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Posted
I don't think this combos. Do you mean 6B>3D>vivace A>IAD j2C alle~can? If so that was mentioned.

Sorry, that's what I meant.

:psyduck:

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Posted

Been away. Resets I've found to be effective... Forgive me if I've restated something thats already here.

4d Crossup Resets.

5b 4]d[ 236a

5b 6b 4]d[ 236a

Unblockable Reset

5c 6d j.2c j.b j.c 2]d[ 2a 3c

j.2c crossup Resets

6b 22]d[ IAD j.2c

5b IAD j.2c 5b 6b 23[6]a+d

623c RC delay IAD j.2c

Standard (flexible resets)

5c > 8]d[ (catches a would be jumper, unblockable) or 6]d[ (solid) or 3]d[ (Low, laggy) > jump into...

- land 2a

- delay j.c (condition with this)

- low airdash j.c > j.b (Opponent expected you to land)

- land grab

- Transition into an UB (wont work if you used 3d)

Meter heavy

Corner cantata (blocked) RC Charge 6c

Corner cantata (blocked) fuoco Charged 6c

Corner cantata 2d 2b

6b 6]d[ delay 6c (blocked) RC 2a.

5c 236236d 5a > 236a/6c/delay 2b/jumping or IAD crossup shennanigans

Posted

I doubt it would work on Carl. But it seems pretty legit to me anyways. I'd love to test some of this stuff out but I'm still trying to get Carl's basic 2D loop bnb down.

Posted

It's char specific.

Lambda Tager Noel Hakumen etc. Not sure why it works on Noel, but I'm pretty sure it does.

Don't quote me on any of this. My point was just that it's character specific.

Posted
Unblockable Reset

5c 6d j.2c j.b j.c 2]d[ 2a 3c

Will this work on everyone? :psyduck:

would 2b be too slow instead of 2a? it has more range and it's still quick

Posted

2b sounds workable. I just hope it doesnt have so much more startup + hitstun that the whole thing (2b 3c 2d) combos (I recall 2a 2b 2d without delaying 2b combos).

Posted

just input 2D slightly later and delay the gatling from 2B to 3C to uncombo it...

Posted

I'm just saying, if it does happen to combo.

(Be it your mistiming, or your opponent's weird blocking.)

Typical 4.4k dio combo turns into 3.3k dio combo.

Posted

I think the direction of your bonce on corner j.2C is too iffy for that to be practical.

Nonetheless, very interesting, Kyle.

Posted

I mean, in that situation it's perfectly predictable. Although that situation is very unlikely, unless your opponent happens to get hit by the exact same things.

Also, it's two standing-only combos without the opponent being forced to stand at any point, so it's got that against it

  • 3 weeks later...
Posted

BIG update coming soon, most likely today, with a couple questions I would like to ask to those who can regularly play CS. Gotta get some things done first

Posted

When I'm doing a block string with a Carl Ada Sandwich i would throw in an Anima in there and if they escape it i would catch 'em of guard and go into a combo from the vulnerability of the throw escape. Not actually sure if they really are completely vulnerable when they escape but it works for me lol

Posted

I see...Then I suppose I simply get them in all the confusion...

How bout this:

When I'm ending a 2C 8D loop, I let Ada do the last 8D and immediately start charging my 6C and your opponent should fall and recover just in place to get hit by it (overhead=decent chance it will get through someones block if they even think about it, and if your lucky you would have it fully charged into an unblockable XD). Then, with the stagger you follow up into combo.

For some reason this always works out for me, and thus I find it quite useful...Y'know, unless you're fighting someone like Ragna...And of course they could just jump or not tech... :/

Posted

(Finally finished. I forgot to take the 2nd post just incase. So if you don't mind, sorry stark, could you delete your post and post this instead, or Kyle could you edit his post with this instead. Thanks)

CORNER or MIDSTAGE (breakdown someone’s defense)

--NOC

3C combo starter, seems to be unblockable

2A 5B 2B 2]D[ 3C > combo

VID VID

5A 5B 2B 2]D[ 3C > combo

VID

RESETS

--update (NEEDS TESTING)

Rhapsody of memories follow up

Get a combo count of about 10 reps then input rhapsody of memories, [j.5C 5B 2B 5C 6D]x2 for instance or slightly over. You can get a fully charged 6C if you want. The combo will reset all by itself before the fully charged 6C connects. Or basically just score a reset during rhapsody. Right before nirvana deals the final blow, input 2C. Time it so that as they bounce up nirvana will hit them. Right after you input 2C, vivace B. If done correctly your opponent will wall bounce at an elevated height, and after the wall bounce, their trajectory will place them right in front of carl, and back in sandwich position. Don’t let them hit the floor though. Follow up with

5B j.B j.C 8D > combo

In CT 5B j.B won’t connect. I’m sure it will in CS, but if someone can confirm that would be nice.

It looks something like this: VID , except input vivace B after 2C, and follow up with 5B j.B j.C 8D > combo.

--NOC

5B 2B 6B 3D vivace A vivace A. Assuming your opponent stays put, after the second vivace you can follow up with 2A, 5A, or j.2C allecan.

VID

--NOC, opponent needs to tech

5B 5C 6D j.C 3C 2D j.2C allecan (2D hits) j.2C allecan 4D j.2C allecan (4D hits) 66 j.2C j.C dj.2C dj.Allegretto (Slight delay) 8D > combo

VID

--NOC

Works on characters with wider hitboxes. I’m guessing tager, bang, hakumen, and rachel.

5B 5C 6D j.C 5B 2B 6B j.B j.C j.B volante 5A (volante hits) IAD j.2C allecan

VID

--CON

DIFFERENT VARIATIONS

*5B 6B 6D 5A 5B 2B 6B j.B j.C j.B 2]D[ 5B (slight delay) 6B

VID

*IAD j.2C allecan 5B 6B 6D IAD j.2C j.B j.C 5B 2]D[ 2B (slight delay) 6B

VID

CORNER RESETS

--Wall-ONC/OCN, 50% heat required, 100% heat optional, opponent needs to tech

During a juggle loop in the corner end the combo with gear super, making sure your opponent falls into the gear. If you’re doing a ground combo, you can end with like 2A 2B 3C 2D to bounce them up high. Input gear super. As they fall, they’ll land at the top tip of the gear. The thing is when you’re in the corner and your opponent gets hit by the gear super at the tip, they have time to tech after the gear before the hit the ground. The good thing is, because of the push back from the gear super, backward/forward tech look like a neutral tech. In other words, even though they forward tech to try and get out of the corner, they won’t go anywhere because of the push back. You can easily follow up with 8D to score a reset. If you have 50% heat after the gear, wait a bit. Input Big bang upper. They’ll tech in the air and get caught in it. You could also follow up with another gear super into 8D. The first two, situations, I assume, can be followed up with a combo dealing good damage. More so than the gear super into 8D. (I don’t know for sure. I’m just making an assumption)

VID

STRATEGIES

--Hide carl’s volante/fuoco call when nirvana is off screen.

Don’t want your opponent to know you input volante/fuoco? Right after you input volante/fuoco do j.A. Carl will interrupt his own call, so to speak. (CT testing, you can hide his fuoco call with 5A, but it seems easier to hide with j.A.)

VID

--update

(The one with the two guard primers) Doesn’t matter if they barrier, it will still get broken.

VID

--(NEEDS TESTING)

Want to potentially get more damage off FC j.B?

FC j.B IAD j.2C allcan 2C 22D vivace A j.5A allegretto 8D

VID

Before this is finalized, could someone test these to see if any of them work

FC j.B IAD j.2C allecan 2C 22D vivace A 2C 8D

FC j.B IAD j.2C allecan 2C 22D vivace A 5B/C j.5B j.Allegretto 8D

FC j.B IAD j.2C allecan 2C 22D vivace A j.Allegretto 8D

FC j.B IAD j.2C allecan 2C 22D vivace A j.5B j.Allegretto 8D

--Get the best damage off a midstage airthrow

j.B+C 22D 66 5B j.B (optional j.C) 8D > combo

VID

--Volante tick throw

5B 5C 6D j.C 5B 6B j.B j.C j.B volante 5A (volante hits and slight delay) B+C

VID

Posted

Could someone test this out

5B 5C 6D j5C 5B 6B 623C RC 41236D 6C fully charged

The idea is that right when they recover from cantabile they'll be forced to block fuoco, only to get hit by a fully charged 6C.

(Does the opponent recover fast enough to jump out before they are put in block stun by fuoco? Will a fully charged 6C come out right when fuoco ends or can your opponent escape/counter hit?)

Posted

Also

5B 5C 5D j5C 5B 2B 6B 623C (meanwhile holding 3/6 to push nirvana back a bit and leave some space between her and the opponent) volante vivace A (opponent is forced to block volante) IAD j2C allecan > combo

EDIT***

5B 5C 5D j5C 5B 2B 6B 623C (meanwhile holding 3/6 to push nirvana back a bit and leave some space between her and the opponent) volante vivace A 5A (opponent is forced to block volante) IAD j2C allecan > combo

5B 5C 5D j5C 5B 2B 6B 623C (meanwhile holding 3/6 to push nirvana back a bit and leave some space between her and the opponent) volante vivace A 5A (opponent is forced to block volante) vivace A j.2C allecan > combo

Do any of these this work? Is there enough space between nirvana and the opponent so volante can stay out for like half a second so right when you vivace they get hit or are forced to block volante then you can IAD j2C allecan?

Posted

This will be escapable.

The fact that you're going to 6C after fuoco is going to make the startup for 6C take too long to charge fully.

If there were a way to RC Carl's animation during fuoco (lol) then maybe.

Also, cantible stun isn't that long. Q.Q

Maybe buffer fuoco before even inputting cantible so that it will come out before they can jump, but still after they recover? eeeeek.

Seems a little gimmicky to me.

(BTW you're posting all kinds of great shit today, Soujiro. I'm impressed.)

Posted
This will be escapable.

The fact that you're going to 6C after fuoco is going to make the startup for 6C take too long to charge fully.

If there were a way to RC Carl's animation during fuoco (lol) then maybe.

Also, cantible stun isn't that long. Q.Q

Maybe buffer fuoco before even inputting cantible so that it will come out before they can jump, but still after they recover? eeeeek.

Seems a little gimmicky to me.

(BTW you're posting all kinds of great shit today, Soujiro. I'm impressed.)

Hahaha, thanks Zong, I try my best :keke:.

Cantabile stun isn't that long? damn it.

Yeah how about what you said.

Lol, I just got a great idea, hope it works. You know how you can hide your volante/fuoco call with jA of 5A? You could use 5A to recover faster, maybe?

5B 5C 6D j5C 5B 6B 623C 41236D RC 6C fully charged

might this work?

Lol, um what do you think of the other crazy ideas in the second post? I'm guessing those won't work either huh?

Posted

Volante is big, but you can probably push her back enough for it to not hit on start up.

Seems like it has potential. I'm always for volante stuff. It's potential is GIGANTIC.

The one with the 2nd vivace, I dunno. Too many vivaces are risky.

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