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Bommlinger

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About Bommlinger

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    Vienna
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    Bommlinger
  1. Bommlinger

    [CT] Carl Clover Tactical Discussion/Questions/Help

    What about the input? 5B+[D] > 6B > 22]D[ > IAD j.2c or maybe something else? Does i have to be an IAD J.2C or does 766 J.2C work too?
  2. Bommlinger

    [CT] Carl Clover Tactical Discussion/Questions/Help

    Could anyone give me some hints on the Sandwich > summon > iad j.2c Allecan crossup reset? I can't seem to time the summon properly (too late even with negative edging), and most of the time my cross up iad J.2C seems to miss. Are there certain strings where the reset works, or can it be done after any sandwich string?
  3. Bommlinger

    [CS1] Carl Clover Tactical Discussion/Questions/Help

    Wow, solid replies here. If you implying that getting Carl to a half decent level is as easy as getting Ragna / Bang to a solid level, I don't know what to say. It's like Tekken Lei. He's always up there in the tier lists, but hardly anyone is able to play him to his full potential (i.e Tetsuo) Although there are some really solid Carls out there, I think out of the whole BB cast, Carl is the one that requires the most effort to be good with.
  4. Bommlinger

    [CS1] Carl Clover Tactical Discussion/Questions/Help

    Problem with Carl is, his placement on the list is very dependent on the player's skill. a half decent bang will always be a pain to fight. a half decent Carl is just that: half decent. But that's what makes him so intersting imo.
  5. Bommlinger

    [CS1] Carl Clover Tactical Discussion/Questions/Help

    2C is NOT a good antiair since it doesn't provide head invincibility (at leat in CT) The only thing that remotely resembles an AA is 6A, but it's definitely not as good as other chars AA's. j.a is a decent AA. 6A is supposed to be better in CS, in CT it was a bit meh...
  6. Bommlinger

    [CT+CS1] Noel Match Videos & Discussion

    Only watched the 2nd video: I saw 10 seconds of the 2nd video and already I thought:" this dude seriously needs to lay off the D button". Honestly, you do. After just 46 seconds you did airdash, j.C > 2D 4 times. Basically that's what you're always doing, the whole match. IAD>j.C>2D into Drive mashing. Forget about that in an instant. You can do that once every 10 matches or so but not 10 times each match. @58 seconds: blockstring into ground super. WHY??? That's a guanranteed combo for your opp (although in this case you could have RC'ed, but you shouldn't do blockstring > groundsuper in the first place. Noone will ever get hit by that. You need to learn the basic stuff with her. Forget about the D button for now and learn her basic pressure game. You need to learn her basic BnB combos and throw whiff loop (you're trying, I can see it. practice it in pmode untill you won't mess it up never ever.) And you need to start hit confirming. AntiAir 6A > BnB. @2:02 silly burst. the combo was almost done and way to early for a burst (1st round too btw) @4:07 silly burst. no reason not to eat the combo there, there is no guarantee you'll finish him off after the burst and you lost the match because of that. Stop doing random 3C's when they're not guaranteed. insanely unsafe. Only do 3C on crouching opp's. Once again: you need to hit confirm this. All in all you got a long way ahead of you. 1.) lay off the D button for the next 6 weeks, unless you do her drive BnB. believe me, you don't need D moves at your stage. 2.) learn her BnB's so you'll never ever mess them up 3.) learn to hit confirm 6A, and combo's on crounching opps into 3C. 4.) learn when to burst. 5.) abuse more 5A, it's her best move. 6.) no random ground supers. All I can say is watch japanese videos and try to notice how their style differs from yours and try to adapt some of the things they do into your style of play.
  7. Bommlinger

    [CT] Arakune Combo Thread

    5D right before they tech. Kinda late (much later than 2c > RC > j.6A) You have to hit 2c kinda deep, or 5D can't connect. The farther away you are when doing 2C the harder the combo becomes. 2axN before the 2C makes the combo much easier, but you shouldn't use 2C in any other situation anyways. *edit* not only the 5D is late, you have to RC later than if you would when doing RC > j.6A. let Arakune dive farther before RC'ing
  8. Bommlinger

    [CT] Arakune Beginner Guide (How to make bees out of sarcasm)

    Would any of you like a video of the C loops done on stick, including my hand and the sound of the button presses? After mastering the 6C loops (including the a bug) I thought to myself: "There's actually a pretty nice rhythm going on with the button presses". I feel it could have really helped me learning the C loops if I had the sound of the buttons beeing pressed. This forum helped me a lot, and I want to give something back.
  9. Bommlinger

    [CT] Arakune Combo Thread

    I play on stick, so I'm always negative edging the bugs. I also found a similar variant to the first combo you posted in training mode yesterday. Pretty stable. It's the same up to the first jump cancel. I'm not using a 9 jump cancel, but a 8 or sometimes 7 jump cancel and doing j2a>j2c > 2x cloops+recurse Funny thing is: 4D>214a>cb bugs>6C loops is actually pretty easy, and I'm also working on holding the D bug, which is just a matter of practice. Should be good to go in a week or so. Thanks for the help guys. *edit* Here's another one: I'm in dire need of some curse pressure advice. My curse pressure is decent, but it could be better.I've read through the whole arakune forum 3 or 4 times. I can convert like 2 or 3 out of 5 curses to a Combo/Cloop/recurse on average, but I feel I could do better. I've got no problem with the inputs ( buffering the bugs, doing the barrier cancel to buffer all 4 buttons if needed), I know how to release them depending on the position of the enemy, lockdown ain't my problem, rather converting the lockdown into a combo. Sometimes a guard crush is the best I can do, especially if the enemy is far away. Could you guys post some more setups/strings/shanenigans for close range/midrange/and especially from far range? things like close range, all blocked: 3aa > abug > 3aa > a bug > 6A > 2B > LOOPS Also very interested in strings including teleports and fakeouts as seen in the combo movie "fake" Also: what about post recurse oki/pressure/setups/traps after a J.c>J.D recurse, most of the time I have all 4 buttons buffered, and the enemy is upclose. Could you guys post some of the Oki traps for that situation? I know that's A LOT to ask, but maybe we can get a nice list of setups and strings compiled for the more advanced players.
  10. Bommlinger

    [CT] Arakune Combo Thread

    I'm working on pulling of the 6C corner variant consistently. pretty tough stuff tho! But I got plenty of other corner combos I can work with for now, so that shouldn't be the problem. 2AAA > 5C is all good, but the main advantage of 3aa > 5D is the immediate recurse during the combo. If you get off a curse midscreen it usually takes a bit until you're near the enemy, and you've propably used up a good ammount of the bug meter to lock the enemy down so you can reach him. With 2aaa > 5C you have to combo of a half empty (or less) curse meter, but you can actually start the 3aa combo with the last tiny bit of meter (just enough to get the a bug out) and start the combo with a full curse meter. That's why I need a consistend combo off 3aa *edit* if i attempt to release the D at 4, I'm getting 4CB bugs, since the bugs have to come out ASAP after 5D, so that's not really an option. I'm afraid there might not be a combo that doesn't require holding the D for some time. Funny thing is, the combo I've posted (with only one J.6A) does work sometimes- the D bug does hit, but I could still combo into J.2A > bug pickup. But sometimes the D Bug was still hitting after the J.2A so Cb bug pickup was impossible. After 3 hours of practice, I couldn't figure out the timing to get it off consistently. I think it might just be a positional thing.
  11. Bommlinger

    [CT] Arakune Combo Thread

    I have a question regarding the 3aa curse combo. i can't do 3aa > 5D (hold) > 214a > loop yet, because holding the D button for the whole combo is just too hard for now. I've been messing around with 3aa > 5D >CB bug > j.6A>j.2a > CB bug > loop. Sometimes it works, sometimes it doesn't because the D bug also interferes with the combo. If I add another J.6A after the first j.6A the combo becomes much more stable, but it's hard to get 2 reps + recurse of the 6C loop this way because sometimes there's a chance of teching out. Now in some videos I've seen 3aa > 5D (hold for a bit) > cb bug > j.7 (release D) > J.6A/C > j.2A > cb bug > loop. I assume the jumping back part causes the D bug to release as a 4D bug, so it doesn't interfere with the combo. But for some reason, it's extremely hard to do for me. the holding D part completely messes up my execution. Any pointers on that? Is there maybe an easier variant of the 3AA combo? I'm not in for max damage, I'm looking for a stable combo with a recurse that's somewhat easy to do. If not, I'll propably stick to 3aa > 5D > cb bug > j6a > j6A > j2A > 1xloop + recurse
  12. Bommlinger

    Tekken 6

    rejoice! (maybe there's some hope left): http://kotaku.com/5397284/tekken-6-update-coming-to-combat-online-lag http://www.gamertagradio.com/forums/showthread.php?t=12129 Due to the release of TEKKEN 6, we've unfortunately discovered there is a problem with the online features of the game for both systems X BOX 360 and PlayStation gaming entertainment platforms. Just to inform you, we are working rapidly to get this problem fixed and more enhanced, for further information in the future (reference) please check the : X BOX Live Market Place and the Sony PlayStation store for the update on which we are working on to provide better online game play. Thank You Sonya W. NAMCO BANDAI Games America Inc. 4555 Great America Parkway, Suite 201 Santa Clara, CA 95054 Console support: support@namcobandaigames.com Source : Tekken.com community site; NBGA Forums Markman from SDtekken already confirmed the rumors of an online patch coming.
  13. Bommlinger

    Tekken 6

    i know you can't competitively online, I just meant with some games, it's actually usefull to practice online for competiive play. For Isntance BB, SF4 (as Ive heard, never played it) or even T5DR on a good day with green bars, even tho it's netcode was shitty. But with T6 it just messes my timing and the concept of frame data is just not applicable online Don't get me wrong, the core gameplay of T6 is just great (best since T3/TTT imho), but the all around package just sucks. If I had an arcade in my town (or even my whole country) I wouldn't mind all that and stick to practice mode, but I don't so it just isn't worth it for me for the occasional tournament and/or offline session with buddies.
  14. Bommlinger

    Tekken 6

    As I said, just because you don't notice any lag (good for you, I wish I feld the same) that doesn't mean there is none. I tested it on a 100mbit T1 line (no routers no firewalls) to a friend on the same line (distance ~5kilometers, ping of 8) and there was indeed lag. I'm not talking about slowdowns, or stuttering or any of those, I'm talking about a delay of about 4-8 frames. Tekken is all about block X -> punish with y. And if you can't punish a -12 move with you basic 10frame punch, that makes the game unplayable. Sure people who just love to mash out moves won't notice that, and by all means: have fun with T6, but for a competitive player T6online isn't even remotely playable. T5DRO with green bars was at least playable(ch d/f+2, ewgf launch very possible with green bars), so you could practice for your offline sessions.
  15. Bommlinger

    Tekken 6

    sorry, but anyone who says T6 online doesn't lag that bad has no idea. Tested it on a T1 line with a friend who lives 4 miles away. Full 5 bars, still unplayable. At home (20mbit line) against some random dudes with green bars the game is utterly laggy. I CAN do CH d/f+2, ewgf juggles offline, online I can't even punish a -14 move with 1,1,2. Just because some people don't notice a difference, don't say there is none!!! Also offline isn't what I had hoped either. Input lag on HDTV's due to upscaling is killing me (releasing a game that isn't even 720p when T5DR was 1080p, are you kidding me?). Also, this game became frickin' noob friendly. Wavedash and ewgf became so easy it's not even funny. I had really high hopes for T6, but I'm basically done with it, since Bamco isn't gonna fix sh*t with the patch. They really dropped the ball on this one.
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