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Everything posted by Adelheid
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[CT] Carl Clover Tactical Discussion/Questions/Help
Adelheid replied to Alternate275's topic in Archive
It is a bug, yes. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Adelheid replied to Alternate275's topic in Archive
In a sense, yes, because it is a wholly unintended interaction of effects producing behavior that the programmers did not expect. -
BROKENTIER - Clothing for virtual punchy game players
Adelheid replied to koogy's topic in Zepp Museum
I honestly can't. -
Well, yeah. Not much of a reason to go for a purple throw during a combo; by all means either go for green or do standard mixups out of it after they get out. But during a blockstring, when there's no hits to add to the count, purple anima is pretty idealsies.
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I'm almost positive this isn't true and if it is it's like 2 frames max
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I'm really :psyduck:ing here Because I just don't see the advantage of using a green throw over a purple throw from blockstun, when green throw requires tight timing and doesn't seem to offer any tangible benefits, that I can tell... Purple throw just seems strictly superior... But everyone is saying "No, go for green throw" I feel like there's something so simple that I'm just missing here
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Hmm. You've thought this through. I can see a lot of the benefit of what you're saying now. I really just see no reason why to even bother with a green throw out of blockstun though. Hitstun, yeah, that's cool but blockstun, eh, it doesn't give you any more comboability. Purple throw is easier and less escapable. Also talking with Veteru, he claimed to me that there isn't actually any decrease in untechable time from a combo going black beat. I trust him as generally knowledgable, so really, I just don't see the point in putting that hole there. Not in blockstun, anyway. And really, from hit, I would just keep going with standard pressure most of the time.... Because if they eventually block, whatever, just go into it purple anyway, right? Keeps there from being that silly hole there that doesn't need to exist. It's still plenty good, keeps the opponent on their toes, makes their only one hole instead of letting them IB and stuff so you decide when the hole is instead of them. More viable than I gave it credit for. But still there's a lot to be said for keeping standard pressure because you CAN always just get back into it. I'll totally admit I was wrong about Anima's speed though! 33 frames is totally usable; it's always felt worse than that to me but I guess it's because it's so bad out of neutral that I want it to be slower than it is. But it IS slow enough that it's reactionable (very much so!), which means yes the opponent can jump out if they're looking for it. Ada's action is subtle but that vocal tell of Carl's is unmistakable. Maybe? I'm not testing this since I'm not currently near CS, but looking at the frame data and my own memory, this is what it seems to be telling me. It's not like it will never work, far from it, it'll work a lot. It's strong. But, I just think... It might not be the strongest. On the other hand, with a speed like that you can really just throw it in anywhere, can't you? It's the same speed as 6D, and I totally didn't know that. That's awesome! So you should be able to, in blockstrings, do ... > 63214C+]D[ 236A; as long as you're not riiiight next to them this should get you right up to them, letting you react to their throw tech or lack thereof with 5A > ground loop or 236B + whatever. Even on IB unless you have a strong reversal there's not a big enough hole to get out 5B 5C, so eheheh. (And you can always jc the blocked 5B to block any reversal attack, trying to yomi the opponent.) This is really way too cool.
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how Ada is tied up in Anima and jA mash isn't going to solve all your problems and certainly can't be done on reaction; it would be 50/50 at best. Am I missing something obvious here? Not that 50/50 isn't cool or anything, but it really seems like you're making this out to be better than it actually is.
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I was under the impression you couldn't do perfect ticks in this game... Throws will be purple until the sixth frame after someone gets out of hitstun/blockstun... Or so I thought. So, that's always escapable by just holding up... It's not like the opponent has any real reason not to hold up after your 5C, anyway, so as long as they know this... And I would always just compulsively tell my opponent "Stop falling for that and just hold up."
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Again, for people not following this or who can't quite visualize the interaction here: Normally, dio combo sends the opponent backwards from where you are a fair bit because you cross them under and then send them flying a bit with Con Brio to Allegretto. But here, you use Con Anima to throw them behind Ada and you Vivace to the other side to start it, so your cross under really just gets you back to your initial orientation after already moving them forward, so it ends with the opponent having moved a great deal forward; done from about the middle of the stage, it should get them solidly in the corner. (I say should because I haven't tested it personally, but this seems right.) The corner, naturally, being where Carl's pressure and resets are at their strongest, even better than during CON.
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Well, it can actually be useful for corner push to get less escapable pressure, because of the nature of this setup. So I think it can sometimes be what we want. Regardless, I'm totally confirming that you can at least get the start of the dio combo from purple Anima combo starter.
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Anima is not untechable to the ground in any situation, actually I'm not clear that purple throw out of ground pressure into Dio Combo doesn't work, if the purple throw is the first hit of the combo. All I was saying earlier, is that you can't loop this; you certainly can't get anything if you do any sort of extended combo into the purple throw, so if you try that they can just escape that way. But out of pressure I think it's still good, even from purple throw. I've never actually been good at Dio Combo (never practiced it, didn't have time to practice it then), so when I was testing it last night I was using the slightly different combo of purple Anima, 236B on reaction to not throw teching, j2C Allecan jB jC 8D (1-hit) to 2D loop. If that works, then I assume Dio Combo does too. Because remember... You may have less default untechable time, but I think it's only 2 frames less, and you also don't have the lowered untechable time from the added hits from the starting (any low)+2D. But, I'm not going to be able to test it myself for awhile; left for break until this weekend. Even just doing this is massive damage and gets you reset sandwich pressure though. If you do get a green one (which I personally believe to not be reasonable, since... Ticking with Anima is very hard, if they see you go for it they can hold up on reaction...), I don't think dio combo is actually the best thing you can do though. You get two extra hits before untechable time would go down to what it is for the standard dio combo. When I get the chance this weekend, I'll spend some time experimenting and trying to find what is real optimal dmaage.
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Frame data. Testing on how to make this stuff go well. Because the opponent can simply not tech and get hit by the Con Anima, thereby taking the unprorated damage but otherwise getting out since they can tech easily from there thanks to all the hits of the ground loop that you did that are still part of the combo. Unfortunately Anima isn't untechable to the ground, so. Much stronger to do it out of block. Veteru.
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Well, there's a 1-frame gap between 2A/5A/2A on IB, so if you have a reversal you can escape there. If you don't, those to 5B has a 4-frame gap on IB, but that's dangerous because it could be another 2A/5A as a frame trap. The 5B to 6B gatling is another frame trap on IB, and from there you've been hit. Faultless will not get you out if it is set up right. Faultless pushes too far away for a full string of 2A/5A/2A/5A but it also means that you can safely go to 5B 6B sooner thanks to not needing to worry about frame trapping the opponent during the weakest part of the string since hey, they used faultless, they can't get out regardless... And 5B/6B is of course always going to work. So the short of it is: Like all of Carl's guardstrings, you can IB and reversal out at literally any point. But if you're not a character that can do that, then it is inescapable. However, setting it up seems to require you do it out of Rhapsody of Memories or a well-spaced Volante, ideally as oki; other Ada moves have too much recovery. Though, you can also do solo Carl into it from certain spacings. But that's shaky. Other ways to get into it do exist but they require long blockstrings to let Ada recover, and thus in general you can faultless out of them or they have long gaps to get out after a good IB.
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Okay fine I proved him wrong It's definitely unblockable. Hurray. Doesn't even require any sense of timing, can just mash out the 5A until it hits
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No, there's always reversal options and ground rolls to deal with setups into this from air combos, and done from the ground you can always just not tech Con Anima, meaning whatever combo goes on from their must be an air combo. So against an opponent that is playing at a strong level, you can't loop this. Doesn't mean it's not strong as sin though. [21:00:39] <DarkRagna> oh you know what it is... [21:00:44] <DarkRagna> you might have to block backwards from that setup [21:00:58] <DarkRagna> just like you have to air DP backwards for Ragna off some of the old throw loop setups [21:01:18] <DarkRagna> that's my best guess [21:02:07] <Stark> It's possible [21:02:08] <DarkRagna> since in the vid it shows him facing backwards during the throw tech [21:02:18] <DarkRagna> would be a really messed up mixup if that's true [21:02:19] <Stark> Hmm, I'll bring that up in the Carl forums [21:02:29] <DarkRagna> since you could just hit slightly later and they'd have to block the correct way probably Something to keep in mind when testing this, guys. Logically, he's probably right. If it is, this answers the "why 5a" question because the answer to that is because it's fast and the opponent can't use the timing for when they see you use it to know which way to block.
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Beats the hell out of all the unblockable setups I've been developing, that's for sure... That is just... Sexy as sin...
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I'm not really sure where you're coming from on this as it seems to me the edge of 3P/2D area is pretty good for Venom. You say laying balls is dangerous when rensen threatens you, that's true, but Venom has a lot of very nice pokes around that range, chiefly fS but also 2D and in some situations even 6H. If you can get Axl to block something, you can safely set a ball, and that makes things so much easier for you. Axl really wants this not to happen, and should try to use the threat of Rensen to let him advance to where Venom's pokes are more cumbersome. Running rensen is a good tool for corner pushes, and fS has the best hitbox among Axl's normals for dealing with Venom's pokes. 3P is often good but it will never beat Venom's fS; I say this as a player of both characters here.
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Haha I wish It doesn't though. Supers stop the clock but still give each character full motion, which counts Ada. For example, even if you block Carnage Scissors, the clock will still be stopped, but that doesn't mean you can't do anything. Command grab seem like an exception but really that's just because both characters are locked in a special animation during which both have no hitboxes, while damage is applied directly to the one who was thrown at specified times, but this doesn't affect any "other characters" which usually don't exist but then hey look at Ada. Other fighting games with throws and 3+ characters (e.g. GG Isuka) handle things the same way or similarly. Meanwhile, Bang install is basically just one long super flash; it really does freeze all elements of the game, and not just the specified opponent. It's interesting because in most fighting games that feature super flashes, BlazBlue included, it doesn't actually freeze the player, but they can't take advantage of this because they don't return to neutral until after it ends. But a few characters here and there have moves that don't quite sync up with super flashes, generally by design because the math is extremely easy although I can't help but think at least a few were done in error somewhere. Moves that don't sync perfectly with super flashes include Dizzy's Imperial Ray Overdrive in Guilty Gear, which becomes active 1 frame before the super flash ends, and of course Fu-Rin-Ka-Zan which returns Bang to neutral 1 frame before the super flash ends. "Time stop" supers in various games are generally handled the same way, by causing an extended super flash while returning the character using it to neutral quickly; this is a cheap and inexpensive way of getting the effect one wants without having to code anything new since super flashes are implemented in most new games already. Although this has been a pretty off-topic rant so I'ma just end it here
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No, not at all.
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Or I can get video footage of THIS Even less legitimate but I am endlessly happy that this happened
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Carcass Raid doesn't have an FRC. You may want to edit that.
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Deus Ex Machina = TROLLING TOOL OF CHAMPIONS With full meter, retreat to the corner with IAD, 22D during it to position Ada like this: |.......A...............| | = screen border; this assumes you're going to the right, for left otherwise Ada would be similarly positioned towards the right. Activate AH as soon as possible, then just FD everything they do, and tech whatever throws they used. If you have good defense you can easily keep this up for the mere five seconds it takes for it to go off; when you're cornered like this they can't back the screen away enough to dodge the explosion, and FDing their attacks will push them into it. If they don't attack you can just 5B or something. I've gotten this off three times tonight and I got Veteru to complain and jestingly call it cheap, which makes me pretty happy That diagram is awful, so I'll try to get video footage of this as soon as I can. Luckily my HD capture device recently arrived in the mail so I should be able to get a good quality capture of it. This is obviously not a 100% serious strategy since Carl kinda likes using his meter, but goddamn. It is very funny and there's really not a whole lot they can do about it so if you somehow get the chance you really might as well. The only real hole is people with command grabs (except tager lololol) you can't just easily tech their throws. Also, Rachel can dodge it by staying in the air and just not going down. I think Arakune might be able to do the same thing. Noel maybe if she has lots of meter. But, uh, against people who don't have command throws and aren't those characters!
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Viewtiful Joe is nice because his otherwise gimmicky assist helps with many setups. Roll's assist is also nice, as puddle limits opponent's mobility. Ippatsuman can use Yatter-2's assist well as it sets him up for various things, and he builds meter well for Yatter-2 to use. That said I'm gonna say the best is probably Frank, as Yatter-2's assist helps him in his own wacky setups that lead to his infinite, while Frank's assist is insanely good and helps Yatter-2 with her own stuff simply by existing, given that it hits the entire screen.
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They were corrected. Really, Cross Generation of Heroes was pretty much a very long location test. Where the location is Japan. The fact that Ultimate All Stars isn't even called TvC 2 really shows that it's the "correct" version.