Lost to Slayer Alucard's (Doctor Akabane) Hakumen. Last round was time out. I've been playing a lot of CS lately and I completely forgot how to manage CT Nirvana's meter because she recovers sooooo slowly. I wasted so much time trying to out wait my opponent so I would have enough meter to go on the offensive. -_- uuuuug.....
[CS]- At a certain point when nirvana activates, if she gets hit, she'll also be continuously buffered as well. Not sure of the specifics buts its happened to me multiple times.
So even though j.B won't hit ragna normally after a 6B, if he happens to block high the j.B will force him to block and thus Carl can still keep onward with his offence?
Because of fuzzy guard would Ragna get hit if he crouch blocks between the 6B and j.B?
Dude check out 00:45. That is a really cool combo the carl player did. He comboed into 623C and RC'd it into an IAD j2C allecan into more shenanigans.
http://www.youtube.com/watch?v=-X1MSfUGRo8
The setup at the end of this match is awesome as well.
http://www.youtube.com/watch?v=EZT38sBORJ0
You pretty much have the right idea, but if the Hakumen player knows what he's doing he's just gonna sit back and be patient. Those are the Hakumen's you need to be weary of. As you may have experienced some Hakumen's like to stand in front of nirvana and spame 5C just in case you activate her. They just do this over and again because you don't have a poke long enough to reach them. But what i like to do is as they're mindlessly spamming that move as soon as he's in recover I dash in do 5C and back out. Hopefully I'll get a counter hit, if so I have the offense.
If you have an aggressive hakumen who likes to air dash in at you, I typically like to be just barely inside his air dash range. So when he does airdash and swings his sword I'll back dash out of range and then he's conveniently right between Nirvana and me.
Not much to say, this match requires retarded patience on both sides. Normally the person who dies is the one who's being to aggressive.
He means before she runs out of meter. He's not telling you to use it all up. Before she runs out do the 236236D super. He's also implying that she should still have meter left after that.
You do the throw loop with the intention of doing the whole combo. If your opponent decides to break your throws you can easily see that and then proceed to put them back into the loop. Once you put them back in the loop you are once again intending to do the whole combo (which you need to learn). If your opponent knows that you can't throw loop, they won't break it because they know that you'll eventually drop it. Its not hard to see them break a throw and you just dash up and knock them back into an 8D.
If they don't tech the 8D should hit them moment your throw is finished, then you can airdash and do another throw and then continue with the loop until their life is gone for the most part.
Simply put, you're not doing the 8D earlier enough. You need to 8]D[ right before you input throw. Its easier if you're already holding down the D button so all you have to do is release it rather than having to press the button and then release it. Nirvana won't do any of your normal moves until you release the D button. For one thing if you press the D button you have to take into consideration the 16 frames of activation she has to go through before she even begins to do 8D. By already hold down D you take care of that.
at what point are they teching and what do you mean Nirvana is resetting? I think I have an idea about what you mean for the second question but just verify.