p=856362 Now that 3D is a low and doesn't knock down, the chance of unblockable loops is possibly real. We'll have to see. -
Couldn't get this working in 1.1... J.C whiffs on pretty much everyone but Tager and when I try it on Tager, he lands too early... I guess j.c hitbox got taller?
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Are you sure? You may be able to beat 236236B > 2C > 5D as the persona has to recover for the entire 2C animation giving you time to get in... But I'm fairly sure 236236B > 2C > hop cancel > j.C > 5B > 5C > 5D pretty much hits meaty since 5C straight up cancels into 5D and 5C generally knocks you full screen and untech time carries all the way to the ground.
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I'd help out but I'm feeling like my connection won't be the best.
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Yeah I just tried it and it does turn out that 6C doesn't reach in that situation... But crush trigger dooooeeesss! J.2C~allecan > 2B > 5B > 6B > 64D > CT > 66 > 2A > 2A > 2B > 5B > 5C > 8D > 9j.B > j.2C > j.AAB Drops between j. A and j.B, CT forces standing. Can omit 1 or 2 2As if the j.B starter and/or combo timer changes makes the timing bad, tested on Ragna so far Edit: tested this off CH j.B > j.2C~allecan and it works just fine. We may be in trouble if they really have shortened combo time but otherwise, we got this!
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Fair call Fair call. I guess I'm used to either Extend "you have all the time you could ever need to force standing and set up and air dash-able situation" when it comes to thinking about this stuff. On the other hand there's the current "Do stuff, then 46D, then unblockable" making it so very easy... Maybe something magical will happen and it'll all be OK... Maybe we'll be able to loop as long as the opponent tried to block the UB standing (good players will stop doing this very quickly)... we'll see I guess. I figured 6B > 46D > 6C would be too far away but I've never actually needed to try it before so it may very well have worked. I'm also not in a position to check D:
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Well then... This means unblockable loops... I'm thinking something like 3D+j.B > j.2C~allecan > 2B > 5B > 6B > 46B+6C > 2A > 2B > 5B > j.A/B > 8D > j.2C > j.AAB +3D I'll test it out in 1.1 but if it does work, I don't know if it'll carry over with all the 2.0 changes. On that note though, we have much less in the way of tools for setting up an UB reset loop than we did back in the EX days. Now that 6D and 421D float, we can't use those to fill the Carl gaps. We did gain 46D but will it be enough?
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[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Pen_Ninja replied to Akira-Shiro's topic in Carl Clover
2B is fine. It's 2 frames slower than 2A and is a much better starter. Your main loss is the loss of gatlings but you'll be fine... -
Uhh... I hate to crush your UB loop dreams but I'm fairly sure 3D is no longer a low...
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I made a video with some corner mixups after a knockdown > 214C https://www.youtube.com/watch?v=xn8He26W_CU&feature=youtu.be Blockstring works on every character but fuzzy does not work on Shos, Teddie, Labs and Rise not 100% tight in against roll in most cases but it's an option.
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5A...? https://www.youtube.com/watch?v=FuG_o0CSp4w
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I do it in game a bunch, works out for me.
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Weren't they also nerfing the CT untech time?
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Careful with just flying in. Ken has a lot of moves that accidentally deal with jump-ins. 2C is good for a lot of things and often anti-airs 5B on whiff has an automatic follow-up that's probably Ken's best anti-air, especially for the forward-ish angle you'll be coming in at. 214C/D makes the dog jump and spin which will pretty much cover the entire trajectory that you're likely to be taking. These moves don't really have to be thrown out with the intention of anti-airing you but the way they work, they'll probably get the job done anyway.
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Has anybody experimented with 5D in the Ken MU? I feel like it'd mess with his dog usage a lot since everything but 2C moves in a way that it'd be impossible not to hit the shield on the way to Aigis. I'd assume it'd hit low enough to actually hit Koromaru and Ken would then either need to block or commit to an attack that'd should to either let Aigis in or giver her time to murder some dog.
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I'm fairly sure that's the arcade "type A" for BBS where "type B" is the more commonly used ABC D Config
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Ken anti-airs are unfortunately very situational... 2B is indeed questionable and not useful in every situation yet there are some simple jump-ins that will die to 2B. 2C is good because there's no commitment from Ken but the timing is tricky due to Koro distance and Koro can whiff in some situations. j.A is really good because of it's hitbox and active frames but sometimes it's just too slow to get the jump in there or it's really not a good angle for it. DP is another option sometimes against jump-ins with good priority but the horizontal range is terrible and it's obviously unsafe. Ken's anti-airs are situational >__>
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Oh, cheers for checking that for me. As I said, I was playing against a Sho a bunch so I figured CH BD > 2AB wasn't entirely universal. I should note, that's 2B(1) > 236A as an adjustment. If you're unsure, this route seems to work on everyone.
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From here: http://www.nicovideo.jp/watch/sm24360219 All combos start with Koromaru put away I haven't labbed all of these so my indications as to when to press 5C to bring Koro in will be based on my knowledge of how long that move takes... Just be aware I may estimate poortly 5A > 5B > 5C > 2AB > 236AB > 2B > j.A(1) > j.B > j.2B > 236C/D > dash 236A~A > 236D > dash 236B~B > 236C > super I believe 5C should be done around the same time as 5A here. 5AA > 5B > 5C > 236AB > 2B > 236C/D > 236B > 2B > j.A(1) > j.B > j.2B > 236C/D > dash 236A~B > super 5C should happen like 5A > 5AC > 5B > etc 5B > 236A~A > 236AB > 2B > j.A(1) > j.B > j.2B > 236C/D > 236B~B > 236C > super 5C happens immediately after you press 236A and before you press the ~A. You can follow up from 5C with 236B instead to save meter but it's tight. Then there's a bunch of totally normal combos where he presses 5D to bring Koro back normally. These are pretty much just normal combos but shown in a way that proves they can be done when Koro is away initially. Later on he does... AoA~D (18 hits) > 236A~A > 5C > 236B > 2B > j.A(1) > j.B > j.2B Uses 236B instead of 236AB I'm assuming because of the FC. I feel like you could do more after this but haven't tested yet. 3k is respectable for the situation and I feel there's no reason this wouldn't work mid-screen?
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So there's a short Izayoi segment in the new 2.0 trailer http://youtu.be/yL-JfSiGGWM?t=1m39s stuff > 623B~D > Valkyrie Astraea (AKA ~6D) I wonder if that's a true combo now? if it is, then it'd have to be changing the properties on strike fall to allow a bounce which means a few things: - Easier, less stock dependent random mid-screen air hit confirms where 623B > 214D > j.C > j.C > 236C > 214D > etc aren't required. - Possible corner routes along the lines of strike fall > 2C/5C - Possible issues with the strike fall > j.C safe jump Thoughts?
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2 solutions to challenge 25 My super cool, super easy version and the game's totally unnecessary hard one. https://www.youtube.com/watch?v=hp_nIDqHa9E&feature=youtu.be 236B > 236236B > OMB > 236236B > 2B > 5B > 5C > 2C > 236A(1) > 236236C 2B > 5B > 5C > 2AB > 236A > 236236B > OMB > 2AB > 214A~C > j.B > j.C > jc > j.B > j.C > j.236AB > 236236CD
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Is there any difference between pressing the additional button to let out a present and waiting the whole duration? Like doing 214A~A vs 214A and waiting... Aside from the latter taking longer of course.
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At work ATM so I can't test this myself but I feel like if you don't tech, the fireball is going to blue-beat out of the combo and then continue to carry you into the black hole, making the entire thing one big combo and ruining the post-BH damage... Aside from that, it's really good... it just doesn't account for the late/no tech
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