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Everything posted by Isuyaru
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The j.2C allecan j.2C combo does work on Tao. I have not been able to get it to work on Arakune, Hakumen, Hazama, or Rachel, but I have done it on everyone else.
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http://www.youtube.com/watch?v=96iMLAzcFpg In case people don't know this already
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Georgia: Home of final round ~ Find BB/GG Players!
Isuyaru replied to Smilax's topic in Offline Community
I've been told that some South Carolina players are planning to come to AWA as well, so it's shaping up to be pretty exciting. I'm looking forward to it. -
Georgia: Home of final round ~ Find BB/GG Players!
Isuyaru replied to Smilax's topic in Offline Community
I have a Dazzle DVC100 that can record/stream direct-capture video and audio at okay quality, no HD. If anyone wants to do commentary, I don't have any working mics anymore, but I'd probably be willing to buy a cheap one. -
Georgia: Home of final round ~ Find BB/GG Players!
Isuyaru replied to Smilax's topic in Offline Community
I like that plan. Man, I can't wait for Carl to die in one combo in that matchup instead. -
Hitstun is reduced faster during combos in CT than in CS, which is why CS has longer combos in general for each character. The 5C volante is used because of same move proration as already stated, it is most likely completely unrelated to hitstun scaling. One 2D loop you can do in CT (on certain characters): 2B > 3C 22D > IAD j.2C > 5C > j.B > 8D > land, jump j.2C (release 2D) > j.C > (2D hits) > land, dash, wait > j.2C (release 2D) > j.B > (2D hits) > land, dash, wait > j.2C > j.214C > 8D (not sure when the best time to release D is for this one)
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Question about frametraps, gattling, frame advantage
Isuyaru replied to Wolf Pup TK's topic in Archive
You don't care about that frame advantage in gatlings, what you want to compare is the blockstun of the move with the startup frames of the next move you use. For example, Noel's 5B has 13 frames of blockstun. Her 5C has 15 frames of startup. So the opponent will have a couple frames in between the two moves where they aren't in blockstun-- technically a frame trap. -
Even realer men do j.214B > 214D > dash 5B > 6A > 214B > 214D > (optional dash) 5B > 6A > j.C > j.D > dj.D > ID ender (4724 with both 623D hits, 4660 with one IIRC)
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More theory fighter as an extension to Stark's post, unfortunately I can't test this myself falling j.2C j.B j.C 5B 2B 6B frame trap 2D Hold down-back for a short time after 6B to beat DPs, using the hitstop on block of 2D to give you enough frames of blocking to beat the DP and still keep the pressure if they block. If they block it, then you have a 50/50 fuzzy guard setup; either forward jump immediate j.B or 2A/2B.
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[CT] Carl Clover Tactical Discussion/Questions/Help
Isuyaru replied to Alternate275's topic in Archive
Nah, that's the same as in CT. If Nirvana's attack brings her down to 0 HP, she'll continue if Carl's hit regardless. -
Sounds like I need to watch out the next time I play you...
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In CT, CH 6A 236A 22D 5A 5B j.B j.C 8D to whatever is reliable, largely independent of spacing; does this still work well in CS? And does it lead to enough damage to be worth using?
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Georgia: Home of final round ~ Find BB/GG Players!
Isuyaru replied to Smilax's topic in Offline Community
I want this gathering to happen as well! (hey someone swing by Tech and give me a ride?) -
What's the best way to get the full 9500 damage on an opposing Carl who decides not to throw break, starting the combo from 2A (for the bad proration)? I'm drawing a blank here. For reference, lately I've been using: 2A > 2B > 3C 22]D[ > IAD delayed j.2C > jump forward j.B > j.C > 8]D[ > land, dash, 2C > 8]D[ > throw+clap > airdash throw+clap > 6A > 8]D[ > (grab slightly higher than the previous ones) throw+clap > airdash throw+clap > 5A + 8]D[ > 236A > jump forward throw+clap > airdash, keep nirvana activated and move her backwards, throw+clap > typical RC ender
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[CT] Carl Clover Tactical Discussion/Questions/Help
Isuyaru replied to Alternate275's topic in Archive
It's worth doing on Carl and Arakune for sure, I'm not really sure why I listed another combo to do on Carl when it's both inferior and harder (imo anyway). But for a ratio of damage to Nirvana life lost, the combo I posted is just slightly better for other characters. If you've ever been in a situation where the opponent survives with like no visible life bar, you should understand how important that last ~100 damage can be. And for Jin/Noel/Tao, you often just want to go into the loop as soon as possible for maximum damage. A combo starting with 2A 2B 3C is a good example. In that case, IAD j2C allecan 2C is by far the best setup. Buuut if you get some wacky combo starter and understand what will or won't combo depending on the hitstun proration points (and positioning; too many Carls try to loop too far away from the clap because they rushed it), this may very well not be the case in that scenario. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Isuyaru replied to Alternate275's topic in Archive
3C 22]D[ > IAD j.2C allecan > 5C > j.B 8]D[ blah blah blah dumb loops is something I've been starting to do lately. I probably got the idea from CS videos, I don't really remember. Works on everyone but Carl. Replace 5C with a delayed 5B to work on Carl, but it's not an easy timing. Not advisable to use this against Jin, Noel, or Taokaka; just j.2C allecan 2C them. -
Georgia: Home of final round ~ Find BB/GG Players!
Isuyaru replied to Smilax's topic in Offline Community
Hey guys, I'm back in Atlanta now, so I can possibly be available for doing stuff. I wanted to be at KiT:R today, but I eventually realized that the roads in my area were just too dangerous, plus my house was way too far out of the way for anyone going from Atlanta to reasonably pick me up. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Isuyaru replied to Alternate275's topic in Archive
My training mode experience has told me that if you're doing the 2D + low unblockable, you absolutely want to hit with 3C if you want it to be truly unblockable (perfectly timed). Doing the unblockable with 2B would cause that to be the end of the combo except for RCing since 2D would hit them off the ground, then the 2B would get rid of 2D's amazing untechable time. But with 3C, even with the 2D hitting them, they would just be knocked to the ground untechably. If anyone knows more about this, I'd like to hear it. Or we could just all use the superior 3D one anyway. -
Georgia: Home of final round ~ Find BB/GG Players!
Isuyaru replied to Smilax's topic in Offline Community
I ended up finding a ride to Combo Breaker, but then got really sick the night before and couldn't make it anyway. Sorry to anyone who wanted to play me (y'know, 'cause fighting Carl is so fun) and KJ (or whatever you go by) if you were there. -
Georgia: Home of final round ~ Find BB/GG Players!
Isuyaru replied to Smilax's topic in Offline Community
I should've picked Ragna or Bang for the first set or something, Carl vs Tager is too dumb. Ah well. Fun tournament, GGs to everyone. I don't think I'll be making it to Combo Breaker 4, but I'm not entirely sure yet. -
I guess I should be on the list. For my location, it's Atlanta now.
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Decided to go through the entire cast and make up counter assault combos after seeing counter assault to clap on Arakune in a combo video. Carl - Opp - Nirvana (with pretty significant range. If Nirvana is too close, just delay the 623D while keeping her activated to be pushed back) Counter Assault > 8D > 2C etc Works on Bang, Arakune, Tager. Counter Assault > 623D > sj.B or C > j.214C > 8D > 2C etc I found it significantly easier to use j.C on Hakumen and Taokaka, didn't test it on the others since I was trying j.B first and had no issue with it. Works on everyone except MAYBE Carl. I was having a lot of trouble connecting the j.214C after either j.B or j.C, and when it did connect, either the clap would whiff or I couldn't make it over to him in time to catch him with 2C. Haven't tested it enough to know if they were just execution errors. So for Carl, I ended up with... Counter Assault > 623D > super jump, double jump j.2C > j.214C > 8D > 2C etc
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It only works on Arakune. Basically, he's the only one with a hitbox that weird.
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Ah, my apologies. http://www.youtube.com/watch?v=2pk9TR9A6ls Skip to 1:55. 8]D[, land, 5B, superjump forward, regrab when low to the ground. What the video doesn't show is that you can just keep doing this until Arakune dies because the first hit of the clap always hits too soon for him to tech out if done correctly. Therefore, Arakune would never end up in a different position where he could do the super.
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Don't get too worked up over the Arakune 214214D escape. Actually, it never works unless the Carl messes up his loop. He can't use that DD unless he's at least a certain height above the ground. If you just keep repeatedly doing the 5B super jump relaunch > throw+clap > airdash throw+clap until he dies, he'll never be at a height where he can use the super. As for Noel's method, due to how strict it is, it's also a mixup in itself. Carl only has to delay the clap by a maximum of four frames to guarantee catching the super, but that could give Noel enough time to throw break early and airdash out if she anticipates it, which is obviously beaten by looping normally. Getting a counterhit 623D sounds much better, though, so I'll be testing that soon.