Bommlinger
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[CT] Carl Clover Tactical Discussion/Questions/Help
Bommlinger replied to Alternate275's topic in Archive
Airdash > 2C~B One of Carls greatest assets imo! -
[CT] Carl Clover Tactical Discussion/Questions/Help
Bommlinger replied to Alternate275's topic in Archive
THIS... I always wondered why people figured, once you get a stick everything's gonna be easier... 2 weeks to learn to play with a stick? It took me at least 8 months to be halfway decent with a stick. And even now, after playing with stick for 2 years, there are still inputs that are easier on pad (and propably always will) That's one of the main reasons to play on a stick (other than the style factor, and the fact you can go to the arcades and whoop someones butt) -
Got that part down already (more or less) I think my spacing is halfway decent IF I'm actually patient for once. (big if) I'm trying to incoorperate karacan IADs more into my game. Now they're a little random, but I think I'm getting on the right track. I'm getting plenty of "random" airthrows off it, but until now I couldn't follow up with a decent combo. But I just got the airthrow combo down, so that's about to change. VERY good stuff, thanks man. Jc'ing blockstrings is completely missing from my Carl game right now. Going to look into that.
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Just messed around with the airthrow combo for 20minutes. piece of cake with the new input. thanks a bunch! Now for the actual throw loop!!!
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Are you refering to my post? If so then definitely not. in Fact I'm already done with my summon before I do 3C. The actual combo isn't the problem. With connecting the basic BnB I meant I can't connect the 2A because I get my butt whopped at that range (especially by Tao which is my main Opp at the moment). It's also tough to use as a punisher, because the range is really crappy. I've head some success with doing Fuoco > IAD J.C / kara Cancel 2A mixup, but that's about it.
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I meant it is listed DIFFERENT in the Combo list. To me: ...9B+C, 9]D[, Airdash, JB+C, EARLY 8]D[, Walk Nirvana back is clearly not the same as 9B+C, 9]D[, 66, [9], 9B+C, EARLY 9]D[ . EARLY 8]D[, walk nirvana back suggests you do the 8D and then Walk Nirvana back. (2 seperated inputs) EARLY 9]D[ already implies that you do the Clap while holding the direction so nirvana walks back automatically. Makes a huge difference in mindset IMHO. So for me the input from the Combo list is actually more complicated and intimdating. 9B+C, 9]D[, 66, [9], 9B+C, EARLY 9]D[ looks rather "easy" compared to that, and I'm sure I'll get it down that way. Maybe something to add to the combo (alternate notation or something) list to help noobs like me out. Of course the argument with variance in input is true. Either way, thanks again for the help guys!
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Ahh that helps me out a lot. You are the man!!! Will try that ASAP, thank you. (which makes what I wrote later in this post obsolete) Thanks again for the precise input. Why isn't it listed like that in the combo list? Seems like a tough one to do. Gotta play around with that for a bit. So that combo would be my way to go when learning the loop before getting into character specifics? Are you refering to the airthrow combo? I'm doing Airthrow > summon > late 2C > 236A > early 2C > 8D I'm having the 8D miss most of the time (nirvana too far away, Opp doesn't reach the bubble) so there's no way i can reposition myself during the Clapping since I can't get the first clap to connect. I can only to try to move in with my first 2C, but then there's the risk of juggling the Opp into the oppisite direction. My main opp IS Taokaka, but I can hardly get the combo to work in practice on jin/Ragna either. *edited to avoid double post*
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Could anyone give me some pointers on the timing when walking Nirvana forward/back during a loop? Specific Combos I'm having problems with: Airthrow > summon > 2C > 236A > 2C > 8D (too far away) For the airthrow Combo I assume 1D is the way to go, but when should I input it? When I try to do it after vivace A, I miss my 2C and when i try to do it after 2C and before 8D I mess up the 8D (either too late or i get a 2D/4D) And the universal throw loop: [9B+C, 9]D[, Airdash, JB+C, EARLY 8]D[, Walk Nirvana back]xN No clue really on how to input the walking back in a somewhat efficient way. Also, what kind of throw loop would be decent to learn at first. I've been messing aroudn with throw loops for 2 days now, so I just started out. right now I've been trying random starter > universal throw loop 4 from the combo list (throw -> dash -> throw -> 6A relaunch) which isn't too bad. But I figured, the one I posted earlier ([9B+C, 9]D[, Airdash, JB+C, EARLY 8]D[, Walk Nirvana back]xN) might be a little bit more consistent in the long run. or should I check out the character specific loops first? Any help is appreciated.
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stuff into 3C + Summon > 236A > 2B > 2C > throwloop. haven't you checked the combo list? I use a stick (which doesn't have anything to do with why my Carl sucks. Exectution can be practiced, I have no worries with that part of the game)
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Does anyone in this thread happen to be from Europe and on PSN? Carl is driving me NUTS. I have a more than decent Noel and a semi-decent Arakune (doing dive and 6C Loops and all those shenanigans) but Carl is seriously driving me crazy. And I'm considering maining him in the long run. I'm really having a hard time with him, and I'd love some pointers from more experienced Carl players. In theory I can do: AlleCans (outside of combos only so far, 3C IAD Allecan is a B*tch) IAD Kara Cancel the basic 2A>2B>3C Summon > VivaceA into throwloop and some sandwich stuff into throw loop. I still need to learn the throw loop tho, I'm happy if I get 2 reps and/or a relaunch which is fine for now. My problems aren't combos, since I just need to practice those, but rather setting them up. I can't for the life of me figure out how to get a 2A summon combo to connect in a real match, which seems to be carls BnB. The only stuff I manage to conenct on a regular basis is 5B > 6B > Cantabile stuff, which quite frankly SUCKS. The only way I stand a chance is when I get into some sandwich stuff to set up the throw loop, or at least have a chance to put some pressure on my opp. Nee-San is dying on me way too often, and I need to be more patient with him (not easy when I'm usually playing Noel/Arakune, who can go all out berzerk on anyone) Anyone up for some mirrors? I also figured, I'd take some videos of me playing this weekend, maybe I can get some critique?
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Hi guys, I just started out with litchi. LOVE HER!! I love that she has a ton of positional stuff as well as a ton of character specific stuff, but I need some basic combos that can be done on everyone to get some match experience. Could anyone be so kind and list Litchi's basic staple combos that do decent damage, while not beeing incredibly hard to do off each launcher? So far I can do: stuff into 3C > D > iad > j.C > haku > staff2 > J.bc > tsubame > 6C 6A[m] > 2D > 5B > JbC >staff2 > 6C > Tsubame > 6C and a crappy throw ]m[ Combo. Are all throw combos Itsuu based? or are there other decent options? I seem to be missing ]m[ combos on the first page. I know litchis gameflow isn't geared toward staffless combos, but you definitely should know some, right? I can do 2A/5A>B>C>2C>3C>2B>2C>j.b>jc>j.bc>hatsu>chun but I figured there must be more damaging options? What about 6A ]m[ combos? other ]m[ combos? Is the 3C Combo I'm using a decent staple or are there better options? What about a simple Tsubame combo that does decent damage? I hope you guys could help me out. So I can get the basics down before I start working on the other combos from the frist thread.
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Allright, thanks for the hint Phantom. Strange however that I mostly cross up on Tao, but don't have any problems on other chars. So if I happen to cross up in the corner for instance after a 5A>6B> j.6A>jc>J.A>J.B>J.C>j.D, I just do 4Cb bug (when already crossed up) and can 6Cloop the enemy away from the corner? or is it situational?
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crazy legs = j.236C ? I DO cross up more often than not, how can I refrain from doing that? I usually do J.6A/b/C stuff -> j.a>j.b>j.c.j.D > CB bug. Should I get rid of the J.b or even the J.a so i won't crossup? But it should be possible with the crossup as well right? I've seen some arakune videos where he does the crossup Bug pickup in the corner, and continiues with a 6C loop. Don't know if that was a CB Bug pickup tho to be honest...
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For the love of god, I can't figure out how to do pick up Tao after a J.C > J.D I tried every way of doing a CB Bug, but I can't get it to work like 95% of the time. Could I get some pointers please? I have no problems picking other chars up with a CB Bug after a J.C > J.D Also, what kind of bugs do I need for the pickup after j.236C in the corner? got no probs doing the CB bug pickup midscreen, but in the corner, the CB bug always seems to miss. Had no luck with 6CB or 4CB either.. I'd appreciate some help.
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[CT] Arakune Combo Thread (Float like a Butterfly, Sting like a BEEEEES!)
Bommlinger replied to Matt's topic in Archive
I see. I haven't had much luck with those bugs either. i usually try my luck with a simple CB bug. It might or might not work, but I've had it hit on every character at some point. Arakune is just so damn position specific.... Also: It might be good, if posts in this thread were deleted, as soon as the OP is updated, or else, we'll just have another "Arakune combo thread" with tons of pages. -
[CT] Arakune Combo Thread (Float like a Butterfly, Sting like a BEEEEES!)
Bommlinger replied to Matt's topic in Archive
J.3D/J.6D Combo: CB Bug > j.6C > jc > 6A > 2A > CB Bug > 6C Loop + recurse CB Bug > j.6C > jc > 236C > CB Bug > 6C Loop + recurse Easier Variant of the 2C RC Combo: (less damage than the 5D Combo tho, but the RC timing isn't so strict) 2C > RC > (j.a)>j.a>j.b>j.c.j.d>CB Bugs > 6C Loop + recurse the first j.a is optional and might be needed depending on your position or character you're fighting Charakter specific bugs for Air to ground combos (according to the combo thread) CB Bug (Ragna, Jin, Rachel, arakune, Bang, Lichi, Hakumen) 4C>5B Bug (Noel, Nu, Carl) 4CB Bug (Taokaka) C Bug>B Bug (Tager) not tested, just carrying over Info from the other thread. -
I can't believe there still isn't an updated list of all the recent combos, max dmg combos, decent dmg BnB combos. I still get the shivers when I read BC bug in a combo (that cost me about 2 weeks of useless practicing untill I found out it's actually CB Bug) Dive loops are missing, specifig bug directions for different chars, corner combo variants, and so on. We basically need a complete combo directory for our bee guy. Of course it's all in this thread, but it's definitely not organized in a useful fashion. I know it's a ton of work, and I'd definitely be willing to help out organizing some of the combos from this huge thread but some of the regulars in this thread would propably be a better choice for that task, since I only know the basic stuff. Noone up for that task? I think it would be of great help for the Arakune community.
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Totally agreee with you on that. I just feel that 50% meter isn't worth the extra damage unless you KNOW youll be finishing off your opp with it. I've had no trouble hitconfirming 2D into 6A. Also, if you stop after a blocked 2D, there are lots of players who won't punish you for it, because they're waiting for 28D. "ever so useless" 2D>28D>RC combo might have been the wrong term. As I said, I'm still using it once in a while, but I still feel, there are plenty of better ways to spend 50% meter with Noel.
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sorry, my bad, it's 2D>6A>5A>28D>6C stuff
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it's decent, but let's face it: youll be hitting 2D on mostly crouching ops, so you can do 2D>6A>5A>28D>6C stuff without meter. On a crossup situation if you're hitting 28D without the 2D, you can combo into 6C without meter as well. RCing a blocked 28D is a completely different situation, but I mentioned that in my first post. Im pretty much only using it on opponents who already bursted to finish them off, but I'm not a big abuser of 28D anyways. *edit* fixed combo
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I really need to RC 2C into 6A combo more. Just found out about that stuff and it's great. till now I've been using my meter for: RC'ing a blocked 28D random air supers throw->super for unburstable damage comboing into ground/air super on an opponent who bursted for that last bit of damage and the ever-so-useless 2D>28D>RC>6C loop midscreen Need to do way more counter assaults, 2C Rc'ing, and the occasional far 3C into 6C is also a decent thing to have up your sleeve.
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1.) That's what I'm doing, at least that's what I'm trying to do I just mentioned the generic air combo for comparisons sake since I've got no problems getting the J.D to hit there. I can't see why the J.D doesn't hit because the enemy is too low off screen. Any special timing required? 2.) thank you, I'll try that. Untill now I was just tapping CB, guess I'll switch over to negative edging the C. That doesnt work deep in the corner tho, am I right? (which is where most of my J.236C's land, for instance after a J.3/6D Bug) 3.) so landing on the other side is actually right? I don't remember Sakuma Reizi landing on the other side, but I might as well be wrong! gotta check the videos again. I assume you mean tapping 3C > 2B as I would have no idea how to negative edge those inputs with directions.
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Praise Sony for todays PSN maintenance. This way I pretty much had to stick to practice mode, and I finally got the 2A>5B>5D>214A>CB Bug> 6C Loop Combo down. Boy that feels nice!!! If you got the timing down, it's a piece of CAKE!! I never seem to miss it anymore. Thanks to everyone in this thread who gave pointers on how to do it. (mainly the spacing of the CB bugs helped me out A LOT. You have to wait like AGES between the 2 bugs for the 6C to connect) 6A>5D>236B>CB Bugs>6C loop is next! Also getting a lot better at the J.2A>2B cancel. Maybe 2 out of 5 times. Too bad I can't do the combo afterwards (yet), but I haven't really looked into that much. 3 questions: I often seem to miss the recurse after the 2nd 6C Loop, but I can't see why, because I'm too high and the enemy is on the ground. I'm doing J.C, J.D quickly after another (just like the generic air combo and I NEVER miss the curse there, i just have to mash out C>D and the enemie is cursed) Any pointers on the J.D timing? 2.) after J.236C (cursed) I seem to have trouble piking up the enemy with the CB bugs to continue into 6C loop. I can get it like 2 out of 5 times, but I don't have a specific timing I can relate to at the moment. I figured out holding 6 seems to help, but what's the timing on the bugs? I feel like I have to release the C bug when I'm still in the air recovering. Do i have to space the bugs out as far (timing wise) as in the 5D>214A>CB Bug Combo??? 3.) What bugs and what timing do I need after a generic j.A>j.B>j.C>j.D Aircombo to pick the enemy up for a 6C loop? CB bugs don't seem to work for me, I always land on the wrong side of the enemy to continue with 6C. In videos I thought I might have seen an A bug somewhere in there. Any pointers? Thanks in advance for the help guys. Arakune is slowly becoming my main, because he's just incredibly fun to play, and J.2A>2B cancel is just heavy execution wise, which makes me want to play him even more.
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Okay, what do do against tagers loop where he pulls you in after a combo, throws you to the other side and keeps comboing and pullung youback in? I'm sic of that stuff. I've managed to hit him out with a J.C or J.D a few times while beeing pulled in, but the timing is rather iffy. Is there anything else I can do against that cheap loop? Or can I get a few pointers on the timing on hitting him out of that stuff?
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difficult = good I'm definitely in for the long run not for the quick win.