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feri

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Everything posted by feri

  1. feri

    BB:CS Match-Up Chart

    - Run away if Carl pushes the doll towards you. When backed into the corner teleport through to the other side (Carl isnt quick enough to punish this without leaving doll on the other side). - Snipe him with j.ds as he approaches to force Carl into blockstun. It'll stop the doll from attacking, moving and potentially a chance for some free meter and curse (Carl is bufferring lots of directional inputs when trying to approach - otherwise not blocking). - Carl cannot punish Arakune properly for clouding (especially after a DJ into allegretto combo). Nirvana 623d CAN catch you but she can only camp half the screen, just take the other side (shes not fast and the teleports have lag). - Homing cloud is absolutely bonkers in this matchup. - 2d forces Carl to jump. Carl cannot dash jump to punish safely on a guess he needs to yomi that shit and IAD j.2c allecan/IAD j.2c kara throw. - Arakune's backdash will get him out of situations other characters can't. - Fucked up damage. - Very dangerous reversal super.
  2. feri

    BB:CS Match-Up Chart

    What's with the assumption that Carl players can't tech throws? There is little else to preoccupy a players mind when he is getting rushed the fuck down. Also... Volante > walk/dash up > 5c tagers sledge.
  3. feri

    BB:CS Match-Up Chart

    BnB ending in Allegretto... Arakune techs backwards and luckily gets out a homing cloud. Doll is unfortunately not close enough to 623d him. Carl = :psyduck:There is that and all the j.ds you block add up now. You really shouldn't be blocking them but with all the pushing and bufferring uppercuts/41236 with nirvana it slows down your response time. On the plus side Carl can now actually AA j.b with 6a holy shit.
  4. feri

    BB:CS Match-Up Chart

    I dont think Carl can punish C parser if he was holding D. 236d also forces Carl to make an action.
  5. When characters are zoning you with projectiles they can negate volante with a projectile or force you to block (stops nirvana from finishing volante) or hit nirvana.
  6. I'd enjoy having an automated ignore button near the quote button. Or am I being too lazy?
  7. feri

    BB:CS Match-Up Chart

    I dunno how you interpretted my post but I was just trying to show Zeth's 'testing' of the tierlist by random tournament results will never add up correctly. And I'm no expert on the arakune vs lambda matchup but your argument is reliant on being able to curse her somewhat reliably/safely. There needs to be a link to the source for the tier list (especially since data was changed). Edit: If you want matchup info on Bang vs Hazama just demand it in the char specific matchup thread (it'll get drowned out in this thread and the information wont get logged). The board is active enough so hopefully some of the better players who have good hazamas in their scene will help.
  8. feri

    BB:CS Match-Up Chart

    So Bangs are winning in vids you say? That really doesnt prove anything other than Bang player X chose better options than Hazama player Y... in that specific match. What if I were to selectively just pull matches that Hazama wins vs Bang and say its a 0-10 matchup... Or pull Day 1 matchvids. Didnt some Arakune win vs many Nu's in SBO? Does that make the matchup any more fair? No, he's just a really good player. If you want your argument to have some sort of merit you need to point out some reasons why you think bang has an advantage larger than its actually stated. That way we can see if what your saying is legit and come to a conclusion..
  9. feri

    Bridget Q & A

    Tech as in recovery throws? After the air BnB (gimmicky), otg 2k (I think its reliant on corner AND opponent mashing that tech). Or did you mean tick throws? After some staggered 2p's, blocked recalls (distance dependant), during kill machine (you can spam hs since there is no recovery) and Starship FRCs. Thats just a small part of what is a large selection of tick throws you could use. Any point where you have frame advantage, initative or you've gotten into your opponents head you can throw.
  10. feri

    [CT-CS2] Carl vs. Bang

    Neutral tech can't be grabbed on reaction so people whiff throws on down teching? making me lol. Since you play the matchup im sure you know the situation you are when Carl gets his KD and how he can force a tech (2b otg into 2d or stuff + 3d which im not fond of). If they just neutral tech its okay, its positive.
  11. feri

    [CT-CS2] Carl vs. Bang

    Its better to have a guaranteed answer to one that doesnt work.
  12. feri

    [CT-CS2] Carl vs. Bang

    lol how? 6c (Carl) 2d (doll)? What if bang rolls? Both moves arent fast enough to hit on reaction to a neutral tech.. so if they hit meaty your pretty psychic knowing when they neutral tech. Meaty throw is a far better option (throw OS into a move is gone remember?), it also beats both autoguards without fail (no need for that silly high low game). Its also 7 frames. If you ever catch bang with a mid air blockstring (j.a x n) land and 6a, you'll beat j.d mash. Otherwise, dont fuck with that move... let it whiff, crouch block (its not an ovehead), chicken block, 236b.
  13. feri

    Fate/Unlimited Codes

    Arent there forums for anime shows as popular as Fate is? Why degenerate this one meant for its fighting game? Just so you all know gil being broke has nothing to do with his infinite. Burst = 2 bar 5k dmg gives you over 2 bars (in that linked vid) 1st inf looks to be light chars only.
  14. I dont know if its common knowledge but double clapping is done by hitting the opponent with the outer rim of nirvana's hands as she is clapping. I find 2c early 8d in combo usually gets it about 90% of the time (sometimes the shockwave misses cause they were knocked away too far). Conversely a really late 2d could get a double clap too as they are falling on to her hands.
  15. j.2d loop (unprorated/no A buttons) I did in a match into 2 Cantata's? did 5.2k. Pre DD I believe I was between 4k-4.1k
  16. Note - I dont test things against Carl seeing as I'm the only Carl player locally/nationally. It would be a sad and pointless endevour for me. Now... Sandwich loops using j.2c j.b j.c works on everyone besides Tsubaki. Sandwich loops using j.c 5b 2b 5c works on everyone besides Tsubaki and Nu. Standard BnB (3c 22d IAD j.2c 2c) will whiff on Arakune and Hakumen. Use j.2c~allecan jump forward j.b 8d j.c vertical jump land 2c 8d into (2d rep) x 1 then j.2c 8d allegretto. Damage 2d loops starting from 2a will deal approx 2400+ (2 reps) 2d loops starting from j.2c/jump ins/CH 6d you will get about 3800+ (3 reps). b 6b 623c 22d b SJC j.b j.c 623d JC j.2c j.214c deals 2537. j.b FCH IAD j.2c 22d allecan 5c SJC j.b j.c 623d JC j.2c j.214c deals 3700. Edit: I believe you can 5c and use the startup time 22d then SJC j.b j.c 623d will combo legit. Just leaving this note as an alternative incase anybody tries to do j.b FCH IAD j.22cd and cant do it.
  17. - loops of j.c 5b 2b *whiffs* vs lambda - yay for bad stick input combo discovery. 2b 3c 22d (inputted before 3c hits) 766 late j.2c/d j.c 2d hits. (untested and possibly extremely char specific and or really hard). - 623c CH links into 5c not far range 623c linking into it, my bad (its the new thing where multi hit moves receive bonus hitstun to all the hits when you CH).
  18. Has anybody else hit with j.2c so low that the bounce is cancelled cause your already on the floor.
  19. feri

    [CT-CS2] Carl vs. Bang

    j.d just like in CT halts bangs air decent so you must still bait it regardless of auto guard or not... plus i have this inkling its positive/near positive on block :S
  20. If barrier screws with it then maybe its not so tight but otherwise abuse the hell out of it until people are using IB reversals on you.... then start baiting too. Edit: Can you combo properly off it? like say for instance 3c 2d UB small jump forward j.2c allecan 5c j.b j.c 8d.
  21. Not really a new combo but not many Carl's are doing it when they get the opportunity. N C O - 5b 6b 6d 236a j.2c j.b j.c This BnB will have some mad nasty resets, just you guys wait and see.
  22. (5b 2b 5c 6d jump forward falling j.2c j.b j.c land) x 2 < 3800+ dmg. Good reset opportunities. 2a 2b 3c 22d IAD j.2c allegretto 8d (land rejump allegretto 8d) x n < Corner Only!
  23. feri

    [CS1] Rachel Video Discussion

    bang can combo off his throw all the time/absolutely anywhere because of nail cancel, dont be spreading misinformation.
  24. http://www.youtube.com/watch?v=-7i0gRdhLPk#t=01m35s =O Making me giggle at first and then realizing that if this is legit its pretty evil. I'm quite surprised nobody mentioned or played around with it earlier. Its probably fantastic in CT too (reset j.2c/2a mixup). Anyways, discuss.
  25. Input for the 2d loop (sorry that the notation is a mess). I'm still going over how to perform it as easy as possible. 2a 2b 3c 22d 766 j.2c allecan land 2c 8d jump vertically* 2d** j.2c j.c land 44 [6] 9 2d*** j.2c j.c land 44 [6] early jump j.2c 8d j.214c. * When clap hits ** While falling then wait about 10 frames *** Wait about 10 frames before continuing All D inputs are referring to when you release rather than when it hits. The lower you catch them (with j.2c) and further you are from nirvana the more likely the loop will succeed. You can start the loop without doing 22d 766 but your just making it harder for yourself spacing wise. Random info 623c max range combos into 5c? (5b 5c 6d 236a j.2c allecan) x n does so much damage in CS. Confirmed to work on standing chars even with j.2c nerf. Corner only j.214c 8d x n? Its pretty hilarious. Edit: Messed up notation. Just fixing it. If anyone has a better way (more reliable or more easy) of doing the combo let me know.
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