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feri

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Everything posted by feri

  1. feri

    [CT-CSE] Carl vs. Noel

    Punishes: Noel's move - Carl's response. 3C - 2B 3C 22D d.214D - 5B 2B 3C d.reload - 6B 623C/6B RC 236236d - 66 214C 5C CH 214a - crouch it then 5B 2B 3C (I can see 5c/3c working too) 236b/c (yomi'd) - IAD j.2c karathrow > anything quick (distance dependant). On block drives generally aren't guaranteed into each other. With a little experimentation I noted 2d > 6a is flat out punishable on block. But its not guaranteed... IIRC 2d > d.623d will CH your punish, d.4D (you'll both whiff), d.214D has some application too. The point is Noel is forcing mixups on herself (as well as you) that she must guess correctly or get punished. Note that drives don't really catch jumping either, its always a decent option. IB'ing drives opens up larger holes if your game for it. Get experimenting (I stopped at 2d and 5d IB cause its all I needed). Things I'd like other Noel players to comment on (CS only). Is 6B > 3C hit confirm-able? Running 6B 6C 2C 3C does not count. Is 5B > 3C hit confirm-able? Is 2D > anything hit confirm-able? Is 5C > 5D hit confirm-able?
  2. Got nothing to record with =/ Will try if I can build a stable reset off 6d > jump > low airdash j.a x n > 3d today
  3. People post when they have new information (information not discussed even though its known counts as new) or to answer questions. Posting for the sake of posting is like BB general, don't bring that shit in here. Edit: Just post whatever resets you have and I can test them cause I'm playing tomorrow.
  4. Wont a standard backthrow combo work? 236a 5c j.b 8d Since they looked exactly the same I thought they have the exact same untech time (guess I thought wrong and rather stupidly). Also, you could try 236a j.2c~allecan 5c j.b j.c 8d. If she still doesnt recover there is no hope.
  5. feri

    BB:CS Match-Up Chart

    Alex, I dont think you read my post closely enough. Your stating zoning took a nerf overall (we dont really care about this info). If zoning vs Arakune is stronger but weaker vs the rest of the entire cast then who cares about what your saying? How does it apply specifically to the arakune matchup being discussed?
  6. feri

    BB:CS Match-Up Chart

    Lobelia/pumpkin zoning has actually improved (vs some chars) from CT > CS due thanks to a drop in recovery time (it feels like it, I dont have frame data) to practically all of them and (to a minor extent) having access to sword iris at all times. And you all know what that matchup looked like in CT =) Being able to block (sooner) on the way down from a jump shot is really good (arakune cant snipe it as easily anymore nor can he trade with it). Also, the way Arakune's curse works makes it so that Rachel has to make a few errors (up from 1 in CT).
  7. http://www.youtube.com/watch?v=BozrcdMH1Jc#t=00m54s 6k 6k!?! cant see cause the quality is too low Edit: Its the same as the above link so disregard/delete this post (the link is directly to the point where the combo starts though).
  8. he walked nirvana full screen while comboing
  9. I have a theory on why they use volante during combos. I'm thinking 8d adds heaps to the PP value (the one that reduces untech time) and volante doesn't. Alternatively, it could be a nirvana life saving thing (claps cost huge and increase the modifier lots right?).
  10. feri

    [CS1] Carl Clover Resets/Mix-Ups

    2b sounds workable. I just hope it doesnt have so much more startup + hitstun that the whole thing (2b 3c 2d) combos (I recall 2a 2b 2d without delaying 2b combos).
  11. feri

    [CS1] Carl Clover Resets/Mix-Ups

    Been away. Resets I've found to be effective... Forgive me if I've restated something thats already here. 4d Crossup Resets. 5b 4]d[ 236a 5b 6b 4]d[ 236a Unblockable Reset 5c 6d j.2c j.b j.c 2]d[ 2a 3c j.2c crossup Resets 6b 22]d[ IAD j.2c 5b IAD j.2c 5b 6b 23[6]a+d 623c RC delay IAD j.2c Standard (flexible resets) 5c > 8]d[ (catches a would be jumper, unblockable) or 6]d[ (solid) or 3]d[ (Low, laggy) > jump into... - land 2a - delay j.c (condition with this) - low airdash j.c > j.b (Opponent expected you to land) - land grab - Transition into an UB (wont work if you used 3d) Meter heavy Corner cantata (blocked) RC Charge 6c Corner cantata (blocked) fuoco Charged 6c Corner cantata 2d 2b 6b 6]d[ delay 6c (blocked) RC 2a. 5c 236236d 5a > 236a/6c/delay 2b/jumping or IAD crossup shennanigans
  12. Its not lols, its optimal.
  13. feri

    [CS1] Carl Clover Resets/Mix-Ups

    I was actually looking to make this exact same thread quite awhile ago but I wanted to collect some data from you guys before I'd do it (minus strategies, its char spec man). Drop the j.5c on the notation. It is assumed that those aerial moves without direction are its neutral form. Sure, sometimes we add it just out of habit but it makes things less lengthy overall. We could even drop it off the ground combos and it'd all still make sense. A quick analysis of your current resets - 5c 6d wait j.c (reset). How come you mention having time for a backdash:psyduck: Now this reset alone would NEVER work. But throw in empty jump 2a and maybe it would. Might I add to make the j.c unjumpable you have a 3f? timing (think of safe jumping in SF4 ). Upside is you can get fuzzy guards off this if they block j.c. - Your Rhapsody reset is just bad seeing as a simple 5a can reset them almost anywhere you want rather than 'wait' for it to reset. - 2d j.2c (crossup reset) 2d hits is an extention of the unblockable reset (you need to mention that and give an example). - 6b 2d 2b (unblock reset). 6b on hit is (-1?) you NEED to let players know they will be mashed out of this reset. That's all for now. Your missing some of the resets I use still on a regular basis =( and i'm not a flashy player.
  14. 6a > j.c > bugs 6a > 2b > bugs fuzzy guards =(
  15. So everyone else was mashing that j.2c j.c link? Hilarious Ara is harder to block when its crossups/fake crossups which he can opt to do off the overhead/low moves (more ways to block is more mind fuck). Im not sold on it being so easy to defend when a skilled arakune gets you cursed. Im not so sure you'd want to 2c jumpins as tech traps when 6a is so good (beats moves), prorates 100%, safe-ish on whiff, CH looks like it has potential, needs to be barrier guarded, better options on block. Also, since when was 8d techable in the air? =/ Kyle: Seems really hard. Burst is really fast in this game in comparison to the recovery of moves. If you can construct anything i'll be all ears though.
  16. 6a starter/p1 = 100% 5a combo/p2 = 82% 5b combo/p2 = 89%? Proration is actually decent, its the initial damage thats low. Worthy of a full combo imo (it'd break 3.5k I think, we'll see soon enough).
  17. *hands tissue* Speaking of 6a It beats hakumens j.2c (j.c in BBCT). Be amazed! How to 6a CH 22d into profit?
  18. Thats fine but do you get lower with each proceeding loop? Or is my timing just off?
  19. Does the timing of j.2c allegretto 8d change with distance? I was doing them before when I was using 3c 22d 766 2d loops cause nirvana was much further back behind. With the current combos im using your as close as you can be (ive crossed up nirvana when doing 2d loops) so i assumed they'd fail =/ Oh have you noticed the 2 different kinds of bounces 2d gives? Well what I was thinking is one is either really hard (or impossible) to 2d loop (i can't do it on noel at all) and the other is relatively easy. If im right, you could probably just react to which type of bounce you got and use a 2d loop if you got a high one and 5c jc stuff if you got a low one. Also, can you j.2c wait allegreto 8d off the lower one so you can use it as a stable ender?
  20. Would something like 5b 5c 6d j.2c j.b j.c land 3b+d 6b 6c work as a reset? I've had success w/4d crossups but I was wondering is it really worth doing if you can crossup with 2d instead.
  21. IAD j.2c 2d loop isnt really that hard... You just need to attempt it to see what im talking about. The back throw combo I listed a few pages back has it and as kyle said after any allegretto 8d you can give it a shot. Again I'm a PAD player and im doing it on stick so how hard could it be for you guys Also, i'll give j.2c allecan 2d loops a whirl. It sounds solid but its definetly going to be character specific (i doubt its going to work on hakumen/arakune, will most likely work on rachel).
  22. Wish I'd read kyle posting 6b 2c actually gatling (Why am I finding out gatlings I dont know every week). Cause I found Forward throw 22d 236a 66 6b 6a combos... might as well 2c there instead cause 6a sucks for proration (70% ew). Better yet it LOOKS like you can 6b jump cancel 2d loop! 6B has enough hitstun/untechable time right? And it hits OTG so its very low/optimal height. That 2b combo mentioned earlier, lying on the dmg (its like barely breaking 3k).
  23. Zong, you can 2d loop in the corner too =) Unless proration favours allegretto + clapping. Edited the original wall of combos and I see i've made and error trying to standardize comboing into 8d. What I should have done is j.2c loops until proration or gravity/height of the opponent wont let you anymore then do some 5c j.b (which at this point probably wont work either) so 5c j.a j.a 8d would have to do. I think you might be able to reset nirvana with 5c jc stuff. If she is really hurting its not a bad trade to keep the combo damaging nirvana to a minimum to prevent her dying mid combo. @ zong: Maybe 2c FCH has AMAZING hitstun and combos into fully charged 6c > fermata ./troll But seriously how long do you have? I actually really want to land that fully charged 6c (no joke) + a 2d into like x4 j.2c loops which would do some massive damage.
  24. You mean 4+B+C 236A 5C 2C then combo? I'll see if the combo still works like that. It'd eliminate the need for an IAD I can see. What is the PP on 2c though?
  25. Are you sure that a throw tech doesnt reset air options for the defender? Cause it does for the person who initiates the throw.
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