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Everything posted by Xithmos
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I don't think this combos. Do you mean 6B>3D>vivace A>IAD j2C alle~can? If so that was mentioned.
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I saw this in a match with Dio vs. an unknown Bang (maybe Dora?) In the corner: O-C-N 2B>3D>6C I'm guessing it works best after an IAD>j2C allecan>2B or 7jC>2B Mid screen: C-O-N ground loop>9j late air dash>j5B>j5C>xx Might only work against Bang, Ragna, Litchi, Hakumen, Tager, and other fat characters. In the corner: O-C-N knockdown off of anything>5C>8D>combo If they don't tech you can pick them up with the 5C into an 8D combo. Again, might only work on fat characters.
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I don't think this was mentioned, but... http://www.youtube.com/watch?v=y6MwSPWldrs&feature=sub Around 4:17, the Carl goes for a xx>j2c>jB>jC>5B>6B>3C>xx I'm not sure if the j2C>jB>jC will work on everyone, but we can free-form our combos after the jC, such as 2A>5A>5B>IAD>j2C alle~can cross up, jC>2]D[>2A>2]D[ hit, 8]D[>jump back>air dash j2C~grab>xx (to bait either an early or late jump). Even if they don't jump for the last one, we can continue with our ground pressure.
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I will also offer to make a video, but one of the mix-ups and cross-ups that soujiro seta wrote in his other thread. This is assuming I'm still at home for the summer. Also, what if we use Carl's projectile 421]D[ on the opponent's wake up? For example... *bare with me here since I haven't played CS Carl yet* Assuming it's CON: xx>]2D[>j2C>jC>2D hits>3C>421]D[>xx I don't know how long the tech time is on the 2D, but I'm guessing that it's the same as 8D, being un-techable. If they tech backwards (towards Carl), they'll possibly get hit by the projectile and we can go for another j2C loop. If they tech neutrally, they are forced (possibly) to block it and we can go for a 5B>IAD>j2C allecan>xx reset or anything else. But the only problem with this is that they might delay their neutral wake-up. Finally, if they tech forward (towards Ada), they won't be able to tech and we can go for an easy j2C loop since they'll be closer to Ada. This all depends on their tech time and such. :/ What do you guys think? Is it plausible?
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I find it silly that you guys (Sol and Black) mash the crap out of VV to get out of a block string. You waste so much tension doing so and it gets you guys killed. Someone could side step out of the way and land an easy 200-300 damage combo. I still don't understand how AJ changed the damage of his Volcanic Viper. 480 damage on that shit? Makes no sense.
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I've read the threads, but I wanted input from people that has played as her. :< Thanks for responding to me.
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Anyone want to play Guilty Gear 2? I have the urge for a 2v2.
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You had a pretty good Ky, Panda. Are you gonna play again later? We (Boundary, Panda, and xSol) could have a few 2v2s :3
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I take it we will have to rely on 5B to hit the opponent from a fair distance? How are her shoryus? How do they compare to Jins, Litchis, and INFERNOU DIVIDAH!? I noticed in one video that a player shot a ball of light in the air as a projectile. How does that work? How useful is her anti-air (2CC?)? Do most, if not all, of her Bread 'n' Bologna combos work on everyone? How often should we attempt to use the mugen-like distortion of hers? Thanks for answering in advance. :3 EDIT: What does 'dead angle' mean? I never understood what it meant.
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That reminds me. Good games to Sol, his friend, and the two other guys. The 1 1/2 matches we had Boundary were fun as well.
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Is it me, or is the nico nico re-director not working? You haven't played Guilty Gear 2 in ages Panda. AudioHaddock is back and wants revenge.
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D:! Darn, can't believe I missed it. Will you guys make another Carl room again in the future?
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No, since that isn't what I do with Valentine in GG2 and Nu in Blazblue. Hoshi is a pretty good about going up for pressure and unblockables (]L[8X), he'll only use it to prevent someone from running. The guy was trying to score hits from behind to go for aerial combos, but I thought it was cool since he killed him off of my counter burst.
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The Hoshi no Kaabii guy and I work really well with each other. I'm never going to forget what happened today. I counter burst against KOU and Hoshi comes up with a 8Y cannon to get the kill while KOU is still in mid air from my burst.
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Get on and play with us right now. We have 1 spot open Boundary.
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Kou talks? <_< Any who, you should use moar 4X and X to poke. The guy that played Sol saved my ass so many times when AudioHaddock kept jumping me. You'd best to switch back to Sol. Sin is mai maine. Or I'll use Izuna since 6X~4X canceling is OP.
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Good games Sol Badguy. BTW, you use your Y attacks waaay to much as Sin. Besides AudioHaddock, were the other 2-3 guys Japanese as well?
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So how well will charge canceling work with Tsubaki? I have a feeling that other Ragnas and Jins are going to mash out DPs to get out of it. How well will it work into overheads and lows? I think her 6A is an overhead and 6CC is two lows. Would 6CC>5D>dash 5B> work?
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http://www.youtube.com/profile?user=...10/78nFrjrfRww That ending made me :3 In ground loop set-ups, should we do more jC>5B>2B>5C>]6D[>xx to end it for more mix-ups/unblockable setups? What are our options in the corner? I know he has a new corner loop (xx>dash?j214C>]8D[>xx), but what about for the ground? Should we stick to jC>5B>5C>]6D[ or are there other options? Is there a trick to doing ]2D[ in the middle of combos? Should we do it slightly after 5B into 2B? How often should we use ]3D[ for our resets? I know it works well with 6C (even though it's super obvious to block, but oh well), but what else can we do? I saw a vid of a Carl doing ]3D[>jump back; air dash>jC>5B>xx... Finally, can someone describe the input for his ]2D[ loop? I'm guessing its ]8D[>]2D[>j2C>j5C (2D hit)>xx
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True, but even then some players won't act with or without the system. That's why I prefer to play with someone that has a mic. Now that isn't always the case. When I played with other Japanese players, they seem to always know what to do in every situation (back me up when I'm dying, clear a group of servants, capture ghosts, etc). I miss 2v2's. :<
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Pssh. 1v1's are where it's at. Unless you have a partner that can communicate, then 2v2's are fun.
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Sol <-- garbage tier. no range (ghosts are his worst enemy), crap units, mana inefficient, easily out zoned and a garbage overdrive against servants. he has his strong points, but they don't out weigh his weak points. gimmick character (who I still main regardless) I don't think you've played Panda yet.
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I'm up for matches as well, just send me a message or a party invite and I'll join. I won't respond to random game invites though.
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[CT] Carl Clover Tactical Discussion/Questions/Help
Xithmos replied to Alternate275's topic in Archive
>_< Merw, school got in the way yesterday, so I couldn't post up a video. I just played a friend of mine and will put up two videos later today. EDIT: http://www.youtube.com/watch?v=QB1n6rfLLRM I made a lot of mistakes in that match. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Xithmos replied to Alternate275's topic in Archive
I think 3C>22]D[>IAD>j2C Alle~can>j5B>j5C>8]D[>combo works on Carl and a few other characters.