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feri

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Everything posted by feri

  1. feri

    [CT] Carl Clover Tactical Discussion/Questions/Help

    3c 22d 236a 2b 2c wont work reliably against a few characters cause 2c will whiff but for the vast majority its solid. You will use j.2c when 2b 2c wont link because you've hit them with too many moves prior (this situation is rare and most likely your own fault you didnt hitconfirm sooner). A good example of this is a low IAD into j.a spam that took a player forever to hitconfirm. Since your doll is teleporting with you on the other side it seems you are just letting go of the button late or not using this simple shortcut which would probably just solve your problem on the spot. 2A 2B 3C 5 [2]D ~36A
  2. Can you make Carl's backdash less punishable via the same method?
  3. feri

    [CT] Carl Clover Tactical Discussion/Questions/Help

    I see only one trick. But it completely fucks up reversal inputs =D It probably loses out to rolls/delay tech which is understandable.
  4. Carl's throw (I'm not sold on the overhead yet) is useful now cause 5a2a with delays is strong, stops jumpers while simultaneously beating mashers (very important since mashing beats overheads/throws). Going to try somethings out if someone already knows if its possible do tell. CH 623D IAD j.2c land 5c CH 623D IAD falling j.b/j.c land 5b/rejump j.a or j.b What the deal is with 2d 2b UB after an 8d KD j.b FCH IAD j.2c 22d > ??? Volante setup for an immediate backwards tech after a typical air combo Going to the cades to test corner UB setup tomorrow, hopefully someone will be there to assist.
  5. feri

    The Fighter Mentality

    Disagree. Fanatics make better fighters.
  6. That is about as cheaty as it gets.
  7. I guess if he doesn't want to play BB any further than casually then Carl would be an incorrect choice.
  8. To answer your question, stick with Carl. If you have enough motivation you will practice and with that practice you'll get rid of you inability to perform. Join your local scene! They will (should) hopefully teach you the basics. Also, you didn't need another thread for this. Its looked down upon to make an entire thread for such a small question.
  9. Going to take a stab in the dark here and say its that EX dizzy Overdrive that makes her go invulnerable for approximately 10 seconds.
  10. feri

    CS Mechanics

    They also removed the time aspect reducing hitstun so these longer combos are now possible.
  11. Hit Tager when he sledges through Volante/623d. Something is wrong with the way you tech out of the stagger/hitstun of tagers 5d.
  12. feri

    [CT] Carl Clover Combos: Clap Trap Inside

    How does that help? It wont airdash out. The airdash is there for a reason. There are alternatives to learning the correct timing but this is a solid universal (almost) escape method for badly timed (delayed 8d) clap loops.
  13. feri

    [CT] Carl Clover Combos: Clap Trap Inside

    It is your fault for trying to 8d late. Bang cannot legitimately escape throw loop with j.d as the GP on the move is active AFTER frame 4. Just go to prac mode and try the above test. It will IMMENSELY help with your timing and correct your spacing too.
  14. feri

    [CT] Carl Clover Combos: Clap Trap Inside

    You don't need your brother to help you out with finding correct throw loop timing. Here is how. - Play using Carl in practice mode with opponent set as Taokaka or Noel. - Record the opponent doing one input of throw followed by a mash of forward (it might be backwards, I forget since it was long ago that I did this) inputs for about 3 seconds (mash like you've never mashed before). - Now try to throw loop them but when you grab simultaneously press your playback button and watch in horror as they will escape if you did it incorrectly. EDIT Please note - Once complete record a small section of throw loop and test it against both delayed tech/instant tech into airdash. With the delayed tech you want to be teching so late that you miss and work backwards. - Repeat last 2 steps until perfection of the technique. To clarify simply (not really) WHY throw loop works is a basic combination of a few things to make a whole - Throws do unprorated damage when placed in combos. - When throws are broken the proration on combos are reset. - The ability to place throws in combos. - Nirvana has lots of life to do many claps. Repeated claps life cost do cumulative damage to her health. If reactivated this cost is reset. - 8d is unblockable in the air (You cant barrier block it, it wont help). - 8d will continue to execute even after an opponent throw breaks. - 8d is active for a long time (to allow for the opponent breaking the throw early/late). - When an opponent breaks a throw they move backwards. - The opponent has about 1-2f of invulnerability after throw breaking, and in that time they have no viable option to escape the impending clap. - Its possible to combo if the opponent decides to not throw break. - It is almost always possible to combo the opponent after they throw break, thus resetting the loop. And while its not important but it must be noted. - It is sometimes possible to combo the opponent after they throw break and proceed to burst.
  15. To simply put it moves with high Proration Point decrease the hit stun and air untechable time. Also, should I bother messaging here anymore.. I kinda quit playing Carl months ago It kinda feels wrong since I don't main the guy and I'm just regurgitating all the info I learned ages ago. Another random unrelated note - Australia has BBCS fuck yes!!!
  16. Sandwich loop 6d 236a (they are now mashing the wrong way so laggy moves will come out) > punish them Also, 5b IAD j.2c karacancel (needs testing). Play Carl enough and you'll know when it will reset or at least approximately when it will reset (like CT sandwich loops on the 3rd/4th rep). You can also intentionally delay gatling to force a reset/do gatlings that don't combo (5a > 6b?) work too.
  17. Easy. A/2a increases the PP like crazy lol.
  18. Yes, I also knew. How long is that 623d CH untechable time now? Shit looks great.
  19. feri

    [CT] Jin Combos and Glitches

    If you want to end with 214b then you have to keep hits down to a minimum. Remove unimportant buttons here and there and it will make all the difference, I swear. Examples for your situation. 2C j.B j.C JC j.C j.214B 2C j.C JC j.C j.214B 2C j.C j.214B < I believe this is what your looking for. Also, 6C 66 j.B j.C j.214B could work.
  20. feri

    Guilty Gear XX AC tutorial videos!

    Some notes. Your jumping startup times I think may be incorrect, check your figures. There are plenty of command normals using slash. For Ky's air normals imo. j.p - burst bait j.k - pre emptive air to air poke j.s - crossups j.hs - has air to ground uses Make note of move recovery in the air. It explains why j.hs or j.s isnt used as air to air because if it whiffs your forced to deal with large recovery on it while j.p or j.k would have recovered, giving you the option to airdash back/forwards or double jumping or even attack again should you want to before you land. Burst throw section is out of place (get rid of it). Also, it is an extremely inefficient way to punish a burst.
  21. With all those extra A inputs are you able to reset nirvana between each 6d? Is 3d unreactable enough to legitimately try an UB or am I going to find people jumping out when they see it start up. Not sure if this is mentioned elsewhere but its rather important but does nirvana turn off if you get hit when you do 421]d[. Or to put it simply, when is it guaranteed to come out?
  22. feri

    Bridget Q & A

    Its just OTG hits, nothing special. Plenty matches have opponents doing 2k > 2p x n > f.s (or millia lust shaker) to finish that last bit of health off from their opponent. If you want style points practice some dash split then start beasting people with f.s/6s into dash split combos.
  23. feri

    [CT] Carl Clover Tactical Discussion/Questions/Help

    Xithmos: Airdashing on stick is the same as pad. Just move/tap it once then allow it to return to neutral before doing it again. Returning to neutral is the key. And as always do it slow to learn it then increase it in speed to see how fast you can execute it without a mistake. TE sticks are all the rage so you might want to look into getting one. Also, to answer your other question the majority of pad players at arcades use DABC because of the button layout similarity. Furthermore DABC is popular with Carl players but you should choose what you feel comfortable with executing so play with both and pick what feels right to you.
  24. feri

    [CS1] Lambda General Discussion

    j214d has some funky ground bounce and wont KD so 236d for rolling is kinda a non issue unless your opponent decides to not air tech. Might as well gravity and see if a 214d~c is possible if they block/air block that then tack on a 236d if safe enough.
  25. You said teleport works WITHOUT negative edge, excuse me. (by pressing and releasing the button in one motion means you are using negative edge regardless of your intention of using it or not btw)
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