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Everything posted by Adelheid
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Tao could've ground-teched and poked out pretty easily Or backdashed, eaten only part of con fuoco, and popped up leaving Carl with a very mediocre combo as his only finishing option, then teched out That setup is unfortunately very weak.
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just input 2D slightly later and delay the gatling from 2B to 3C to uncombo it...
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There's always burst baiting with Vivace <_<
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NOC or CON means that the characters are arranged Nirvana, Opponent, Carl; the opponent is sandwiched between you and Nirvana. Likewise CNO means Nirvana is between you and your opponent, while NCO means you are between Nirvana and your opponent.
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Well, I typically use the time Ada's not doing anything in loops to adjust spacing. It's not really that much more health lost, and allows better setups to be constructed on the fly. But no, I'm pretty sure 2B doesn't gatling to 6C.
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No, there's not enough time to do it in the middle of that string like that. I wish there was because that would be really powerful. But, sigh.
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What are you talking about here Because you can't loop 2D-based unblocks because ground teching and rolling, and you can't avoid this out of 6C+3D because 6C forces standing (although that one you can just jump out of. Though that makes you vulnerable to other things.)
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OH WOW YOU GUYS That string I posted. I found another unblock you can do off of it. And it's super funny. xx 6]D[~9, falling j2C jB jC~3]D[ 6C. It's not even close to as tight a reset as that last one, and can be escaped fairly easily if you see it coming. But at the same time: PFFT OH WELL. Lots of resets can technically be escaped but aren't because they're used infrequently and mixed up so the opponent doesn't see it coming. And you know what the best thing is? You can get the following off of it: 3D+6C, 2A 5A 5B 2B 5C 6]D[~9, falling j2C jb etc. Discuss
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Have a vid, you guys. Some of you can't play CS and don't know how this should work. Or maybe you just can't quite picture it. But videos are always good! So here. YouTube - BlazBlue Continuum Shift: Carl standing unblock reset
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Heh well there's your problem. jB has a VASTLY better hitbox for this sort of thing in CS. It's kind of not that great in CT but in CS it's so good aaah Well that's releasing the 2D rather late in order to get anything at all out of it. You have to do it a few moves ahead of time, because 2D is a really slow move. But yeah uh basically that's the same thing as what I was saying, the only difference is that I typoed 3C as 2C repeatedly. Well yeah you can really do basically anything out of this. j2C jB jC is basically replacing one rep of the ground loop, dealing a bit less damage but letting Ada recover and not dealing her damage. In a sense it's pretty much better than a normal ground loop, since you still get TONS of mixup opportunity and resets (with plenty of unblocks) out of it, have more time to set things up out of it, and Ada takes less damage... The fact it's not doing as much damage as a normal ground loop (and really, it's not that much less) kinda pales by comparison, lol. Another place you can reset in that string is right after the j2C, not cancelling to jB and letting yourself fall with a high, or using allecan and then 2B for a low. You can also do this even if j2C jB is too late in the combo to actually work.
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Yeah so. I was wrong when I said that that worked on everyone. I was confusing it with a similar thing that DOES work on everyone. To wit: Rather than 6B, 5C. (6B might work, I dunno. But 5C is level 4 rather than level 3, and in any case was what I was testing with, so whatever.) Do 6D as late as possible, jump-cancel the 5C. j2C while falling, a bit before hitting the ground (but not JUST before hitting the ground). Lets you do j2C lower to the ground than you can while doing it out of a jump, letting that jB hit everyone as long as they're standing, rather than merely the taller half of the cast. Note that you can't do it as low to the ground as possible, or the jC won't connect. The timing is rather strict, but it's very learnable. Seeing this video reminded me of an unblockable setup I developed back when I was significantly more scrubby than I am now. It wasn't very effective and had a very odd start, but it worked. I still don't think I'm all that good at the game, mind you, but I'm significantly better and have a very strong technical knowledge of the game if nothing else. So I went back and came up with the following. It's... quite strong, really. In sandwich, while the opponent is standing, any time before the opponent's been hit too much for j2C jB to connect. xx 6D falling j2C jB jC 5B~2]D[ 2B, delay 6B/3C+2D hits. If you don't delay the 6B/3C gatling, the whole thing will combo, which you don't want; you want it to just barely not combo. This unblockables them mere frames after they get out of hitstun. Use this in situations where you'd normally go for a ground loop, for instance 2A 5A 5B 2B 5C jc this (1632 damage before unblock), or perhaps 6C 5B 2B 5C jc this (3004 damage before unblock). Maybe even punish something someone does standing, like the recovery on a baited dragon punch, with perhaps 5C jc 6D jC 5B 2B 5C jc this (3587 damage). The possibilities are endless. While it's obvious what you're going for, there's lots of ways you can bait reversals out of this, just by backdashing or blocking or whatever. 2D will protect you if they have the wacky idea to fake like they'll reversal and then they try to throw you. Reversal backdash won't really help because you can mash to beat it. Also, you can do the unblockable a bit earlier to throw them off: falling j2C jB jC~2]D[ 5B, delay 6B/3C+2D hits. By changing when the unblocks you're a lot safer against reversals. Also you have a third option, which is falling j2C jB, delay jC (whiffs, but you still do the sound effect, distracting them from your next move of) B+C. Tick throw them. Why not? It's cool and easy. There's lots more places where you can try to do resets in this string, and it does rather little damage to Ada, so if you catch the opponent standing it's pretty solid.
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It works on a lot of people. Anyone you can jump loop you can do this to. But, there's a similar thing I've been developing which works on everyone...
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You need to instill the fear in your opponents. If they're trying to mash out, try backdashing or otherwise invulning through their jabs, and if they're committing to a DP or something just IB and get another ground loop to the same reset.
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Some of this is a bit questionable, but in particular. First off they can just barrier guard to avoid this. But second off they can also do any reversal at all. 214214D is not a very active move, which is to say it is active for only one frame, which is to say that anything that has any invulnerability at all (such as backdash) will avoid this. I do like the thread though!
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[CT] Carl Clover Tactical Discussion/Questions/Help
Adelheid replied to Alternate275's topic in Archive
Negative edge is just letting go of the button - literally giving the controller a negative input, from 1 (pressed) to 0 (not pressed.) If you're using pad and have a hard time doing this at the same time as other things, try mapping D to a shoulder button so you can press it with your index finger instead of your thumb. Other than that, it's really just like pressing a button... But instead of pressing the button, you release it. Pressing D activates Ada, and letting go of D deactivates her (neutral) or does a move (any direction), so tapping D really just activates her and makes her do a move, so she has to go through the 16-frame activation time before she can do her move... Which obviously is much worse than just going straight to the move. In general if you're using Ada you should be holding down D, so that you can release it when you need to. Kinda odd to get used to, but really there's not a whole lot to it, on a technical level. Con Anima is a bad move in CT and you shouldn't use it. If you really feel the need to use it, though, generally you use it to tick throw in your blockstrings. But I don't even think you can get any real damage off of it in CT (where "real damage" means "clap loop"). -
Well. That's interesting, hadn't seen that come up before. Although I should point out it didn't disadvantage the Carl to do. Yeah pretty much. 6A is a ridiculously better move than 2C.
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A-bug takes a bit over a second before it'll hit Carl from that positioning though. Ara player's gonna have to throw it hella early for it to hit you out of Vivace, no way he can react to it to hit you... He can't always use it to cover the hole either unless you're cornered in which case the crossup is a non-issue. I mean I'm not gonna say it's perfect or anything. But it does deal with Ara's options kinda well in ways. His pressure is not perfect and at any given time if you IB well you have options, even if they're not immediately escaping.
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You can get out if you IB well. Crossups are easy enough to get out of though. Because, if he goes in the air you can just 236B and get right out of there. Even if you get tagged by a random bug after the invuln is gone, he'll be too far away to do anything off of it. His teleports all have enough startup and you can watch for them so you shouldn't really get hit by bug+teleport crossups if you're on your A game. Even if he does a meaty crossup, there's just no reason you should ever get hit by them, with almost every character and that includes Arakune, thanks to double buffering. EDIT: Hey this is gonna get asked so I'm gonna head it off at the pass right now. Double buffer is a kind of option select where you buffer in a move once forwards and once backwards. If you don't have a move with that motion's reverse in it (example 623 versus 421) then you'll get your attack regardless of whether you're crossed up or not, because if you aren't your game will see your forward motion and if you aren't it'll see your backward motion. You can't do this if you have the motion forward or back, or it'll do the move for whatever motion you entered most recently. Carl doesn't have a 214B, or anything at all similar to that, so if it's safe to Vivace, as is pretty much the case here, you can do 2363214 as your motion to do Vivace even if you're crossed up. EDIT: Also I'm thinking of making a Carl CS tutorial video. My Carl is not very good but I have a strong technical knowledge of Carl and the game as a whole, plus I have a pretty good recording setup for CS so. What sort of things would you all think is important to have in there? I have my own ideas but I want to get input from other people.
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6A 22D 236A 5A 5B jB jC 8D, (etc.) is pretty easy to get. There's more damaging things, but they're way harder and don't always work depending on the height you catch the opponent at.
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3C isn't really low profile, it just has a kinda good hitbox. I have huge doubts.
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I'm pretty sure that's a terrible idea. It has 14 frames of startup...
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Isn't only the first hit of 3D a low? It doesn't seem like there'd be time.
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It's not particularly hard, no, but it's a bit tighter than the previous recommended combo so when trying to learn it you have to get over previous bad habits you may have had. That's all I meant.
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I disagree. Ragna, you have to constantly be wary of Inferno Divider, but Bang just doesn't have a tool like that. And because of Bang's relative lack of range, you can also afford to be more aggressive at neutral. The Ragna matchup, I think, is defined by Inferno Divider and the range on his attacks making the best way to start pressure to be patient, have good defense, and punish him unmercifully for everything he does even slightly wrong. Fighting Bang is a lot more free-flowing because you don't have to worry about any of that, and he has autoguards to get out of some of your stuff but they're baitable and don't even compare to the threat of ID. By contrast, Bang is more threatening than Ragna is when he gets going, due to his decently strong command throw that he can tick effectively, his shuriken pressure, and the fact that if he gets a hit, there's a decent chance of an FRKZ in your future that you just can't deal with. Ragna, meanwhile... He can guard crush you if you sit around all day not doing anything I guess. Just, he's a lot stronger against you from neutral and can deal with your pressure better than Bang can. It can kind of play out similarly thanks to various intricacies. But the underlying core of the matchup is pretty different, I think.