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bbq sauce

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Everything posted by bbq sauce

  1. No, in the corner, if you do something like 5C6C dash cancel 5C jC jD, they will definitely land on the floor before ice breaks, because you can do corner throw, B dp, jB jC, dj jC jD, land 5B 5C 3C knockdown and not black beat.. so this will work. And 6As, air grabs will be too slow.. DP / reversals are obvious.. That's like saying any offense is invalid because your opponent can DP. Also, I wrote it wrong the first time, it's air dash jB jC, or air dash jB land 2B. Not empty air dash land 2B.
  2. That is the point, they break out of the ice with you on top and have to guess high / low. That's what a reset is. also, I wrote it wrong the first time, edited post.
  3. lk explained an actual ice reset in his car last night, I'm gonna work on it incorporating it in my game and figured I'd share.. In corner combos that end with jB jC dj jC jD, ice car C, you simply do jC jD after the launch, and as they land from the ice, air dash at them and either jB jC into a combo, or air dash jB and land and 2B.. so basically you sacrifice a few hundred damage, and potentially score 4k~ damage from the jC > big combo, or you can start the mixup again after 2B 5C Fubuki B, 5C > combo.
  4. Ice car B and C are punishable on block. Ice car A i think needs to be IB'ed to punish.
  5. Every freeze attack has a predetermined minimum time frame in which you will be frozen, with a max time of 120 frames. Every directional input reduces it by 5 frames.. So if a move has min freeze time of 30 frames 6 directional inputs will break you free. If you can input those directions as before the minimum time runs up, it stores them, and you break free at the earliest possible frame.. So if you input the directions asap, you can hold down back, and prepare for throw techs and still break free at the earliest possible moment.
  6. Isn't this idea pretty much killed if they just FD after they tech like most people do anyway?
  7. Hmm, I only turtle because I fear the fuck out of that throw loop, and he since he gets basically off any hit I don't wanna leave it up to chance that they'll fuck up.. even though most can't hold on to it once they get it. I know you know your shit though, so I'll start tryin the pressure game.
  8. I'm by no means tops in this game, but, I've been playing a pretty solid carl player and doing failry well against him. - Run away / turtle until you can seperate him from Nee-san/kill her - As said, spaced 5C, 5D, 2D are great go to pokes - There's almost nothing he can do to air fireballs outside his 236B range. He has to deactivate Nee-san when you go airborne or she's going to eat that fireball, with activation start-up she's too slow to punish it and since his mobility is pure ass, if he can't reach you after the roll then you're gold. Just don't be predictable, or you eat the Nee-san dp move. - You can jump in on him pretty liberally, his 6A is ayuss and jB and jC both hit low enough to reach where he's vulnerable, and Nee-san is too slow to anti-air with on reaction to your jump if you're spaced right... Watch out when he has 50 heat, you will hit him but the gear will still come out, and that's not a worthy trade. - Dance around his 5C range, if he wiffs it you can 5D it and set up some pressure. 5C counter hit into 6C might work, but might not have enough range, I haven't tried it. - Not that useful, but, if you make it in throw range, and you think he will try to gear super(nirvana is dead or not near by, he's cornered, etc), if you get that throw, the gear will come out, but wiff through you as you throw him. You still end up blocking it, but the throw does kill a little of his time while you block the gear. Match seems to me to be heavily in Jin's favor.
  9. I'm an aspiring Carl, and I'ma be at Evo. I only played him once though, not long after I switched over to him, my arcade replaced BB with KoF XII. :C but yeah, my Carl is hot trash... so I wouldn't really count me as a Carl player.
  10. i see what you did thar.
  11. Who are you doing it against, it only works on specific characters, and only in the corner. Only works vs ragna, arakune, and I think one other, if you go back a few pages it's listed.
  12. The rashou trade into kill was cool.
  13. Ehh, doesn't look that interesting, imo. I'd have to see more vids before I get hype or anything.. I'ma just put out a guess that this will either be A) extremely boring, and basic.. or B) wildly broken. Not based on anything, just a guess.
  14. R.I.P. thread tags. Jersey thread will miss you. *pours 40
  15. Subscribed. Are the vids from your US tourney going up on here?
  16. Are you sure? I swore I've seen JP vids where they've done 6A-5D dash cancel, 6A-5D-22C
  17. I haven't seen any mention of it here, so I figured I'd post, but apparently 2D counter hit causes untechable ground bounce that you can follow up with a decent combo.
  18. http://www.youtube.com/watch?v=oZhhOekS_58 happens around the 3 min mark
  19. On the subject of new combos, I saw in a video Ragna did 6B>5C>6C>Gauntlet Hades, late followup, 5B>6A - air combo vs crouching Noel. Damage was huge and took no meter.. I'm just wondering if anyone knows does it work on the whole cast, because that would be tits.
  20. http://www.youtube.com/watch?v=hH9c_0f_Zv0 Haku-Men vs. Noel video, filename is:1-1 BLAZBLUE α-sガチ イノウエ(HK)vsキュベレイ(NO).mp4
  21. I think you can make crossups with j.B with out turning around, from what I've seen, you might have to have the move out before crossing over them.. As well as I've done IAD j.C in situations where it seemed to hit behind them (no turn around)> It's always been blocked, though, so I don't know if it just looked like a crossup but doesn't actually hit from the other side, or if they just blocked the crossup.. I didn't ask.
  22. Actually Axl has the worst time dealing with Ghosts than any other summon. Ghost Zappa is more favorable against Axl than even Raoh Zappa.
  23. So I played a really beasty Jin player today and got my ass handed to me repeatedly.. I have no idea how to fight that fool.. HALP!
  24. I must try this. And apologies to anybody that might've believed my earlier post. I'ma go ahead and delete it.
  25. I was joking. I'm sure it'd pushback would kill that combo in no more than 3 reps, if 22C even leaves enough stagger to relink a 3C. And either way, combos in BB scale to the point that they start to do 0 damage over time.
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