Kyle Posted August 9, 2010 Author Posted August 9, 2010 We need to experiment with ...2B, 3C, 22]D[, IAD, J.2C, Alle~can, J.2C, J.C, 2]D[...
ZONG_one Posted August 9, 2010 Posted August 9, 2010 I hate that, I can never get it. I don't even bother anymore.
Kyle Posted August 9, 2010 Author Posted August 9, 2010 According to Ambivalent world. Most DMG from a punish is 6B/3C, 22]D[, IAD, J.2C, Alle~can, J.2C, J.C, 2]D[...Volante, ...4]D[, ...8]D[, ...2]D[, ... 8]D[, ...Fermata. 6487DMG
ZONG_one Posted August 9, 2010 Posted August 9, 2010 I saw. Only thing is, it looks like it's not IAD, in some cases. Like in the very first combo against noel. Pretty sure off of 6B, you'd have to 7 jump to get that, too. I would like to know if there are things you can do to alter OTG allecan height, or do you Allecan otg > sjc j.2C?
Zoogstin Posted August 9, 2010 Posted August 9, 2010 Zong I meant to give you credit in my post about that but I forgot. I was basically agreeing with you on that. They must be doing 2D mad early. I was practicing 4D combos yesterday. The hard part is catching them when they come back at you when the hit count is already 14 hits or higher so I haven't gotten to far with it yet. I can do volante combos fairly well. But anyways the way I see Carl's juggle combos is like this: Its basically a "Build-Your-Own-Combo" kind of thing. For instance: 1. [2D combos] (j.2C j.C 2D) or (j.2C j.B 2D) 2. [Volante combos] (j.2C allecan 5C volanted) or (j.2C allecan volante) 3. [4D combos] (j.2C allecan 5C j.B 4D) or (j.2C allecan j.2C allecan 4D) 4. [8D combos] (5C j.B j.C 8D) or (j.2C allecan j.B j.C 8D) or (j.2C jC jcB 8D) 5. [Allegretto into 8D] (j.2C 214C 8D) or (5C jB 214C 8D) or (j.2C j.C jc.2C 214C 8D) Now from here (after you've learned a couple of combos from each group) you would make an exhaustive list of the things you could do from there. The pain here is knowing what combos only work with low hit counts (say 10 or lower hits) and what still works with higher hit counts (10+). For instance lets just say you started off with 3C and its C-O-N 3C - 1 (insert 2D combo) - 2 - 3 - 5 - IAD - 1 - 4 or 3C - 4 - 2 - 4 - 1- 5 This is how I develop my long combos and I honestly believe this is how the japanese Carl players are doing it. Its trial and error to see what works and what doesn't but its just a matter of "where can I put in my volante combo and where should put in a 2D combo" Confused?
ZONG_one Posted August 9, 2010 Posted August 9, 2010 Haha no, I know exactly what you mean. Only thing is, I've been having 4D troubles, so I'll get my 2D rep, my volante rep, and an 8D rep, before I go into 2D j.B rep, and allecan > 2-hit clap. Ehh. I'm satisfied with 4.5K and such, off of a good starter. I just hate the empty feeling of knowing there's probably so much more.
Kyle Posted August 9, 2010 Author Posted August 9, 2010 Zoogs: I have the impression, hit count isn't as critical as move decay. please prove me wrong. =P
ZONG_one Posted August 9, 2010 Posted August 9, 2010 you're right, Kyle. Because with fouco/3D starter, you can still get those combos. It's just that higher hit count = more decay most of the time. D:
Kyle Posted August 9, 2010 Author Posted August 9, 2010 This means, if your moves are letting your opponent recover sooner than desired, we're going to have to rotate attacks and find another offensive string to lead into the same situation. That's why the first time Carl did 5C, J.C, 8]D[ & the second time Carl did, 5C, J.B, DoubleJump, J.2C, Allegreto, 8]D[
Zoogstin Posted August 9, 2010 Posted August 9, 2010 yeah you're completely right about that Kyle. I've seen combos work and fail at the same hit count based off of the starting moves.
Akiro Posted August 10, 2010 Posted August 10, 2010 The pain here is knowing what combos only work with low hit counts (say 10 or lower hits) and what still works with higher hit counts (10+). For instance lets just say you started off with 3C and its C-O-N 3C - 1 (insert 2D combo) - 2 - 3 - 5 - IAD - 1 - 4 or 3C - 4 - 2 - 4 - 1- 5 This is how I develop my long combos and I honestly believe this is how the japanese Carl players are doing it. Its trial and error to see what works and what doesn't but its just a matter of "where can I put in my volante combo and where should put in a 2D combo" Confused? Thats pretty much how I've been doing it.
Kyle Posted August 10, 2010 Author Posted August 10, 2010 We need to experiment with ...2B, 3C, 22]D[, IAD, J.2C, Alle~can, J.2C, J.C, 2]D[... So, this is undeniably character specific. I could not do it on Tao, & lost interest in doing it all together. I even couldn't hit Tao with, 8]D[, ...2]D[, ...4]D[ It's like, she's too small to get hit by 5C, J.B, 4]D[ & when I do ht her with it, there is NO WAY the dashing, 5C, air combo crosses the y-axis accurately. =(
ZONG_one Posted August 10, 2010 Posted August 10, 2010 Replace 5C with 5B, and you'll turn around in time, at least. I don't understand all of the 5C wallbounce stuff. "/ I always whiff 5C in the wrong direction, it really irritates me.
Kyle Posted August 10, 2010 Author Posted August 10, 2010 It could be an input trick to manipulate if Carl turns around or not. Obviously the opponent position is critical, but there might be a way to trigger the y-axis switch.... Like crouching or going to neutral state, maybe be avoiding neutral/crouch state we can avoid turning around... like doing an attack first frame after recovering from a dash, it would not e difficult with the input buffer system... 66, [C]. Wow, more questions unanswered, more testing to be done.
Zoogstin Posted August 10, 2010 Posted August 10, 2010 I almost exclusively use 5C to catch people after a 4D crossup. Although I haven't practiced on Tao yet, 5C works on all the other characters I'm practiced on when I do the whole 4D vivace crossup. You know the whole Vivace A *4D hits* and Vivace A again thing? Well make sure you don't do the second Vivace too soon. Its a screen position thing. Carl's Vivace affects the camera and where the camera wall is. Simply put don't do the second Vivace too soon. Then the opponent should consistently cross you up and 5C will work.
ZONG_one Posted August 10, 2010 Posted August 10, 2010 Does this also work with Viv.A > 4D > Late IAD?
Isuyaru Posted August 11, 2010 Posted August 11, 2010 So, this is undeniably character specific. I could not do it on Tao, & lost interest in doing it all together. I even couldn't hit Tao with, 8]D[, ...2]D[, ...4]D[ It's like, she's too small to get hit by 5C, J.B, 4]D[ & when I do ht her with it, there is NO WAY the dashing, 5C, air combo crosses the y-axis accurately. =( The j.2C allecan j.2C combo does work on Tao. I have not been able to get it to work on Arakune, Hakumen, Hazama, or Rachel, but I have done it on everyone else.
Zoogstin Posted August 11, 2010 Posted August 11, 2010 Does this also work with Viv.A > 4D > Late IAD? From the videos that I've seen, yes.
Kyle Posted August 11, 2010 Author Posted August 11, 2010 Updated OP with hyperlinks to throws & FC combos. I will do the breakdown later
Zoogstin Posted August 14, 2010 Posted August 14, 2010 Here are some juggle combos that I would like to contribute. I even have a 4D combo I've been working on. All of them do at least 50% damage. Blockstring/combo but reset with: 4]D[ - vivace A (for crossup)- *4D hits*- vivace A back to original position - 5C/5B - j.B - j.214C - 8D - IAD - j.2CD - j.C - *2D hits* - j.2C allecan - 5C - volante - j.2C allecan - j.B - j.C - 8D - j.2CD - j.C -*2D hits* - j.2C - j.214C - 8D - 214214D. About 29 hits 3D airdash reset: 3C - airdash - j.B - j.C - 2B - 3C - 2]D[ - j.2C allecan - *2D hits - j.2C - 5C - volante - j.2C allecan - j.B - j.C - 8D - j.2CD - j.B - *2D hits* - j.2C - j.214C - 8D - 214214D. About 30 hits Unblockable combo: 2D combined with 3C/2B/6B - j.2C allecan - 5C - volante - j.2C - 4]D[ - 5C - j.B - *4D hits* - 66 - 5C/5B- j.B - 214C - 8D - IAD - j.2C]D[ - j.B - *2D hits* - j.2C - 214C - 8D - 214214D. This is the strongest combo I'm physically capable of doing right now. Fermata combo: j.2C allecan - 5B - 5C - 6]D[ - j.C - 2B - 3C - 214214D - 5C - j.B - j.214C - 8D - IAD - j.2C]D[ - j.B/C - *2D hits* - j.2C]D[ - j.B/C - *2D hits* - j.2C - j.214C - 8D - 214214D I've got more but typing these combos out are annoying. But these are combos that I do, or atleast attempt to do =/. Carl's hard.
Isuyaru Posted August 15, 2010 Posted August 15, 2010 The j.2C allecan j.2C combo does work on Tao. I have not been able to get it to work on Arakune, Hakumen, Hazama, or Rachel, but I have done it on everyone else. Update! It works on these 4 characters if you do j.2C allecan superjump forward j.2C j.C 2D. However, you have to make the command interpreter not give you a 22D instead of 2D. I don't know how exactly this works, but I'm consistently getting it with a quick 360 motion starting at 2. I imagine as long as you never hit neutral, it works? On another note, DP punish combo, or any other situation where you can land 3C starter: 3C 22D > IAD j.2C allecan j.2C j.C 2D > j.2C allecan 5C volante > (optional j.2C allecan 5C volante) > j.2C allecan j.B j.C 8D > j.2C j.C 2D > j.2C j.B 2D > j.2C allegretto 8D > (optional 214214D) With all optional parts, does 6.7k, net gain of about 20 meter (gains about 70 meter without the super at the end) 3C 22D > IAD j.2C allecan > 2C 214214D > j.2C allecan j.2C j.C 2D > j.2C allecan 5C volante > j.2C allecan j.B j.C 8D > j.2C j.C 2D > j.2C j.B 2D > j.2C allegretto 8D > (optional 214214D) 7.1k with super at the end, 6.2k and oki without it. Gains enough meter to use the super at the end regardless. Combos transcribed from memory, possibly not 100% accurate. I'll check later.
Xithmos Posted August 16, 2010 Posted August 16, 2010 3D airdash reset: 3D - jump, late air dash - j.B - j.C - 2B Fixed for clarity. Also I noticed that the 5B>6B>jB works only on a few characters (most notably Jin and Hazama), while the 5B>6B>j2C works on Ragna and Tager. I'll post which will work against who tomorrow.
Kyle Posted August 16, 2010 Author Posted August 16, 2010 http://www.youtube.com/watch?v=vW9S3ltNrmM&
Kyle Posted August 17, 2010 Author Posted August 17, 2010 Updated OP with character Specific grounded combos as promised.
The Noble Clap Posted August 30, 2010 Posted August 30, 2010 I've been doing this one combo a lot recently. Not sure if it's any good but it's easy. CNO(Nirvana close infront of carl) 5B-6B-2]D[-Cantible-5B-Vivace-(2D Hits)-{(move carl if needed)-2C-(move Nirvana if needed)-8D}x2-2C-Fermata
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