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Posted

1) most of nirvana's moves can be interrupted by either hitting Carl or his puppet certain ones like 2D and the supers cannot be interrupted (Sorry I don't really know all of the commands for Carl's moves). 2) These players are bursting for fear of the clap loop, a combo that will literally go on until you are dead. It only shows up at (somewhat) higher level play but basically it's often better to burst and get out then get caught in the loop and lose. 3) can't help you on this one but try looking up XBL or PSN matches on YouTube alot of those players might be closer to your skill level.

Posted

Honestly, I feel like the jp ragnas burst at all the wrong times vs Carl.

No Ragna wants to deal with Carl's bullshit IMHO. I wanna hope that there is some break point where I can just ID through, but I don't fight enough Carls to know it. I just run in, try to block string with as many lows, lil 6D madness till I catch him in one of his command dashes. When he stops, its mixup time. Also, I Bloodkain for no reason. None. Like...really. Just tossing it out. Something silly like with some Range...5C/3C on block to 214214D. Most of the time its out of combo too. I just think it evens the fight. I mean... If you get loops, I want in on it too. And j.D, with some spacing, I don't have to worry about Carl's air to air or Antiair. I'll build that heat back up pretty fast if everything goes somewhat well.
  • 4 weeks later...
Posted

One thing I've learned against Carl is that Gauntlet Hades (and its counter part TKGH) seems to work WAY TOO OFTEN against Carl on defense. Every Carl I've played (and I've played my fair share), almost always seems to be unable to block GH, because they usually assume to go to low guard. Throw in a few in match and see what I mean, but note the keywords USUALLY and ALMOST Oh and as for the Clap Loop, sometimes I just get plain lucky and manage to j.B. my way out of it, but that only happens occasionally on lower level Carls. Otherwise, probably better just Burst out and hope to god you don't get caught again.

Posted

Ragna players should try teching super late. Seriously, bursting vs Carl is stupid. It give him a chance to kill you with solo combos. Try to conserve meter, and then you can break>ID. But yeah, I used to eat GH for breakfast for the longest time. Dunno why.

Posted

Ragna players should try teching super late.

Seriously, bursting vs Carl is stupid. It give him a chance to kill you with solo combos. Try to conserve meter, and then you can break>ID.

But yeah, I used to eat GH for breakfast for the longest time. Dunno why.

Lol, he'll kill you anyway. Its an infinite. If you can't 623C it, burst when you get low enough health for the tension boost and go crazy. It is your best bet.

Posted

I dunno if you're agreeing with me or not. English isn't making sense right now. =(

Then why even talk to you?

Posted

Oh Then I disagree When you burst, you make it so that Nirvana takes less health to loop you (a big problem for already frail ragna). Since it takes less hits to finish the loop, you're also less than likely to get enough meter to break>ID. You also lose the ability to fd, which means that the next time Carl sandwiches/makes contact with you, you're going to have to block perfectly, or risk getting looped. You can also be guard broken fairly easily. You also completely lose the ability to IAD in (tho most ragnas seem to like dash>sj to approach), cuz Carl can do Nirvana's nail srk repeatedly while zoning around it. If you're half-health or under, go for it. But don't burst if you're at full unless you KNOW you can make your next hits count. I've won matches that I had no right winning just because people were retards and burst early, only to die to a simple ground loop later that they could have survived, had they been able to FD/had more health. People think bursting is the answer to the loop, but really, it tends to screw people over more than it helps. You're 2 hits from dying at any given time. Make sure you use your bursts intelligently.

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