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Id_asz

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Posts posted by Id_asz


  1. I know I already mentioned it, but I can't give it enough credit:

    41236BD is such a great move I can't talk about it enough.

    If Nirvana is directly behind you and you do this move, you go on the other side of your opponent and simultaneously Nirvana will do her drill arm. This effectively sandwiches your opponent, which can lead to some great combos.

    Also, just about every C ground attack (3C, 6C, 623C) sets up great for Carl's super (632146C). His super is where the real damage is at too, because you can still control Nirvana in the middle of Carl's 20 hit super (God I love that drill arm >.<). Even if you whiff, you can surprise attack your opponent into thinking that you're defenseless while you 63214C command grab him (and effectively toss him straight to you). I catch players with Nirvana's command grab from off screen so often it's ridiculous.


  2. I'm not sure, I only really air-dash behind them if I've already got a setup for it, so they wouldn't be blocking. If I get the opponent in a corner I can loop some stuff. Either I'll keep Nirvana behind me to trap them back into the corner, or I'll use her in an attack.

    I really need to show you guys videos of what I'm doing now and not 3 days ago. It's hard to explain.

    You can j.2C pretty low to the ground, but it's useless at that point because it only hits directly below you. It has a very small outward extending hitbox.

    knockdown -> 41236D -> 2a/j2c (nirvana hits) -> knockdown repeat?

    That's impossible, Nirvana has a really long recovery time after 41236D. I can set it up so that they'll block low b/c of nirvana and I attack high, making it impossible for them to correctly block, but continuously using Nirvana in a combo more than once is really difficult, if not impossible.


  3. Do you mean 15 seconds for her health to recharge?

    Also, all of her normals and specials deplete Nirvana's health meter, or is it specific, and how much? (like, is it only a tiny bit or is a chunk each time)

    Can't wait to try Carl out, he sounds like he plays a lot like Zappa's dog from what I've been reading. He looks good from what I've seen, but no one plays him lol...

    It takes 15 seconds for Nirvana to recharge her health back. Someone told me that it takes less time the more you attack your opponent. I'm not sure if that's true, I don't pay attention to Nirvana's health when I'm comboing people.

    I think it's a different amount of Nirvana's health for each move. For example, specials take more than normals.


  4. Good stuff. But I have a few questions about this video. Can you use that aerial stomp move as a crossup? If so, that's good for both the crossup and as that OTG combo. This allows Carl to reposition himself to combo the opponent into a nearby corner IF that is the case. Here's hoping you can xD

    And the times that you are allowed to use that Automaton from one time to another. You can abuse it? Or is it set so that you have to wait a few moments before using it?

    And does Carl have any Aerial Unblockables? Probably not, but I figure it's something for you too look out for =o

    Wait? Is Nirvana that robotic thing that assists Carl?

    --------------------------------------------------------------------------------------------------

    Another thing has been brought to my attention. Can you build meter by whiffing normals? And if not, can the opponent build meter by attacking that robotic assist?

    Not sure what you mean by a cross-up. If the opponent is blocking low against Nirvana I can hit him with 2C because it hits high.

    After you use Nirvana (yes, that's his robot doll) she powers down. So there's quite a bit of delay between moves with her.

    I haven't had much of a chance to test other stuff recently. I think the 3C won't combo if they're too far away, but 6B, 3C seems to work all the time.


  5. http://www.youtube.com/watch?v=osl7N1sJ2I4

    Point-by-point on the video:

    Beginning of match I 8D to start, most opponents air-rush attack immediately and that stops them.

    That 3C, jump over opponent j.2C, 214C (Nirvana extended) combo I can do much more often now. I rarely miss the j.2C, in the video you see me messing up the jump a lot, either I'll super jump when I don't mean to, I'll jump back, or something.

    That long range drill attack (41236C) actually takes a bit of Nirvana's health. As do all of Nirvana's specials and normals.

    You see me dashing sometimes into Nirvana, that's just to get her into placement and closer to the opponent. Every time you see me dashing into Nirvana in the video that's what I was doing.

    3C is very risky, if the opponent has been blocking the first parts of the combo, he can attack me back after I whiff 3C. I've been working on ways to mix-up a throw instead of 3C if I know I'm going to whiff, but often it takes fast reaction timing.

    You see me try and make him fall into my super gear. It hasn't worked very often, usually they have time to recover and block before they fall into it. I'm working on other ways to combo with it.

    There were plenty of times that I could have set up Bang to be attacked by Nirvana, but I didn't know Carl very well yet.

    When I bursted round 2, what I would be doing now is using it to my advantage. Nirvana reacts to the D button while bursting, so I'd burst and control Nirvana at the same time.

    It looks like it takes 15 seconds for Nirvana to revive. Someone had told me in one of my matches that the time got shorter when I was hitting my opponent. Anyways, you see me doing my super just to eat up time for Nirvana to get back up.

    Those other videos I linked have some really good stuff to learn from them. Especially the Carl v Rachel and Carl v Noel.


  6. I've been getting a lot of wins, but usually I'll get kicked off after 3 or 4 if I have a streak. I was beat a lot by Ragna players last night, but then again so was everybody. I really need to get some practice for my super combos. I've been playing on a pad too much lately so my lolipop stick skills are lacking. There seems to be a lot I can combo into 632146C but I can't get the execution down well enough to try it out.


  7. The multiple attacking one is (Hold D) 236236 (release D)

    The big hitting one is (Hold D) 214214 (release D)

    There was some really cool stuff posted for Carl on the J-BBS for Blazblue, I'll try to post some of it in English here when I have more time.

    Thanks a lot, this really helps. I didn't even know I had to hold D to do the super, no wonder why I kept messing up my inputs >.<


  8. Didn't i tell u about that stuff?

    Yeah, you did, thanks for the advice that night. I had kind of shrugged it off back then, but it's a lot more powerful than I thought initially.

    I'll look into making a list like I did for Nirvana with Carl's normal in it.

    Also, anybody find out about the two different Nirvana supers? I'm really curious about that, sometimes I accidentally pull it off.


  9. I'd be careful with the dashing thing, Nirvana doesn't shield you like little Eddie used to. This game is a lot more like Isuka:

    - In AC, hitting little Eddie meant your hit was used up and wouldn't hit real Eddie. Hitting Nirvana doesn't absorb the hit or prevent it from hitting Carl at all.

    - In MvC2, you can hit both characters, but they have to get hit on the same frame. In BB, a move with a long active time (Tager 2D) can hit Nirvana near the beginning and Carl near the end, even though the move itself is only 1 hit.

    - Nirvana will block projectiles, but Noel can shoot past her.

    Also, Nirvana has longer hitstun from everything, doesn't get pushed back much or knocked down when hit, and if the opponent combos her she doesn't go back to being invincible and is not allowed to do anything else until the combo is over. Tager, for example, can completely kill her with mashing 5A's, and if you come close to stop him he can fireball you in the face and continue the combo on her.

    Right, usiung Nirvana as a shield is more about spacing than anything else. If the move is ranged long enough it can go through Nirvana, however, the same goes for Carl, if I do a long range normal it can hit you through Nirvana.

    Most characters can 5A Nirvana to death if you let them do it, but if they do you just have to go in and attack in the middle of it (or attack through Nirvana :keke: )

    you meant 6D right? because you have 2D listed twice

    Thanks, fixed.

    "Special" normals, you mean normals that do chip damage?

    I can control the doll mid-dash and mid-animation, I think the control animation is just shown if I'm not busy doing something else. Whether I can block while controlling my doll during all cases, though is yet to be seen.


  10. Damn, I really want to try out the full version of Carl, the test version of Carl sucked so much.

    His 236+A/B wasn't all invincible, I mean he gets hit during the dodge.

    Oh yeah, his j.2C is pretty good, it's fast and upon hit he bounces off and toward the opponent if it's done in the air or on a fallen opponent, you can even add in a combo after he bounces the opponent.

    Way ahead of you :cool:. You can actually bounce someone 2 or 3 times in a row in mid-air. The combo I'm working on has me trip the opponent with 3C (there's stuff before but I'm working on optimization, I mentioned a little bit of it in a previous post) then I air-dash over them and j.2C which bounces them up into the air, followed by something (a normal or two), ending with qcb+C and then having Nirvana attack.

    The biggest problem I have with Carl is that he's unforgiving. His defense is really low, and if you don't keep on edge you can lose the match before you even realize it.

    I can get some pretty good combos in, but they don't hit like Ragna or Noel at all, his attacks are much more weak, but he's a trap character so it's expected.

    People who played the test version come in and talk about how Carl is going to be bottom tier, and people who watch me play talk about how he's going to be top-tier. So it's really way to early to think about tier listings. Typically with trap characters like Rachel and Carl you'll see them be low, but later on after a lot of practice (I've spent $60 so far...) you get to see how the character really plays.

    EDIT: Also, if you hit your opponent with Nivana's super combo, if you can time it right you can add more hits, but if you time it wrong your opponent can escape. It does a LOT of damage it you can fully extend that combo (not to mention after Nirvana's combo it send the opponent flying ready for you to add more).


  11. I've been trying a pretty unorthodox combo that I've been using as a B&B. Once I extend it well enough I'll post it for you guys to see. There's stuff before and after that I need to see if I can extend. Carl's really interesting to play as, and I'm trying some stuff I'd never had tried in any other fighting game. For example, if I go to start a combo by doing 2 low pokes (2A, 2B) that's how I'd do it with any other character. But with Carl, you can do more than that, do 2A, 5, 2BD and you summon your doll mid-combo! I've been testing out a lot of simultaneous button presses with D. Do hcf+BD with Nirvana behind you and you sandwich your opponent with a Fucuo and your own combo. There's a lot of possibilities with Carl and his doll. Also, I have a few questions if anybody can answer them: Does Carl's qcf+A/B go through projectiles? I haven't had a change to test this out. It's designed to be used to get in front of your doll from behind or to sandwich your opponent between the two, but I want to use every possibility I can find. Nirvana appears to have two supers. One where she does a string of combos, and one where she does a single heavy-hitting punch. Are these both variations of the same super (Do I hold D to get the single punch for example) or do they have completely seperate inputs (like hcb, f+D)? and of course: What's Carl's Astral Finish input?! >.< I'll let you guys know how that combo works out, might even supply a vieo, but no guarantees on that.


  12. Didn't see anybody post this stuff, but I felt it was important enough to takes notes for personally, so I might as well add it. Nirvana Normals: 5D (Hold): You can move Nirvana around (forward or backwards). Carl can crouch while doing this and move Nirvana without moving himself. Taking one hit will cancel this move. 4D: Nirvana swings her arms forward, knocking the opponent far away, usually into a wall to bounce back. This move has super armor during startup. 6D: Nirvana will punch forward. It does less damage than her special, but it's much faster and easier to control afterwards. 8D: Nirvana will clap her hands over her head creating a blue circle. It's great if your opponent is trying to go over your doll to attack you. 2D: Nirvana will slam her fist down on the ground. I haven't tested this too much yet, it's most likely a low attack, I haven't hit many people with it and I don't know if it has super armor or not. If I remember right, it knocks the opponent into the air. 3D: Nirvana will spin on the ground and do a few hits to the opponent. A pretty useful move, it has better recovery than most of Nirvana's other attacks. If your opponent blocks it there's enough time to attack him with an overhead too. 22D: Nirvana teleports behind Carl. You can't do this move if Nirvana is busy doing something else (and if you're trying to summon her, you probably can't see her, so it's hard to tell if she's done with her last attack or not). She can take a hit while she's teleporting if you want to use her as a shield. 623D: Nirvana does a really good anti-air. She Extends her fingers out almost to twice the height of her body. It comes out quick too(compared to anything Nirvana normally does). 63214D: Nirvana will walk forward and try to grab her opponent. It's slow but it's got good distance. One hit will cancel the move, but if you're doing it from behind your opponent they'll have a hard time attacking behind them. 41236D: Nirvana will drill her arm forward, probably her biggest damage move. It has a slow startup and a slow recovery. However, since she moves forward a good distance with it you can use it to place her if you don't want her near you. Also, the combo gives you time to rush in and attack. There's super armor frames during the attack, but not before it, so those of you who want to attack Nirvana should do it before she does this move and those of you attacking with this might want to keep Nirvana away for the startup and use it to attack mid-drill. A trick I've been doing with this move (and a few others) is getting behind the doll and dashing forward while she's attacking. This pushes her forward, as if you were dashing into a normal person. It can trick the opponent who might have thought that Nirvana's attack goes a specific distance, and then gets surprised to see it going even further. It can also be used as the perfect shield: something that will take hits for you while it attacks, and you can go through it at any time (via qcf+A/B). Nirvana takes up space like any person would but only while activated. She takes hits while activated and has life underneath Carl's health meter. When her health is out she'll fizzle with electricity and recharge her health. Recharging is actually pretty quick, I haven't timed it, but I'd guess about 10 seconds. You cannot control Nivrana if you are being hit, however you can control her while blocking. If you get hit in the middle of one of her start-ups, it will cancel her move. One thing I keep finding myself doing is pressing the wrong direction for what I want to do with Nirvana. You always have to go from Carl's perspective, not from Nirvana's perspective. So if you are on the left of your opponent and Nirvana is on the right, hcf+D will make her do her fuoco attack.

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