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fogelstrom

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Everything posted by fogelstrom

  1. For meter I abuse 214C against people who don't know you can jump it after flash. 623C after CS to confirm people are in the air. Other than that after 236x3, CS, IW or 236Ax2, IW Also I try to utilize Veil Off as much as possible because the dmg you get is spectacular just make sure to use IW before the meter runs out! - For 6B I always go to 22A because of what has already been said above. If you do not cancel it you will be -8 on block and if people catch up on that it's not worth getting some added dmg just because you can confirm 6B to normals. I used to go to 2B after hit but after I began using 22A... it's just that much better in every aspect. 6B, 22A, 2B, 3C, 2C, j.[C], j.A, j.B, 3C, 236Ax3 - Carmine is that kind of character. Once he sets his stuff up you won't be doing much besides blocking. My recommendation is either to look at frame data available to look for gaps, use shield so you get Vorpal for free Alpha Counter. Use Veil Off as reversal to get him off of you. But the matchup heavily revolves around who has the offense, meter and Vorpal. I have not played the matchup to a greater extent but the above generally applies for alot of matchups imo. The better you get at chilling and outplaying people in neutral the better you are going to do in all matchups. Carmine has alot of tools for far/mid neutral game with his projectile and blood puddles to keep you on your toes. You have to respect alot of stuff from him.
  2. Yeah I just don't like to throw into 3C in case of getting 236A out to late and using up a floorbounce. Also with the scaling I'm not loosing too much. I'll look into though. I'm just training on 66C and also abusing the hell out of it since alot of people can't deal with it so it's just super awesome and fun. Alot of people are getting upset with that oki from me. But ofcourse you have to mix things up a bit! About EX Reaper it's just really bad habits and I was playing against Merks and got frustrated and impatient. I'm more calm and collected on wakeup against basically every other characters besides Merk. Thanks for watching and sharing your thoughts mate.
  3. Or you can just cancel 236A, 236A to 41236D without CS, fail-proof. That's what I'm doing. Also thougt I'd post some videos. Maybe get the ball rolling on that for critique or whatnot. http://www.twitch.tv/inputlag/b/553443914 Note that I have very poor matchup experience against Merkava.
  4. If I really wanted to maximize i'd probably do; 5C, 236Ax2, 2B, 3C, 2C, j.[C], j.A, j.B(1), 3C, 236Ax3 - 3181dmg without Vorpal activated. Doing 2B, 5C, j.B(2), j.C, 3C would probably net more dmg instead of 2C but I have not practiced that route.
  5. Since I'm from EU the amount of players are fairly low. I've only had 1 session with a decent Hilda. Basically you have to turtle your way in. She doesn't have any mixups from far so you should have nothing to worry about besides just blocking. Remember shield drains her GRD and gives to you. Having Vorpal for 623B CS is always helpful. Once you are in she has NOTHING besides reversal VO so go nuts on her. Keep your pressure safe and try to stick in there. Use a lot of 66C, 22A and 3C. Also to be noted is that her dive j.2C is unsafe on block so mash 2A or 214C. What I got out from my 1 session at least so I'm far from an expert at that MU.
  6. You can only use 2 wallbounce/floorbounce per combo. If you have used them up before the end you can't hit with 3C after j.[C] and instead have to end with another variation. That is basically all there is to it. So just use charged j.C, 3C when said condition has not been met and there is little issue. If you need further explanation on this I could provide examples but not while on my tablet ^^; For the throw just sit down in training mode. You can start the inputs earlier than you would think. Basically the only advice I can give on that one.
  7. Was messing around with Veil Off and just for fun to maybe get the ball going on some high dmg combos. 623C, CS, dash, j.B, j.C, 5B, j.B, j.C, 3C, 236Ax2, IW - 6000dmg flat. Obviously you won't be random hitting people with EX Grim Reaper with Vorpal and Veil Off activated that much ^^; *EDIT* A bit more on the practical note. 6B, 22A, 3C, 2C, j.C, j.A, j.B, 3C, 22B, 22C, CS, IW - 5222 dmg
  8. I'm not using 2B, 5B/5C, j.B, j.C route because I have too much trouble with it tbh. I find it the hardest. But I have not practiced it hard. I use it at some locations but when you get towards the end with less hitstund they tend to always tech before 3C hits. I can do the other stuff fine and it's not that much that I want to loose oki and put myself in a bad spot in matches.
  9. If you start a combo with regular jump let's say for Gordeau 623ABC, CS, dash j.B you can jump cancel in the combo. But otherwise it seems you can't jump cancel more then once. Also for Nanase it costs GRD right? I'd probably not spend blocks of grid for a few extra hundreds of dmg..
  10. You press the A button Bit weird at first but just press fast, straight after j.C has hit.
  11. You loose 77dmg if you just skip 3C after the first Rekka and instead do 2C j.[C], 3C, Rekka Works easy on every character. I'd only suggest going for anything besides charged j.C when you have already used up all your ground bounces already.
  12. 1) Press start, choose the second option, you'll get a list of players then choose person to kick and press ok. 2) Dno about this one. 3) When creating a lobby it's the 5th row from the top that sets minimum connection.
  13. Hmm I've had no trouble against said characters. Atm this game doesn't feel all that hitbox specific atleast not with Gordeau. Some combos you can't simplify with only j.C since you've already used your "downs" or what to call it so 3C can't hit a grounded opponent. Like 5[C], 236B, 236B, 2C, j.[C], 3C <- wiffs So instead you have to do j.[C], j.A, j.B(1), 3C. Just sayin' But most of the time it's just easier to go for charged j.C and consider most of my matches is online I prefer it that way hah
  14. GRD system is to me the opposite. If you shield (that probably no one uses) you steal so much GRD. You get more GRD if you play defensive and not backdash all the time then offense. Also CS and free Alpha Counter in Vorpal is extremely useful defensive options for all characters. Obivously if you are on the offense and you double get Vorpal you are only going to beat the other guy harder. Tell them to shield
  15. With reaction you can use 623B as AA.Not so good vs Assault obviously. Against projectile characters forward jump air dash to cover ground over projectiles Other than that try to control GRD/Vorpal and use 623B CS against long range mistakes. This is what I have found works for me atm. Slow approach but it's just like any other game against people zoning.
  16. d.6C? You mean 66C? Dno wat annotation you're on about Sey xD Gonna main Gordeau? Mirrors ftl ^^; Anyway I'm gonna try and take a look at the frame data this weekend. I will post my findings as well.
  17. play-asia has rather cheap atm. I bought 6k YEN from them to buy it, they have a sale atm otherwise pcgamesupply or japancodes. I've used all 3 without any issues besides from japancodes on BBCP release since they was the cheapest they ran out of all codes so I got mine 72hr too late. Got instant delivery from play-asia yesterday.
  18. I actually use that as well. It's not really "good" in any sense at all. I just use it to keep my opponent on his toes but more than often it gets me blown up by reversals or mashing. However if they tend to up-back tech you can IAD the 2C and air throw. Or IAD delay j.B if they neutral. But you are really not in any kind of advantage for not wanting that 236D meter/oki. None the less I use it just to mix things up a bit.
  19. I'd suggest you'd look at videos for blockstrings. There aren't really any specifik ones and that goes for basically every character in the game. Some noteable things are that you can go into 6B from every move you'd use on block except 3C. 5B dash pressure is good and you should add it to your arsenal. If you are close enough 2C, 3C/j.2D becomes somewhat of a 50-50 mixup. If you can coniditon players to always stand on 2C for j.2D you'll start hitting with 3C as it's low. 2B has long recovery frames but during all of the recovery you can gattling into 5B. This makes it a very good frame trap again rythm blockers/mashers. Don't be afraid to throw in cmd grabs. Regular grabs is also a big part of Terumi's pressure (imo). 5C(1) j.2D should also been used alot.
  20. The danger of 6B, as show in the video, is also that since Terumi's revolver chart allows him to go into 6B from basically every move except 3C (that you would actually use on block) makes for mind-games. I can do 2A, 6B or 2A, 2C to frame trap people mashing trying to beat 6B. Super basic example. The possibilities are huge here. Alot more people should experiment with 6B especially since you can option select it. Makes it and incredible move.
  21. Depending on screen position you could alter it to something like 6B FC, CT, 66, 5B, 5C, 5D, 6D, 236D, 63214B, 66, 2B, 5C, 3C, 5D, 22C Pretty sure they will tech before the last hit of 22C but you can always cancel it into super before that. You should probably gain the meter for one more.
  22. http://youtu.be/sSQZhZGUug0 I was thinking of doing a more in-depth video showing stuff with the 2C reset but meh... I'm a lazy bum. So I did this showing how I kill of alot of people these days. If they don't have burst they're dead. If they have burst you can make it burst safe as shown in the second part. But 63214B, OD, 22C is hard to hit Ah well! *EDIT* I just realized a very similar vid had been posted by kusanagi wich I had not seen ^^ I will definitely steal his reset though :D And at least I showed a burst safe reset option so it's something!
  23. Aw. Less then 1.0 OD 236236A
  24. It's hard to say anything without seing you play. 5D is your go-to tool for space'ing obviously and you should only cancel it to 236D if you have 50% meter to spend. If they jump and barrier you're only -1 i think? So dash pressure after it is kinda risky but works out most of the time. Other then that you gotta keep as much pressure as possible when you get the kd. For air situations... jump back j.D? You can confirma CH to Messenga. Otherwise j.B has a poor hitbox so if you want to meet up people in the air I'd suggest j.A mash or j.C. I very rarely ever use j.B unless for the range. Also if they get somewhat predictable air throw.
  25. Haha that's the life right there. My tip for it is if you can react fast enough against the jump meet him up with j.A mash, j.C or throw. Another tip is to run under him, kinda depens on screen position though, because that will often make people block as it will feel like you somehow got the advantage.
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