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BlazBlue: Continuum Shift II Changes NON-HELPFUL POST = TEMPBAN
Dream Maker replied to Henaki's topic in Archive
Yes, you are right. I actually wrote jC as an abbreviation in the intent of writing jump cancel and not the actual jC move, sorry if there has been misunderstandings. -
BlazBlue: Continuum Shift II Changes NON-HELPFUL POST = TEMPBAN
Dream Maker replied to Henaki's topic in Archive
Henaki : regarding Carl you put the info on 8D 2hit easy to combo on the same line as the jump feeling weird info. Also new combos : o 5B>6B>6D>5C>cantabile>5C>J3BD>JC does 1800 uses few nirvana gauge and gives some decent advantage due to opponent still being hit by 3D when you land. To give you an idea on how much advantage it is, straight after landing from this combo, doing 2A connects red beat and straight 6C seems to be stoppable only by things as fast as 2A mashing from the opponent. o 5B>6B>6D>5C>cantabile>5C>JB>allegretto>8D> [2D combo]> [allegretto combo] > cantata does about 4000 o A poster suggests that combos based on (JC>5B>2B>5C>6D)×n would be a better way to go for B&Bs considering how precious nirvana gauge is now. No idea if it really works or if it's pure speculation though. -
BlazBlue: Continuum Shift II Changes NON-HELPFUL POST = TEMPBAN
Dream Maker replied to Henaki's topic in Archive
Sorry for that, I tried to add + and - points before each info, also added an example on how 6A seems strong by now in my last post. That's pretty much all the relevant info for Carl as for now, unless people on the BBS are still adding info as I'm writing. ^^ -
BlazBlue: Continuum Shift II Changes NON-HELPFUL POST = TEMPBAN
Dream Maker replied to Henaki's topic in Archive
A bit more details : 姉体力 消費自体は大差無い(体感)。姉さんに相手の攻撃が当たると姉さんの周りに赤いエフェクトが発生するようになった。 姉さんは基本的に超脆い。小パンペチペチされたら顔真っ赤にして止めに行くべき。 回復速度は微遅くなった。回復発生までも遅くなったかも? - Nirvana's gauge : There's actually no big change in consumption, probably no change at all. However Nirvana seems to lose a lot more gauge when hit by opponents and takes a lot more time to recover once broke. So basically you have to be really careful with it now. Apparently there is a red effect around her when she is hit, so when you see that the poster just recommends to stop moving her. JC 叩き落とすって言うけど、落下速度はカルルが慣性で地上に落ちるのとほとんど同じ速度。 一緒に着地して投げをすると初見殺しになった。 + JC : knocks down, but the opponent falls at about the same speed as Carl. If I understand correctly the poster managed to get a sort of surprise kill by throwing while landing together with the opponent. Bヴィヴァ 足元無敵削除。ってかCSと結局変わらない。 o B vivace lost its feet invicibility from loke test so it's basically the same as CS1 6A 凄く使いやすくなった。体感で分かるくらい無敵が長い。 + 6A is way easier to use, invincibility feels really long. According to another poster 6A seems so strong now that using it against Tager j2C and despite missing the timing, the invicibility continued even after the actual attack hitting part of the animation. 3C そもそも3Cカウンターっていう状況があまりないため、現状ではあまり使えない。 姉2Dと疑似ガー不仕掛けると使える。 - 3C Since there are few occasions to land 3C counter it can't be used much (an above poster however said that 3C > cantata still works). It's basically useful for pseudo unblockables with nirvana's 2D. J2C すっごい跳ねるよ! 浮きが高すぎて、ガードされた後にアトミックコレダーが入った。 - Bounce after j2C is really high, so high that even after j2C being guarded Tager was able to catch Carl with atomic collider. JB フェイタル削除だけど、空中受け身不可に近い。カルルが先に着地して浮かせ直しや、3Dに当てて攻め継続が出来る。 o jB fatal counter is indeed gone but jB counter is now close to being air untechable. Carl can pick the opponent up if he lands first or continue offense hitting with nirvana's 3D. Also according to another poster カンタービレ+姉呼び&Aビバとか3C+姉呼び&Aビバとかで起き攻めしながら挟む感じかね o Cantabile + call nirvana, A vivace or 3C + call nirvana, A vivace followed by an okizeme seems kind of the new way to go to get into offense when she is far. -
BlazBlue: Continuum Shift II Changes NON-HELPFUL POST = TEMPBAN
Dream Maker replied to Henaki's topic in Archive
Getting started with Carl : ・地上4Dhitは今までとおり 4D hitting on grounded opponent is the same as before ・姉消費もそんなキツくない(ただし死んだら復活まで時間かかる) Nirvana's gauge consumption speed is not that bad (altough if she dies it takes indeed some time for her to regenerate) ・ジャンプに違和感 Jump feels somewhat inconfortable (poster doesn't say why though) ・8D2hit後から追撃しやすく Easier to continue combo after 2hit 8D ・Bヴィヴァは多分CSと同じ B vivace seems the same as CS ・カンタータの発生遅い Cantata's startup is slower Basic solo Carl air combo now : anything into cantabile, C, jB, j2C, jB, jC, jB, allegretto Also according to another poster damage on throw seems really low. Forward throw, j2C, jB, 2D, 5C, volante, j2C allecan, 5C, jB, jC, 2D does about 2500 -
One of the first things I thought about jC knocking down was using j2C allecan to pick up your opponent straigth after jC. That would probably have allowed stupid solo Carl loops based on anything into jC KD, j2C allecan, [land jump forward jB, jC KD, j2C allecan xN]. Going by this I'm not surprised they removed this jC > j2C gatling. I'm also not that hype about the 3D pickup. Sure it should give Carl a real okizeme with the opponent unable to ground tech. Still, the fact that he will probably not be able to use nirvana due to her recovering from 3D weakens the whole thing a lot in my opinion, leaving Carl highly exposed to reversals and probably having to rely on j2C crossup shenanigans at best to break the guard. I'm not sure it would really be preferable to prior okizeme games where the opponent could indeed tech out by guessing right but where you could use nirvana to somehow prevent and counter reversal attempts (or creating unblockables). I guess 3D pickup could still be good anyway against characters with no good reversal and/or characters Carl really has trouble to approach in neutral combat situations. Anyway I'm impatient to ty the new Carl and to see what changes went through the final version.
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BBCS2 FINAL SHOWDOWN: Loketest 5, Nov. 15th Discussion
Dream Maker replied to Cirno's topic in Archive
For Lambda, the part of 5DD, JDD, etc where the blades are going downwards now knock the opponent down. Don't know though if once down you can ground tech or not Something about Litchi being able to do something even after blocked ittsu but I don't understand what (派生出る=followups maybe ?) anyway that's something that was in before but it's the first time the author sees that Carl's 6D wallbounces horizontally on air CH. Something specifically useful against Noel lol -
BBCS2 FINAL SHOWDOWN: Loketest 5, Nov. 15th Discussion
Dream Maker replied to Cirno's topic in Archive
No, this means : "Tager seems strong but i haven't fought him yet so I'd like to try once. On the contrary it seems Valk became weak." No mention of reversal in this sentence. Only point of doubt is that he designates Valk as something like "Val dog" so I don't know if he means only is wolf form or the character as a whole (second solution seems more likely and meaningful). -
Question about frametraps, gattling, frame advantage
Dream Maker replied to Wolf Pup TK's topic in Archive
Theorically speaking you just have to add the recovery time of your previous attack to determine how much frame advantage you get for directly cancelling into another one. If your first attack has a frame advantage of +2 and a recovery time of 7 you should get +9 frames for cancelling into another one. So if your next attack has a 11 frames startup that means your opponent has a 11-9=2 frame window to input something between the two attacks provided he doesn't IB. But in practice this varies a lot, for example depending on which frame you cancel your attack, because you can often gatling moves during their recovery frames. Also moves have more or less active frames so it can change again depending on which frame your move hits or on which frame you chose to cancel it. So yeah if you want to get an estimate for your frame traps you have to take all this into account. That means you have in fact a wide range of options for frametraps but things like IBing or timing mistakes can make them fail. -
Hi ! Yes it's me indeed. I'm happy to get some news from you again, I had a lot of fun in Tokyo with you guys last year. I've been back in France last August to finish my studies and I'm about to move to Osaka in less than two weeks. I'll be there from April to September for work and tourism, and then I'll move to the University of Suzuka in Mie-Ken to improve my Japanese probably until August 2011. This university has a relatively cheap Japanese language and culture program for foreign students. When and where do you plan to go back to Japan ? I'll probably drop by Tokyo a few times during my stay, so let's keep in touch.
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European SBO'10 qualifiers - at Stunfest
Dream Maker replied to BioLogIn's topic in International Events
Yeah, of course it is widely known that every European GGAC qualifier before that one was done using the arcade version... Seriously, I understand why all European players are pissed off by the SBO qualifier being held at Stunfest X rather than at Showdown 5. I see absolutely no viable reason for it to happen in France. Showdown is a more convenient location in Europe and will attract more players than Sunfest. -
[CS1] Carl Clover Tactical Discussion/Questions/Help
Dream Maker replied to Slowpoke's topic in Archive
You don't have to push Nirvana towards you the whole time when doing the 5B, 6B, jB, jC, jB combo, just push her forward when starting the combo so that she is stuck to your opponent and then just maintain D without moving her except when you need it due to the moves you are doing. Also yeah 6C forces standing state on hit so you could theorically restart that loop by doing something like 5B, 6B, 6D, 6C and then 5B, 6B, jB, unblock but I'm not sure if the part following 6C actually works with so much hits... It might fuck up at the second 5B or jB and I think I actually messed up my combo most of the times if not every time when I was trying to do that. So I'm not sure if that's a timing problem from my part or if it's really impossible. Sure thing is that this loop doesn't work on many characters, I got it down on Tager, Hakumen, Jin, it apparently works for Lambda, surely doesn't on Carl, Arakune, Rachel and Bang. Not sure for the rest of the cast. Still this is an interesting thing to mess around with when fighting tall characters, way easier to get down and certainly has fewer ways to escape than his aerial setups. Also I don't know if you guys checked AutonomousR's youtube account recently but this Carl player has some really wicked setups right there and does the new 2D loop with very few flaws : http://www.youtube.com/watch?v=PV0Tmgi5Ywo Definitely the most creative Carl player I've seen so far along with Kyaku. -
[CS1] Carl Clover Tactical Discussion/Questions/Help
Dream Maker replied to Slowpoke's topic in Archive
Hi, I started playing CS recently thanks to a friend who owns the game. I'd like to have some feedback on these matchs so that I can improve my play. For example what you guys think I should do or not do etc... http://www.youtube.com/watch?v=A_9VSUx7crY http://www.youtube.com/watch?v=zunqTney938 http://www.youtube.com/watch?v=mZd6ZPdkOhQ Also you'll probably notice it while watching the vids but I have to point out that I have heavy problems with some essential inputs like B > 6B > 236A > 6D strings or IAD 2C allecan because I have the bad habit of doing things too fast. I definitely have to work on that. ^^ -
Concerning your play, like Hi-C said you're doing too much crossup P stomps as oki, sure it's a good thing to throw out once in a while but it's very telegraphed and you won't catch your opponent very often with it. Anji's Okizeme is incredibly diversified and that's what makes his strength even though he is a relatively weak character. So make sure to vary your okizeme a lot. I have a general mindset regarding what okizeme to use in what situation that I think is quite good : - First, you should use butterfly okizeme as much as possible because you can get almost countless different variations from it. A lot of knockdowns lead to such okizeme as 2D, normal throw (even though normal throw doesn't give you enough time for all kind of setups), On, fuujin S followup. On such knockdowns the only viable reason for not using butterfly is that your opponent is pretty good at getting out of your variations because he guesses right very often, or if you are playing against Baiken (who limits your options after butterfly a lot because of her counters). - And a second type of knockdown is when you don't have time to throw out a butterfly as an okizeme for example H followup of fuujin, FB kou after autoguard and a lot of situations including sometimes when you are too close from the corner to make butterfly okizeme work (sometimes it goes behind the screen, not hitting your opponent). In such cases you should mixup running meaty 2S, meaty 214P, meaty 3K which is very good to bait reversal throws and meaty 214K provided you are at the right distance. Speaking of meaty 214K, the best knockdown to set it up is without any doubt fuujin H followup, because on most characters if you do 214K almost straight away after knocking someone down with fuujin H followup, it will hit as a perfect meaty. Don't forget you can also FRC this move for more mixup goodness (FRC, land and throw or FRC and HS while landing down to counter them if they start throwing in reaction to your FRC). Back on topic I think you missed a lot of opportunities to do damage off 214P because you tried to combo K, 6S, afterwards which doesn't work. Best thing to do is S, 6S then air combo but we already talked about that earlier. Regarding the matchup against Millia, it's a really tough one. Basically you should try to block everytime on okizeme because she has so strong okizeme that she is hardly counterable by Anji's options (especially fuujin). Attempting anything on wake up will most of the time just get you killed faster. On approach, if she is not doing anything you should never try to approach her by trying to jump/IAD on her because her 6P is really good and leads to painful combo + deadly oki at the end. Be patient, wait for her to throw out the pin and dodge it, then attempt a grounded approach. Also I noticed your opponent was very jump happy, you should try to catch him in the air with a forward super jump kick sometimes especially if he already threw the pin out. Also if you're H fuujin happy as I can be sometimes be sure to watch out for her "hair car" (214P) as it will beat fuujin everytime... When you're pressuring her, watch out for her roll and be sure to punish it with a throw. Most Millia players like to do it as an escape to butterfly mixup after blocking the first hit of shitsu, so try to not leave a gap after that, or if you do be sure to do moves with fast recovery so that you can punish her for trying.
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Short dash K > S > S > air combo preferably SJI combo is always a good option but you have to consider the distance, if you're too far it will be hard to combo.
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Yeah sort of that.
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Super Jump Install. Basically this require you to put a fake jump between two jump cancellable moves without actually jumping and then super jumping (SJ). Thus you sort of "store" your fake jump and you will be able to double jump after your super jump which you can't do normally. As for actual SJI combos for Anji we have for example : - 214P/K > S > Jump Install > S > super jump > jK > jP > jS > double jump > jK > jS > jHS > jD for lightweights - 214P/K > S > Jump Install > S > super jump > jS > jP > jS > double jump > jK > jS > jHS > jD for midweights - 214P/K > S > Jump Install > S > super jump > jS > jP > jK > jS > double jump > jK > jS > jHS > jD for highweights With a few variations for certain characters and you have to do the first S faster if you start with 214P.
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Puffbals can easily be dodged on reaction with 6P (don't even try to HS fuujin that) for painful damage, that should make her think twice before doing it too much. But you have to be careful if she starts doing her low kick instead (236S > K). Also regarding P and K stomps, they're best used as meaty attacks otherwise you leave yourself pretty much opened for punishement especially K stomp (free throw for your opponent if you land too close to him and he instant blocks it), P stomp is relatively safe to use in certain blockstrings covered by the butterfly and also in pressure strings once in a while if you're not too close/not to far from your opponent (so that you can't be airthrown or you won't simply whiff your move). After both stomps from midscreen I recommend SJI combos for good damage or simply S > HS if you want to knock your opponent down. In corner your best option is knockdown orb combos but they're quite hard and vary a lot depending on which character you are facing, I don't know if there's some sort of list for such combos in these forums or not... Anyway you can also simply dash and K > S > On not the best thing to do but easy and you keep the advantage.
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There were 10 of them if I remember correctly, even more than Eddies. I think she is just a very popular character in Japan, just as there were few Axls in SBO despite his decent tier ranking. I assume he is not a very popular character in Japan (and in fact I haven't seen many of them)
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Yup, I agree that an Anji player who wants to play safe should avoid fuujin in blockstrings as much as possible (unless it's used in mixups, covered by a butterfly) and especially as a blockstring ender. There are safer options to end blockstrings/keep up pressure, for example : - ending with a 5H which leaves you at slight disadvantage but far enough from the opponent to remain safe (don't do this too much against slayer or HOS with at least 50% meter though, yum CH dot or HOS's stupid 2 frame super). - you can try to restart pressure with a butterfly thrown at right distance (no too close to not get punished, not too far either or your opponent will escape easily). - Limekey-style 5H > 6K FRC > dash > whatever fast move works wonder against some opponents who would try to counter this. - restarting pressure with P kai provided you're close enough. This can lead to an interesting guessing game by the way, as it has only a very slight frame advantage people will often try to backdash after blocking the move to dodge your pressure. You can stuff most backdashes by continuing your offense after blocked P kai with a dash slightly longer than usual followed by 5K. It will stuff most backdashes in the game, and you can air combo from 5K, 5S. Fuujin without followup is indeed very good against opponents that just wait for your followups. This can lead to stupid things like 5H > 236H > no followup, opponent waits > 5H > 236H which ups guard bar like crazy. But still plain fuujin blocked without followup is at huge frame disadvantage so it's highly risky if your opponent guesses right and reacts fast enough. I consider this as being like a 6th option of fuujin's mixup game which is not much safer than the others. Well actually in practice it is, but only because a few people do it and thus it is rarely expected...
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No, it's not safe at all. Well of course if your opponent does guard it, it's okay and you can even continue offense from there. But my point is that it's by far the easiest fuujin followup to punish along with K followup. I mean it's startup is really slow, more than half a second, that's more than enough for any character in the game to jump up and CH you with a quick jP, jK or whatever. I almost never use this followup and still when I happen to do so, I get severely punished like 90% of the time for trying. Well sure its early FRC helps but you have to jump install fuujin before if you want to get anything useful from it (be it for an escape or keeping pressure).
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Well actually it is pretty hard to punish consistently especially if it is done really sparingly. We all now as Anji players that doing fuujin HS > FB Rin all the time in blockstrings is asking for punishment but if you make a wise use of it, it can become a viable option, especially if your opponent doesn't expect you to do it. It's no big news that Anji often requires you to take a lot of risks to win... That said, HS fuujin > FB Rin is hard to punish on reaction to the move, it has 21 frames of startup after all, which is decently fast for an overhead (the same as most dusts in the game). If you react too late, you are likely to get hit before your move comes out so it's often safer just to block high (not mentioning that you are still in blockstun from HS fuujin when FB Rin comes out, which shortens your window to counter a bit). So yeah you'd better be fully aware that Anji may do FB Rin before trying to counter it. I played a good amount of Japanese players to know that even the best of them can't really punish it on reaction consistently if it's used sparingly. PS : Actually a lot of players I fought try to slashback it which ironically is a good thing for me as they often mess it up when I delay the move enough.
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Instant air jB does work against Tager crouching so that opens the door to crazy mixup games against him (and you can go for the classical jB > jC > jD > land > etc... combo after it). Thanks Killey for posting these tips against Tager. I'm quite a noob at this game especially matchup-wise and Japanese players do not forgive errors.
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It does work tough it's not abusable just as many Anji's mixup options and it's harder to do on a classic arcade cab due to the position of the start button.
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Honestly I prefer AC Anji over his previous versions, especially Slash. XX and #reload versions of Anji were just garbage while in Slash he was without any doubt really powerful, with some overpowered tools like tensionless groundbouce Rin, easy autoguards and easy knockdowns any time. He could do some awesome damage but he was too reliant on RCs for that. I still see slash Anji as a fairly easy character to win with, and who didn't ask for much effort. AC Anji has gained better comboability thanks to FB rin combos, and doubled his options after autoguards. He has become more versatile and more fun overall, sure his autoguard have been toned down a lot but at least you now have to be more cautious in order to use them (rather than spamming 6HS all day like before) and you can still get knockdown combos even if it's not as easy as before. Not mentioning his 3S cancels and unblockables back thanks to FB butterfly. To put it short, more options + increased difficulty made him a lot funnier to play IMO.