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Everything posted by Zoogstin
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[CT] Carl Clover Tactical Discussion/Questions/Help
Zoogstin replied to Alternate275's topic in Archive
Well you do have to know all of his other combos just incase you're in a scenario that won't allow you to do so. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zoogstin replied to Alternate275's topic in Archive
Not quite sure what you mean? Are you saying Nirvana is getting hit or are you saying that when you try to do a move with Nirvana, nothing happens? Or am I missing something entirely? -
spam the crap out of 623D. Its a life saver. The occasional jump up and mash A works to. 6A beats the dive moves. The issue comes from determining which side he's gonna hit you with it.
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[CT] Carl Clover Tactical Discussion/Questions/Help
Zoogstin replied to Alternate275's topic in Archive
Well considering how throw breaking and then airdashing out is a legit strat to hopefully get out of the loop. I'm sure the bumpers would help since they make his airdashes ridiculously fast. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zoogstin replied to Alternate275's topic in Archive
that sounds annoying. Hopefully its just a computer thing. Thanks for the post. Fortunately I don't see that happening anytime soon. -
no there are not. UPDATE: more autonomousR vids. Now with extra Carl rape. Seriously Carl is a retarded character.
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I'm not sure if 6A works against this guy. His foot extends really far out when he attacks you from the air. One thing I learned is to not quick get up against this guy when he knocks you down. That's where his pressure shines. I'm still learning the matchup myself.
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more autonomous vids
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I've gotten better at this matchup. Pretty much I treat her like Hakumen. I attack her very little. I block a lot and always wait for the punish.
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[CT] Carl Clover Tactical Discussion/Questions/Help
Zoogstin replied to Alternate275's topic in Archive
heres a link to the spreadsheet. http://www.versuscity.net/2009/05/30/arcadia-july-tier-list-trouble/blazblue-rankv1/ -
you gotta admit. It is kind of funny.
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You can 6A is jC. Its just that the Hakumen has to airdash really high in the air or has to air dash at you when he's already close to you. In other words he has to be very stupid. A good hakumen wouldn't do this so you would hae to do what I mentioned earlier and well..... block.
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[CT] Carl Clover Tactical Discussion/Questions/Help
Zoogstin replied to Alternate275's topic in Archive
Happens to me sometimes. Basically I just screwed up my spacing so when I airdash for the second throw I put the opponent on the other side nirvana before i activate her and thus Nirvana turns around. The opponent will always bounce in the direction that Nirvana is facing. So if her back is too you, then you screwed up. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zoogstin replied to Alternate275's topic in Archive
This all comes from the fact that nirvana won't do anything until you release the D button as I'm sure you already know. With that said, a lot of mistakes that I make is that I hold the direction I want and press D but right before i release D I also let go of my direction due to shear habits from playing normal characters. But I do this so quickly I'm convinced that I released the D button before the direction when I really didn't. I dropped many 2C 8D combos because of this. -_- You have to be really careful not to get anxious and go back to neutral before you release the button. Also if you see Nirvana move during a string but for some reason the move doesn't come out yet you're positive you had the direction right, sometimes I release the button too soon from the last move that nirvana did. By the time I release the button and bring my finger back down on the button to continue the string Nirvana not only doesn't do the move but deactivates so when I see her activate and not due the move I'm like, "WHY DIDN'T SHE DO THE DARN MOVE!!!" Simply put its small minute input errors for me that I have a hard time pinpointing thats often screwing me over. But at the end of day I know what technically happened. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zoogstin replied to Alternate275's topic in Archive
Just the fact that Nirvana exists makes a lot of Carl's matches tolerable. The throw loop just makes them better. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zoogstin replied to Alternate275's topic in Archive
yeah, don't worry about it. More carl info lets go. -
Concentrate on staying out of his range at all times. Your 5C will hit him during the start up and recovery of his moves if you're out of his range. But it'll whiff if he's just standing there. But that is the best zoning tool you have. If he airdashes at you from a high elevation you may be able to pull of a 6A. Other than that if he jumps at you, you have to block. Nothing you have will stop him from jumping in on you (if Nirvana is not around) so don't try anything. Take it like a man. You'll be forced to block at lot of stuff. FD everything because your guard will break in no time. When you manage to sandwich him in blockstrings or attack strings he'll be fishing for counters. To avoid this, when you're going for a reset, just pause for a second. He'll do the counter and then you can punish him for it. But most importantly just stay out of his range and zone with 5C. He'll be looking for nirvana to activate and do a move. Thats usually when Hakumen will swing to hit her. To bait this, just press and release D for nirvana to activate and then quickly go back in to standby mode. If Hakumen swings at her, and hopefully misses, that is your time to airdash in for the pressure. This matchup I think is 5-5. If not then this is in Hakumen's favor. 6-4.
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[CT] Carl Clover Tactical Discussion/Questions/Help
Zoogstin replied to Alternate275's topic in Archive
yes. -
Hmm... It seems that it is still wise to also learn character specific throw setups in case you come across people who can consistently get out of this setup. Is an extremely late throw tech a guaranteed escape?
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[CT] Carl Clover Tactical Discussion/Questions/Help
Zoogstin replied to Alternate275's topic in Archive
Well if Ragna can uppercut out of the trap theoretically Arakune should be able to super since it has invincibility on start up. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zoogstin replied to Alternate275's topic in Archive
Yes this setup does work. If they burst the super can still hit them. As proof I did it to an arakune player last night. While I knew this setup worked it was hilarious to actually see it in person. When I did the 2C I cancelled it into Nirvana's super completely unaware that my opponent just barrier bursted. After the freeze Arakune finished the burst animation and then got Big Bang Uppered by an unscaled super for the kill. Keep in mind this won't work all the time. Just a few days ago this same scenario happened but due to the time of my opponents burst, his invincibiltiy frames lasted long enough for the super to wiff. Just a reminder 2b 2c can work after 8 or 9 hits you just have to be faster with it. Also sure we can mess around online later. whats your tag? -
just posted it in mynusdono's thread.
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Actually its in the last 2 videos that autonomousR posted today. The 2nd vid shows how the opponent can potentially get out of it if you time the 8D wrong. http://www.youtube.com/watch?v=IomvFfUTU6k&feature=channel_page http://www.youtube.com/watch?v=Nd-3IHrdZXk&feature=channel_page
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Good posting. I saw a video of that earlier and planned to practice it. From what it looks like its pretty universal like you said. I was kind of bitter though when I saw it because of all the work I was putting in on character specific juggles. The only problem with this is that if you do the second 8]D[ too early and opponent throwbreaks late the 8D will dissapear before hitting them.
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[CT] Carl Clover Tactical Discussion/Questions/Help
Zoogstin replied to Alternate275's topic in Archive
we should make a thread for videos. (good job by the way Code-Nana) I'll play some matches today and record my some of my stuff as well. Maybe.