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Everything posted by Zoogstin
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J.HS-> 2P -> 2K -> 2D -> 236P IADing this combo is kind of tricky if you're not low enough when you hit the opponent with the j. HS. Just jumping over them is better. Depending on certain circumstances j.S is a decent jump in move. Other wise I wouldn't worry about trying to jump in on anyone if they I don't have a summon.
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[CT] Carl Clover Tactical Discussion/Questions/Help
Zoogstin replied to Alternate275's topic in Archive
Me like. Sounds pretty hilarious. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zoogstin replied to Alternate275's topic in Archive
Well you play the game, I was hoping you would know. Oh well. =/ We'll find out eventually. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zoogstin replied to Alternate275's topic in Archive
I assume its because offensive bursts can break your guard. Defensive bursts can't. -
this thread is shear evil
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[CT] Carl Clover Tactical Discussion/Questions/Help
Zoogstin replied to Alternate275's topic in Archive
Thats what I was thinking. I was thinking of playing V-13 as a secondary for that specific reason. -
sure hopefully I'll be around to help you whenever you need a question.
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[CT] Carl Clover Tactical Discussion/Questions/Help
Zoogstin replied to Alternate275's topic in Archive
So whats this biz of Dio not playing Carl in the latest Gamechariot vids? -
It depends on the trajectory of your opponents attack. 236P suffers from crappy startup. The opponent can often land before being hit by it and thus can block it.
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[CT] Carl Clover Tactical Discussion/Questions/Help
Zoogstin replied to Alternate275's topic in Archive
Its cool to know that you did well. And I don't know what you mean by your loop comment. Are you saying that the opponent has a longer time to travel and thus you have to wait longer before you can throw them? -
Where'd you hear this from?
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[CT] Carl Clover Tactical Discussion/Questions/Help
Zoogstin replied to Alternate275's topic in Archive
I don't understand the first list. All 12 characters are in the list. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zoogstin replied to Alternate275's topic in Archive
As a future Carl player that video almost made me hate him. -
The only damaging combo that the dog has requires the opponent to be crouching so Zappa can do the 2HS loop. There is another decent crouching combo that I know of but thats too complicated for me to type let alone for you to visualize. Anyways if your opponent is standing it is best to try to go for a 2D knockdown. Then you can unblockable setups.
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It seems you have the right idea. Throw him alot until he becomes scared of that. Never do long block stings. Do a few pokes and then stop. You gotta bait those counters. Baiken's S counter is unsafe on block unless she FRC's it. You can also 6P it. Dog: Dog is good mostly because of the 2 unblockable setups you have to get through Baiken's guard. Also you can be a little more aggressive if you can strategically let the dog get hit by any of Baiken's counters. This will let you get in for free and combo into summon for more orbs. Understand if you have the life lead and you both are on opposite sides of the screen. You don't have to go to Baiken. Baiken has to come to you. And you DO want that. Believe me. Also throwing is your friend. Ghosts: Now you can play Baiken's game and turtle. Throw ghosts from a safe distance so she doesn't HS counter you. Actually ghost throws are a good way to bait he HS counter. If you throw a ghosts from a distance (or if you FRC them at a closer distance) you will recover before it hits her. If you anticipate her doing a HS counter you can jump up and mash jP to knock her out of it, or you can airthrow her. The former of course is easier to do. Other than that poke safe and don't do long block strings. Also when attacking her don't forget to do high low mixups. You have the ghost's 6HS. At other times you can mix that up with 2K or 2S. Throwing is your friend. Sword: If you poke with the max range of the sword you won't have too much to worry about. Just be ready to block HS counters. You can poke from a distance to keep her at bay. Just keeps the blocks strings short and sweet. Go for high low mixups. You have 6HS as your overheard and 2K and 2S as your lows. Also 623HS is great if you can do it on reaction to Baiken's S and HS counters. Throwing is your friend. Raoh: Is tricky. As long as Baiken blocks its hard to hit her since Raoh's mixup game sucks. Poke from a distance with 2S, 5S, 5HS, or 6HS, and try to bait a HS counter from Baiken so you can upper cut it. 5D is fast so you can hopefully get her with that. It also has frame advantage so you're safe if she blocks it. If you can get a throw great.
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I would like to start off by asking is this a blockstring into the dog's bite or a combo into the dog's bite?
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yeah it does. Only in Accent core.
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[CT] Carl Clover Tactical Discussion/Questions/Help
Zoogstin replied to Alternate275's topic in Archive
Okay thanks for the responses. Just trying to stay as up to date as possible for when the game finally comes out on console. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zoogstin replied to Alternate275's topic in Archive
Hey guys I have a question since I still haven't played BB yet. From what I've seen, during ground sandwich combos, I've seen players sometimes jump and do j2C allecan into a ground string into 6D to do the loop and other times that same player will do jB into a ground string into 6D to do the loop instead. From what i've seen it seems that the jB version does better damage, but I've seen the same players alternate between the versions. Is there a reasoning to it? -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zoogstin replied to Alternate275's topic in Archive
Yeah Carl gets no love. =[ -
I can't test it out right now, I would use 2p/5P instead since they're faster.
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That would only work for big characters crouching or standing. Its works for more characters standing but if the opponent is crouching the opponent has to be big. Actually I've never tried that combo. You'll have better chance of hittng the opponent with the 6HS after a 2S or 5S. Even better yet, don't even do 6HS. Do 5HS instead. This better guarantees a hit. For ghosts you can do something like: 5P/2P - cS - fS - 5HS 236S FRC x N 2K - 6P - cS - fS - 5HS 236S FRC 2P - 2K - cS - fS - 5HS 236S FRC Damage won't be all that great but that something you can do for starters. Overall damage for the ghosts isn't that great to begin with. The less you can use any of Zappas P or K's the better because they prorate but they make the combos easier because of their speed.
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[CT] Carl Clover Tactical Discussion/Questions/Help
Zoogstin replied to Alternate275's topic in Archive
Thanks for the vids. Carl's momentum when he gets things started is amazing. He has so many mixup options that will leads to high damage very quickly. -
Maybe the faust player did the motion but because you guys were so close he actually did a normal grab on you. After you broke the throw he released the HS button creating a negative edge moment and his unblockable move came out. Just speculating.
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6P is a reliable counter to Slayer's j.HS as long as he doesn't IAD at you. If he does, sometimes 6P will when and other times you'll eat a counter hit. I find this match up really tricky because both characters have moves that counter each other. 6P will beat out a few of slayer's good pokes like mappas, jHS., and any move that comes out of a dandy step. However slayer can counter that with 2K and 2HS which you'll then want to counter with Zappa's 5K. With this scenario its a mind/guessing game as to what move each character is going to do. Slayer still has the upper hand with because he has on average more good pokes than Zappa. His 5K and 2P are great pokes which can handle both Zappa's 5K and 6P fairly easily as long as he gets it out soon enough. Sword I feel makes the matchup 5-5. Once again, how effective the sword is against slayer is all about which moves Slayer does. fS, 5HS, and sometimes 2S are your best pokes when both of you are on the ground. fS is faster than 5HS but doesn't have as much range even though the range itself isn't bad. 5HS has more range buts its slower. It his twice and is active for a while but because of the time in between the two active frames of the sword and the wierd angles it pokes Slayer (with a little luck) can get inside for the hit with a move like 2D.