CT_Warrior
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https://docs.google.com/document/d/1rn99kPPzZsi243Qs1WzVnkfSajg-K5gTav_uVhJkNVk/edit?usp=sharing It's about 20 pages worth of information and I think it can help both Elphelt and non-Elphelt players. Please considering sharing it with your friends or retweeting it on Twitter if you liked it! Any corrections or suggestions are appreciated.
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I admit that it's 10x harder for the Hilda player and mistakes are much more heavily punished, but I don't think that should have much weight on the MU numbers.
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I wrote a Linne guide here for anyone interested: https://docs.google.com/document/d/1-n4IclxWv5caxYAe07Os4W9WgAiZMu4W6sr0h0_jmJk/edit?usp=sharing
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[CP2.0] Celica A. Mercury Combo Thread
CT_Warrior replied to CrownEmpress's topic in Celica A. Mercury
The corner combo hit combo should be 5B(CH) > 6C, not 2C. For what it's worth, I messily transcribed all the combos used by Ronitta(15-dan Celica player) in the 2/1/2015 Touhoku qualifier. I didn't test all of them. These combos may be more "modern". Celica Combos- Midscreen- j214A rc 2A 5B 6B 5C(4) 5D6DD 5B 5C(4) 3C 6D5D2D 5B 5C(1-2) 214C 5B 5C 5D(6)D6D OD<~30%(invul through punishable move) 5B 3C 6DDD(cross) 6B 214[C](cross) dash 5B6B 5C 5DD2D 2A5B3C 6DDD throw 214[C]cross (dash?) 6C 214[C]cross 6B 5DD6D (vs Vad) throw 214[C]cross dash 5B6B5C 5D6DD 236[C](invul) 6C 214[C] dash 6B 5D sj airthrow dash 5B6B 5DD6D Corner- 2B 6B 5C 3C 6DDD 2A 5B 6B 5C(4) 3C (Nu.13) 5A(CH) 2A 5B 2B 5C(4) 3C 3D6DD 5B antiair 6B 5C(4) 3D6DD 2A 5B 6B 5C(4) 3D 2A 5A 2B 6B 5C(4) 3D 3D6DD 3D6DD 5A 5B 6B 5C(4) 5D 6C walkback 5B 6B 3D 6DD rc 6C… ellipsis signifies dropped or bursted combo, dunno whats after. falling jBA 5AB 3C 3D6DD 5A6B5C 5D6DD 2C 3C 3D6DD 5B6B2Cjc jBC djC j214A (vs Izayoi) 6B 5C 3C 3D6DD 5B6B2CjC jBC djC j214a(vs Izayoi) - recommended B starter combo, consider using 5A instead of 5B for stability 236[C] rc 5B 6B 5C(4) 5D… 5B 5C(1) 214C rc dash 5B 6B 5C 5D6DD 2A 5B 6B 5C 3C 5B(CH) 6C 214[C]cross 5C(4) 214Ccross 3D6DD https://www.youtube.com/watch?v=cmERr8eSPrI https://www.youtube.com/watch?v=8y8rc_6Im60 -
Meterless Okizeme off Bridal Express Ender: Stuff > 214K > dash 236P > dash 2K meaty > 5K (react to standing/crouching/hitconfirm) .. > 5K(hitconfirm croucher) > cS > fS > 2H > (2D) > 2P(toss) > dash cS > air combo Ideal outcome. Good meterless damage into more okizeme. .. > 5K(hitconfirm standing) > 2D > 214K > dash 2P (yrc) explosion oki No added damage, but damage is damage. You might want to yrc the toss so that you have more frame advantage, or maybe it's redundant; I'm not sure. Maybe you'll have time for a safe mixup. .. > 5K(blocked) > stuff > 2P If you toss it early by not using 2H in your string, you can follow up with 6H to stuff jumpouts. Otherwise, you can try to time it right to reset pressure. I think 5K meaty might be better for mixups, but there would be too many options for me to post. Also, you'll probably have to guess rather than react when choosing a followup.
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Add me and I'll play you. Carmine is tough. You need to be very good at pressure and neutral and very knowledgeable about Carmine's pressure options. Kuuga is risky but necessary in neutral because his normals are better than yours. He has a fast walkback speed, so he can just hold back and make your mid to max range air kuugas whiff and dash in immediately to win neutral. Using air kuuga (7236b and not tk kuuga) close to mid range is risky because he can dash in behind you or activate a pool and win a trade. TK kuuga has its uses but it doesn't jump over his 6b and he might be able to punish you or at least win neutral by using jump jC at low risk and not in your odds. Ground kuuga is risky as well because it will whiff at mid to max range due to walkspeed and if blocked gives Carmine a free in. There's no safe way to play this match up. Make "scrubby" hard call outs on the startup/recovery of his specials+6b or play "safe methodical" neutral in your enemy's favor. Although ex air kuuga is pretty broken in neutral, meter is best used in pressure vs Carmine specifically (imo) because he can punish Linne reset attempts better than any other character. You need another ace up your sleeve to make him less willing to try. If there's no fear of ex kuuga in your strings you'll get much less out of your pressure, and if he can't get out of your pressure you win.
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Linne vs Orie Linne should win pretty handily. Practice doing 7236b and 9236b as fast as you can. You should jump slightly higher than a TK Kuuga. The reason you dont want to TK Kuuga generally is that you're wasting the vertical hitbox by using air kuuga too low on the ground. Each frame you're slow on 7236b is two to three times the amount of frames of startup+recovery you'll have because you rise higher off the ground, which takes time, and you have to fall longer back to the ground. DashC generally beats all of her normals and has anti-jump utility. Dash 2b covers the most horizontal distance in the shortest amount of time. Ground kuuga comes out more than 13 frames faster than air kuuga if you're already in range of divine thrust and dont feel like blocking. Linne vs Eltnum You have kuuga and she has gunshots and a long whip. You really have to practice 7236b/9236b so she doesn't dash in right after you whiff it in front of her and punish you or force you to block. Air kuuga will win you the matchup unless she has meter for 236c, the threat of it will let you sneak in dash 2b's and dashC's and assault jCs if thats your game. Don't get shot. Dash in with 66 not 6A+B after you block her shots because she's minus unless she has enchanted bullets. Her damage makes the matchup pretty even, but I think Linne has the edge even in pressure. Linne vs Yuzu Yuzu will win neutral. You have to guess a lot and you'll be punished for wrong guesses occasionally. Her neutral is much safer, but it's possible to get random hits off jC, 7236b, dash 2b, j236c but the chances are comparatively low. You need to master Linne pressure to stand a chance. She has an assault OS, can use 4c to poke out of whiff cancels, has a 5 frame A move, and can teleport to safety if you're trying to do long range kuuga corner pressure. Even then, your only hope is getting combos off your pressure. Typically you'll need to get in 2-4 times to kill her off each round. Linne's worst matchup in my opinion.
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Blockstrings and blockstring theory. 5a - your fastest poke with higher range than 5B, can be late cancelled into other moves. -2 on block 5b - comes out one frame slower than 5a, -2 on block, have to cancel fairly quickly. -2 on block 2a - same startup as 5a, low range, have to cancel fairly quickly. -3 on block 2b - quick poke with decent range, have to cancel fairly quickly. -6 on block 5c - longest horizontal range, -7 on block 2c - long horizontal range, must be cancelled on block or punishable. not optimal to whiff cancel (e.g. 2c2awhiff or 2c5awhiff) 6c - should be thought of as your "other" c move. Notes: 2a-2b: your opponent has only 1-3 frames to mash out if you delay 2b as late as possible. it sucks for blockstrings. 5c2c / 2c5c: no matter how much you delay the latter C move, your opponent will be in blockstun and cannot mash out. helps setup 5c[c]. 2b5b / 5b2b: there is no frametrap even if you stagger as long as possible. your opponent cannot get hit if they crouchblock and mash 2a. avoid. Whiff canceling into 5a gives one one frame of advantage than whiff canceling into 2a. You should stagger the moves as late as possible except for 5a-2c and 5a-5c. There's no way your opponent can mash out with normals, so by staggering you're giving them a bigger window for them to mess up. Since you can't late cancel your moves, the only way you can stagger optimally and ambiguously to when is to use moves with high startup. For example, 2a-2b only has a few frames where your opponent can mess up while 2a-2c delays the second hit and lets your opponent freely mash themselves into a combo. Notation: Standard Dash/Hyphen (-) represents places where you can "reset". A space ( ) indicates that it's a link, such as 5a 5a, or to stagger as much as you can. It's also used for easier readability. 236B66 indicates that you have frame advantage after your command dash (you get yellow grab if you try to grab immediately). Only works if your opponent doesn't shield. (X) something in parenthesis means it can be omitted in some cases. Here are some of your options to "reset" depending on your distance from your opponent at the time of the hyphen. (dash) 5a/grab/assault. (mixups to punish assault OS, blocking, and shielding) your assault jC is a better mixup when you are within a char width or two from your opponent, and dash assault jC is ambigious with dash grab. !You should mix these options in after any 2A/5A/5B! 2b when out of 5a range. used when you're wary of being mashed. whiff cancel to 5a on block to throw out another move, or cancel into C moves into 236B66 reset, or hitconfirm. I usually use it after 5B(full recover) 2b. 5c/6c to punish jumps/backdash and out of 2b range. tk kuuga / 72369 kuuga dash bdash dashC/236b/2c/2c/5c/assault/iad to punish reversals and some C normal mashing. dashC (long range) Make sure there's no gap between 2c5b on block or hit. You throw out 2c and 5b follows immediately, always. If you get shielded too often, throw out more mixups. 1. pointblank(5a)-5c2c2a(blocked) 5a-2c2b-5c 236b66 (you can roll after commanddash for crossup) -2b6b6c236b (if you think opponent won't respect 2a 5a link) 5[c] delayed2b-2c-5c/6c-236b(66ab) close-ranged rebeat string with 5c[c] mixups. good meaty string vs not linne for extended pressure if opponent doesn't shield. 2. 5a-2a-2c5b-5c2b 6c 236a/b/624b -214ba6b624a mid ranged string. safer string for meaty with good mixup potential. practice this one and fourth string below a lot. try 5a into grab, 5a-2a into grab/assault, 5a-2a-2c5b into grab/assault, 5a-2a-2c5b-5c2b 6c236b66 into yellow grab or repeat blockstring ad infinitum. 3. 5a-(5a)-2c5b-5c?|2a(whiff)-2b5c 236b66 6b 624a 5b [comboender] if hitconfirm |2b(hitconfirm)214b 6B624A 5b [comboender] far ranged if omit second 5a. react quick after 5c. great midscreen string to extend pressure vs no shield. good meaty string with high mixup potential. can be used after 6D jC, switch 5b and 5a for more damage hitconfirm damage. (e.g. 6D jC slight delay 5B-2C5A-5C2A/5C2B) use 5C236b66 or dash 6D jC after 5C2a(whiff). 4. mid(5a)-5c2a(blocked)-2c5b-6cc236b66 (6c versus zero respect) 2b5c 236B/624B! (most common option, 2 frame gap) 66 6b 624a 5b [comboender] if hitconfirm string with three places to reset. better mixups, less bad vs shielders. no need for quick reactions in contrast to string #3.
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Kuuga vs grounded opponent when you dont know whether kuuga will hit or block. People may flinch or press buttons; you never know if it'll hit or be blocked. I created a compilation of option selects to cover both, but you may have stronger options if you choose to guess whether they'll get hit or block. Sometimes you know 100% that it'll hit, in which case you just go ham on them with your highest damage combo. There aren't significantly better options if you know they'll block, which was my intention when compiling these option selects. TK236b mid range: dash immediately 5b Kuuga hit - dash immediately 5b TK236b Kuuga blocked - dash immediately 5b into blockstrings (frametrap) You can TK236b on reaction if you hit; you have a lot of time. Why not dash delay 5a or dash immediately 5a at that range? Because it's suboptimal: Kuuga hit - dash delay 5a [6]cc 624a 5b Kuuga blocked - dash delay...GET MASHED Reasoning: The [6]cc Hien combo requires a delay after dash for them to drop lower, but if they block the kuuga then your 5A will come out way too late. It's impossible to 5a on reaction and still get the frame trap. Dash immediately 5b works on the threshhold of a frame trap as it is, and 5a is only one frame faster. Now let's see what happens with dash immediately 5a: Kuuga hit - dash immediately 5a into air combo (lower damage) Kuuga blocked - dash immediately 5a (works just as well as 5b) Dash insta 5b is clearly the optimal route when you're unsure whether kuuga will hit or be blocked. TK236b slightly farther range (where dash 5b barely doesnt reach): dash immediately or almost immediately 5a (dash quick 5a) Kuuga hit - dash quick 5a into air combo Kuuga blocked - dash quick 5a into blockstring (frame trap or close) 5a has more horizontal reach than 5b but has a lower damage combo off hitconfirm. TK236b farther range (where dash quick 5a doesn't cover both options safely): 5c Kuuga hit - 5C 624A 5B into combo Kuuga blocked - 5c into 214b or more C moves into ex kuuga or kuuga dash/roll/airkuuga TK2369B next threshold where 5C doesn't work: dash 5C (6AB5 5C) kuuga hit - dash 5C 624A 5B into combo kuuga blocked - dash 5C into stuff TK236B next threshhold where 5C doesn't work (with vorpal): 624A with vorpal kuuga hit - 624A into CS into something kuuga block - 624A into CS into something I'd personally spend my vorpal on this anyday. TK236B max range: dashC kuuga hit - dashC into stuff if they're cornered or if you misjudged the range. kuuga block - dashC into stuff Better than nothing if you're in midscreen, and good in corner if you dont want to spend meter (use 214B). TK236B max or any range: cancel into j236C kuuga hit - cancel into j236C kuuga block - cancel into j236C If you have the meter, j236C is great. Next up is jump kuuga. You try to do it as fast as you can after jumping. That's the height I tested it with. 72369a/b at 0-4 char widths range: slight delay 5b kuuga hit - slight delay 5b tk2369b into combo kuuga block - slight delay 5b into blockstring 72369A/B at some farther range (kuugaA moves you forward so..): 5c kuuga hit - 5c 624a 5b into combo kuuga block - 5c into 214b or more C moves into ex kuuga or kuuga dash/roll/airkuuga By the way, practice doing 236b 236c as fast as you can without doing 623c so they dont backdash it. 72369A/B after 5C doesn't combo: 6C kuuga hit - 6C 624A 236C into combo kuuga block - 6C into stuff, preferably stuff that uses meter or vorpal You'll likely use this more than the 5c one. 72369B at max or near max range: dashC kuuga hit - dash C into stuff if they're cornered or if you misjudged the range. kuuga block - dash C into stuff Better than nothing if you're in midscreen, and good in corner if you dont want to spend meter (use 214B). 72369B at max or any range: cancel into j236C Yep.
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Oh yeah, I always input dash as 6AB ever since I switched to stick. Roll is good to duck under projectiles occasionally and to get a quick burst of speed when they aren't in the position or mindset to punish you for it. You can also cross them up with it, but try to just barely crossup each time so that you fully utiilze the burst of speed to cross them up and are less likely to be hit. It also makes the mixup that much stronger. Basically if you can complete a roll and land behind them before the startup of their move finishes, which is not unlikely due to Linne's speed, you'll dodge their attack and punish them. It's most useful against characters who tend to use high startup ground normals and not so useful versus say Seth. If they airblock an air kuuga, you can CS land and 6C them. If you throw out a preemptive air kuuga that whiffs, you can CS airdash into another air kuuga or something too I think.
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So I was trying to find out how the JP Linnes were zipping around, weaving in and out and destroying everybody and I found a couple of things. Dash blocking is extremely good on Linne. You can move a quarter of the screen while blocking almost the whole time by inputting dash then immediately blocking, but the problem is that it takes a while for the dash to stop and reinput another dash. Too much time wasted and position lost on a character who thrives on good positioning. A few ways to get around it: 66[4] (dashblock) 6D j236b/ jC/jB/j6B/j6/jA 66[4] 23[6]B~AB6 (my preferred way of inputting the command dash without rolling) 66[4] IAD jBjC / jAjC / jCjA / j6BjB 66[4] 9 (dash jump makes you fly across the screen!) 66[4] TK236A/B Using 6c in neutral is imo incredibly unfair and dirty. It has 30 frames of startup+recovery versus the 36/37 frames of 5C/2C respectively. Not to mention (which I'll mention several times) that you can whiff cancel the 6C into another 6C, which you can troll Orie's with occasionally. The antiair potential of 6C cannot be understated. 5C is pretty good and has the most horizontal range, but it only has two active frames compared to the six of 6C and 2C. The problem is that you're limited by the game's mechanics in when you can use it. Dash 6C turns into the command normal 66C, a dash attack. If 66C didn't exist and you could 6C out of a dash, everyone would be crying Linne top tier. You can use it while standing still, but 2C would outdo or be even with it in most of those situations since this game is ground based (except 6C covers ground assaults and can whiff cancel into another 6C :D). The first thing I thought of when I played this game after playing Melty for so long was how to make it more air-based. Linne has just the kuugas to make them jump. After you do that (MU dependent), you can do some silly occasionally genius 6C movement options: Dash stop 6C (most obvious option but man that dash stop is slow) Dash 5D 6C (useful when you want to move a a char width or two) Dash roll 6C (best from a fairly far range, can very length of initial dash like with above) Backdash roll 6C (LoL) Dash backdash 6C (LooL) TK236A/B optional roll 6C Empty assault 6C Assault j236A/B 6C Jump somewhere land 6C Jump/assault j2b 6C It's like Kohaku's 236B except this is a game where they can't airblock most things, backdash, or airjump and you can combo off 6C by doing something like 6CC624A236C or 6C(airhit)624A, aand you can cancel it twice if you miss so they can't punish it too easily. The threat of it along with 623A/623B for bad angles combined with kuugas and dashes can let you win neutral for free.