4Corners Posted August 11, 2009 Posted August 11, 2009 I do. Maybe I need to do it for longer. D: EDIT! To be honest I only use j.2c when my opponents are crouching. Its much easier that way. If they are standing, just do j.C. Ah, makes sense. I'll hafta mess around with that some today. Thanks!
4Corners Posted August 12, 2009 Posted August 12, 2009 Does anyone have any idea what causes characters to plummet sometimes after teching the grab and getting clapped? It's seriously ruining my resets, and just started happening to me a day or two ago. Is making me saaaaaaad. EDIT: We should rename this thread. IZZY ASKS PEOPLE HOW TO PLAY THE DAMN GAME!
Kyle Posted August 12, 2009 Author Posted August 12, 2009 Maybe the first hit of your 8]D[ is missing... just a guess tho.
Zeero Posted August 12, 2009 Posted August 12, 2009 I think the ring makes people float, the actual nirvana clap makes people drop... maybe put nirvana slightly further?
Zoogstin Posted August 12, 2009 Posted August 12, 2009 Actually solved this problem atleast with Ragna and Arakune by putting them deeper in the ring. I too don't completely understand the properties of the clap. Maybe one ring plummets and the other floats.
Zeero Posted August 12, 2009 Posted August 12, 2009 or maybe the ring pushes outwards... so if it hits the bottom half they plummet...
Zoogstin Posted August 12, 2009 Posted August 12, 2009 Thats a good idea, but that doesn't explain the times that my opponents plummet when I'm at superjump height. Unless I just happened to do a later superjump and actually grabbed them really early and low to the ground. Oh I don't know.
Kyle Posted August 12, 2009 Author Posted August 12, 2009 It launches higher on CH. I do know that much.
Kyle Posted August 18, 2009 Author Posted August 18, 2009 I found a way to lead into Universal Throw loop #2! Depending on the position of you&Nirvana&Opponent the combo set-up will be different. But, the actual finisher is the same. whatever... 2C, Walk Nirvana Back, 8]D[, Walk Carl Back, 2C, Walk Nirvana Back, 8]D[, 2C, EARLY 8]D[*, BackDash, Walk Nirvana Back, SuperJump with 8, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, Death * The 8]D[ should be that really ugly 2-hit that we NEVER do in our BnB's. You guys know the feeling, you typically didn't wait long enough to do 8]D[, the hit looks good but it's only 1-hit of the orb, a moment later the second hit of the orb connects and we are like. "Fuuuuuucccc i just blew the entire spacing of my combo" Yeah, yeah, that's exactly what you NEED TO HAPPEN to get the universal clap #2! More Tensionless crap! vs Haku- 6C, 9, J.2C, J.B, Alle~can, 2B, 3C, IAD, J.2C, Alle~can, 5C, sj.B, J.2C, 214C Universal Throw loop #4 from the corner, Carl has the same relaunch on everyone! ... JB+C, 8]D[, AirDash, JB+C, 8]D[ 5B, 8]D[, JB+C, 8]D[, AirDash, JB+C, 8]D[ 5B,8]D[, JB+C, 8]D[, AirDash, JB+C, 8]D[ RC JB+C, 8]D[, AirDash, JB+C, 8]D[
Zoogstin Posted August 19, 2009 Posted August 19, 2009 This is mad nice. But I must ask, what happened to UTL #3?
Sigma Posted August 19, 2009 Posted August 19, 2009 Unless someone else has discovered something, I'm pretty sure the whiff loop is escapable by everyone but Tager if you time the throw escape late enough. On a seperate note, I'll post a mixup setup I have grown fond of recently: You can do a tricky to predict double overhead from sandwich if you don't allecan 2C at the proper height. The easiest way is 2a, j.2C, j.A, j.B. What will happen is Carl will pop up just a tiny bit from the blocked j.2C, causing fuzzy guard and allowing you to very quickly do another air move when they may expect you to allecan and go low. Nirvana will sometimes end up on the same side of the opponent as you if you keep D released. So for me it usually goes: (sandwich pressure)>2a, j.2C, j.A, j.B, land, 2B, 3C > IAD teleport loop setup.
Kyle Posted August 19, 2009 Author Posted August 19, 2009 This is mad nice. But I must ask, what happened to UTL #3? Universal loops 1, 2 & 3 are in the first post. =)... lol Sigma.. why is this escape-able for everyone but Tager? This IS NOT chaz's universal discussed a few weeks ago. This is from the "double pushback" caused by the corner throw breaks.
Zeero Posted August 19, 2009 Posted August 19, 2009 Universal loops 1, 2 & 3 are in the first post. =)... lol Sigma.. why is this escape-able for everyone but Tager? This IS NOT chaz's universal discussed a few weeks ago. This is from the "double pushback" caused by the corner throw breaks. coz you didn't mention it was with carl in the corner in that post but in the first post I've always wondered how i can position myself in corner so that nirvana is back enough, now i know, good stuff
feri Posted August 20, 2009 Posted August 20, 2009 2c 8d j.2c allecan 2c 8d From a mistake during a match i had so haven't tested this Against hakumen (crouching only? during sandwich loops) 5b 5c 6]d[ j.2c j.b land 5b ect Thanks for taking the time to do the writeup on the 1st page.
feri Posted August 22, 2009 Posted August 22, 2009 Video reference for loop v2? The corner sweet spot one. 3rd round http://www.youtube.com/watch?v=c6VS_W9qUZ4t=2m0s Edit: sorry bout double post.
Sigma Posted August 23, 2009 Posted August 23, 2009 Universal loops 1, 2 & 3 are in the first post. =)... lol Sigma.. why is this escape-able for everyone but Tager? This IS NOT chaz's universal discussed a few weeks ago. This is from the "double pushback" caused by the corner throw breaks. Ahhh, must have missed the corner part. The two look the same in notation. Yeah, with that particular positioning it's inescapable.
Kyle Posted August 25, 2009 Author Posted August 25, 2009 Population Of China http://www.youtube.com/watch?v=27OwE9dok6M CHARACTER SPECIFIC COMBOS: I-Grouped by Weight/Combo II-All combos start with 2A. More damaging openers could kill every opponent. 100% Heat Gain 2A, 2B, 3C, 22]D[, IAD, J.2C, Alle~can, 2C, 8D, Walk forward, 8 Jump, JB+C, 8]D[, [7]JB+C, 8]D[ [7]JB+C, 8]D[ [7]JB+C, 8]D[ [7]JB+C, 8]D[ [7]JB+C, 8]D[ [7]JB+C, 8]D[ [7]JB+C, 8]D[ [7]JB+C, 8]D[ [7]JB+C, 8]D[, AirDash [8]JB+C, 8]D[ Death 100% Heat Gain 2A, 2B, 3C, 22]D[, IAD, J.2C, Alle~can, 2C, 8D, Walk forward, 8 SuperJump, JB+C, 8]D[, [7]JB+C, 8]D[ [7]JB+C, 8]D[ [7]JB+C, 8]D[ [7]JB+C, 8]D[ [7]JB+C, 8]D[ [7]JB+C, 8]D[ [7]JB+C, 8]D[ [7]JB+C, 8]D[ [7]JB+C, 8]D[ [7]JB+C, 8]D[ [7]JB+C, 8]D[ [7]JB+C, 8]D[ Death *When against Litchi: Superjump above her body. :RG:100% Heat Gain 2A, 2B, 3C, 22]D[, IAD, J.2C, Alle~can, 2C, 8D, Walk forward, 8 Jump, Late JB+C, 8]D[, [7]JB+C, 8]D[ [7]JB+C, 8]D[ [7]JB+C, 8]D[ [7]JB+C, 8]D[ [7]JB+C, 8]D[ [7]JB+C, 8]D[ Airdash [8]JB+C, 8]D[ [8]JB+C, 8]D[ Death Cross up Inferno Divider input 2A, 2B, 3C, 22]D[, IAD, J.2C, Alle~can, 2C, 8D, Walk forward, Superjump, JB+C http://www.youtube.com/watch?v=SAy8bN0r5eA 9189 Damage, 70% heat Gain, 50% Heat cost. 2A, 2B, 3C, 22]D[, IAD, J.2C, Alle~can, 2C, 8D, Walk forward, Late JB+C, 8]D[, AirDash, JB+C, 8]D[ 6A, 8]D[, Late Jump Cancel, JB+C, 8]D[ 6A, 8]D[, Late Jump Cancel, JB+C, 8]D[ Walk Nirvana Toward, 2C, 8]D[, JB+C, 8]D[, Airdash, JB+C, 8]D[, RC JB+C, 8]D[, Airdash, JB+C, 8]D[ 9101 Damage, 70% heat Gain, 50% Heat cost. Alternate version shown at 3:28. If you missed the first 6A rep, this is how you can still pick up! 2A, 2B, 3C, 22]D[, IAD, J.2C, Alle~can, 2C, 8D, Walk forward, Late JB+C, 8]D[, AirDash, JB+C, 8]D[ 6A, JB+C, 8]D[, AirDash, JB+C, 8]D[ 5B, 8]D[, "A"Vivice, 2C, 8]D[, JB+C, 8]D[, Airdash, JB+C, 8]D[, RC JB+C, 8]D[, Airdash, JB+C, 8]D[ 8603 Damage, 66% heat Gain, 50% Heat cost. 2A, 2B, 3C, 22]D[, IAD, J.2C, Alle~can, JB, J.C, 8]D[, 2C, 8]D[ Late JB+C, 8]D[, AirDash, JB+C, 8]D[ 6A, 8]D[, Late Jump Cancel, JB+C, 8]D[ Walk Nirvana Toward, 2C, 8]D[, JB+C, 8]D[, Airdash, JB+C, 8]D[, RC JB+C, 8]D[, Airdash, JB+C, 8]D[ *When against Carl: delay J.2C from the initial Airdash. 9104 Damage, 70% heat Gain, 50% Heat cost. 2A, 2B, 3C, 22]D[, IAD, J.2C, Alle~can, 2C, 8D, Walk forward, Late JB+C, 8]D[, AirDash, JB+C, 8]D[ 6A, 8]D[, Late Jump Cancel, JB+C, 8]D[ 6A, 8]D[, Late Jump Cancel, JB+C, 8]D[ DO NOT Walk Nirvana Toward, 2C, 8]D[, JB+C, 8]D[, JB+C, 8]D[, RC JB+C, 8]D[, JB+C, 8]D[ *Toughest combo in the entire video. Input is the most strict when against Rachel. Only attempt when she does not have wind. 4949 Damage, 50% Heat cost. J2.C, Alle~can, 5B, 5C, 6]D[, J2.C, Alle~can, 5B, 5C, 6]D[, JC, 2B, 3C, 214214D, 2997 Damage, 25% Heat gain. J.2C, Alle~can, 2B, 3C, IAD, J.2C, Alle~can, 5C, JB, J.2C, Allegreto Tech Traps Forward tech- 5C, TigerKnee Allegretto, 8]D[ Neutral tech- 5C, 632146C, 8]D[, 8]D[, Back tech- 5C, SuperJump, Airdash, Late Allegreto, 8]D[ No tech- 5C, 632146C, 8]D[, 8]D[, Standing, 5702 Damage, 100% Heat cost. 5C, J.B, 6]D[, Airdash, J.B, J.C, 5B, 6B, Walk Nirvana toward, J.B, J.C, 8]D[, 2B, 3C, 632146C,Walk Nirvana toward, 8]D[, 8]D[, 2C, 214214D Standing, 4812 Damage, 100% Heat cost. 5B, 6B, J.2C, J.B, J.C, 5B, 6B, J.2C, J.B, J.C, 2B, 3C, 632146C, 632146C, Superjump, J.A Can always be crossed up in the corner. Poor guys. 2538 Damage, Allegreto, 5B, J.B, J.2C, Allegreto Dio combo. No tension CH 5C, 623C, 8D, "A"Vivace, 2C, "A"Vivace, 2C, 8]D[, ... *Do not buffer nirvana during the first vivace. You must go past her. UNIVERSAL THROW LOOPS: :NO:100% Heat Gain ...9B+C, 9]D[, Airdash, JB+C, EARLY 8]D[, Walk Nirvana back 9B+C, 9]D[, Airdash, JB+C, EARLY 8]D[, Walk Nirvana back 9B+C, 9]D[, Airdash, JB+C, EARLY 8]D[, Walk Nirvana back 9B+C, 9]D[, Airdash, JB+C, EARLY 8]D[, Walk Nirvana back 9B+C, 9]D[, Airdash, JB+C, EARLY 8]D[, Walk Nirvana back 9B+C, 9]D[, Airdash, JB+C, 8]D[, Death *Escape with late throw break at every other throw. =P :NO:100% Heat Gain100% Heat Gain ...2C, 8]D[, 2C, Early 8]D[ JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, Death :CA:100% Heat Gain 2A, 2B, 3C, 22]D[, IAD, J.2C, Alle~can, JB, 8]D[, 2C, 8]D[ JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, Death 9037 Damage, 100% Heat cost. ...2C, 8]D[ Walk forward, Late JB+C, 8]D[, AirDash, JB+C, 8]D[ 6A, JB+C, 8]D[, Airdash, JB+C, 8]D[, RC JB+C, 8]D[, Airdash, JB+C, 8]D[, RC JB+C, 8]D[, Airdash, JB+C, 8]D[ 8927 Damage, 50% Heat cost. 68% Heat Gain. Corner only! 2A, 2B, 3C, 22]D[, IAD, J.2C, Alle~can, 6A, JB+C, 8]D[, AirDash, JB+C, 8]D[ 5B, 8]D[, JB+C, 8]D[, AirDash, JB+C, 8]D[ 5B, 8]D[, JB+C, 8]D[, Airdash, JB+C, 8]D[, RC JB+C, 8]D[, Airdash, JB+C, 8]D[ UN-BLOCKS: Corner only 632146C, RC, 66, 6[C], 2B, 3C, IAD, J.2C, Alle~can, J.2C, Alle~can, J.B, Allegreto Corner only 632146C, RC, 66, 6[C], 2B, 3C, 22]D[, IAD, J.2C, Alle~can, 6A JB+C, 8]D[, AirDash, JB+C, 8]D[ 5B, 8]D[, JB+C, 8]D[, AirDash, JB+C, 8]D[ 5B, 8]D[, JB+C, 8]D[, Airdash, JB+C, 8]D[, Midscreen. Carl, Opponent, Nirvana: 168% Heat gain, 150% heat cost ...632146C, 41236]D[, RC, 66, 6[C], 2B, 3C, 2B, 2C, 8]D[, {Insert Character specific Throw loop} Midscreen. Carl, Opponent, Nirvana, No heat cost, ...5B, 6B, 3]D[, J.2C, Alle~can, 2B, 3C, 2B, 2C, 8]D[, {Insert Character specific Throw loop}
4Corners Posted August 25, 2009 Posted August 25, 2009 4949 Damage, 50% Heat cost. J2.C, Alle~can, 5B, 5C, 6]D[, J2.C, Alle~can, 5B, 5C, 6]D[, JC, 2B, 3C, 214214D, Is fermata used to put them back in between you and Nirvana? Thanks for the combo lists. I need to learn the solo carl combos. They're tight. Already took an hour to learn the haku one. :D I have a combo that can do either 2k or 4, costs 50/100% tension, but after 3 hits, it's all guaranteed burstproof. 2a, 5a, 5b, 5c, 6]d[ xx gear super, 8]d[, 2c>214214]d[ ~ 2.1k damage (of course, that becomes ~4k+loop/uppercut practically unprorated if they burst during gear, or probably death if they burst when 2c connects ((3k*2 is 6k, and if you're using this, they probably have less than half health)), or a free loop if they burst when 8]d[ hits) j.2c allecan...>6]d[ xx gear super, 8]d[, 2c>214214]d[ ~ 4.1k damage Pretty much just loop whatever you want into gear>clap>2c>uppercut super. Guaranteed death if they're low on health and don't burst REALLY quickly. Because of proration issues, I'd suggest either only doing one rep of any loop into this, or to omit the uppercut and just finish with an air grab+clap for the last 900 damage or so.
Kyle Posted August 25, 2009 Author Posted August 25, 2009 Is fermata used to put them back in between you and Nirvana?... With this few hits Fermata knocksdown. A single backdash will leave opponent between you and nirvana. From here I use 3]D[ to catch back rolls while I bait some kind of neutral/forward tech. If i get the chance to punish nirvana has recovered and walked over to join the rape party. Thanks for the support 4corners. =)
4Corners Posted August 25, 2009 Posted August 25, 2009 :D Nice. I think in 101/general discussion, we should definitely bring up just how stupid Carl's supers are for beating bursts. If they have been using barrier guard and get looped, it's really easy to just stop your combo/cancel into super. Once I'm able to loop with my eyes closed, I imagine watching their burst icon and just inputting a super as soon as it disappears will work even better. Also, I just realized that I've played you on XBL before, Kyle. I'm IzzyInfamous, if you remember.
LandRoverAttack Posted August 27, 2009 Posted August 27, 2009 Wow Kyle, thanks much for the video! I'm glad to have all that in one place. It'll definitely help as I try to get stuff down. There's something I'd like to ask about of everyone, and that's clap trap resets. I don't think I've seen it discussed to any length. It seems like certain characters and certain loops would require different resets on throw break. What does everyone use? It'd be nice to have a standard reset mentioned in conjunction with the character specific loops, unless there's one that works all the time (ground dash -> 2C?) and I'm just messing it up.
Zeero Posted August 27, 2009 Posted August 27, 2009 most of the time, dash->2C is sufficient if they tech in the corner, 5b jb 8d land jump throw+8d very rarely do you need to use anything else unless that wierd thing happens when they drop to the ground from a 8d... but u're screwed regardless if that happens.
Zoogstin Posted August 27, 2009 Posted August 27, 2009 Unless I did a super jump to airthrow my opponent I'm now starting to use 5B jb jc 8D. Mostly because there are a lot of times where 2C just isn't fast enough to catch my opponents.
LandRoverAttack Posted August 27, 2009 Posted August 27, 2009 Thanks guys! Is there a video of someone using 5B jB jC 8D? I was mainly thinking of problems I had with getting Tager with 2C every time. Though again it just might be my timing.
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