Jump to content
Dustloop Forums

Recommended Posts

Posted
He doesn't exactly seem like rocket science.

 

Easier to play than Vatista, but if you're not used to holding buttons down while doing other things (and swapping between and [C]), then he can be a bit tricky until get that extra bit of dexterity.  Also has a few other nuances that can be annoying at first.  Difficult in comparison to how simple most of the other characters seem to be, but only above average overall.

  • Replies 14.5k
  • Created
  • Last Reply

Top Posters In This Topic

  • Chumaralupa

    1827

  • Valthazeryus

    1341

  • Ryuuka

    1171

  • Theupstreamer

    1146

Top Posters In This Topic

Posted Images

Posted

Don't think I'll make it today; other things need doing.

 

Yes. Also lack of experience adds a bit to the curve.

I don't play fighters too much until recently.

 

Some tips:

 

-Grind out the necessary dexterity.  There's no other way around it, you just have to sit down and break your fingers into doing more than tap & release.  Practice things like 5A 5B 2C 214[A] 5B 2C ]A[236A, etc.  Get used to keeping the 214 inert while doing other things.  Just be happy you don't have your heart set on Vatista.

 

-Stressing 214 again, but really, get used to using it and keeping one held.  You can release it as you're about to get hit and force a trade (they disappear if you're still holding the button when you get hit, but you can release it as you get hit and it'll still go off) that you might be able to pick up off of depending on the situation; if it happens enough, it makes people really afraid to do anything while sitting on one.  You can also sit on one while at a distance from someone who's going to want to close in and use it to seize momentum if they get hit or are forced to block the release.  214[A/B] is probably Carmine's best move; learn to use it well and it'll open up all kinds of doors.

 

-22A is +1 on block, and your only real source of reliable frame advantage.  Shielding makes most jump-ins negative, and Carmine's 236/214[x] series are easy to stuff before they go active - though if you can get them out, 236 gives you free reign to do whatever you want, while a held 214 is an ever-present threat that can make people afraid to move; work them together and you have pressure that just doesn't end.  Otherwise, his pressure is the same reverse beating that everyone else has (end block strings in a whiffed 5/2A to minimize disadvantage).

 

-Carmine has no legit reversals.  63214C has some invincibility, but can be jumped after the super-flash and loses to most other command throws.  214C has no invincibility, but Carmine jumps really fast for it, so you can use it to escape and punish in some situations.  Appears to be neutral on block as well.

 

-3B is a great anti-air.  6C and 3C can be used depending on spacing, and I hear 5A has its uses as well.

Posted

Well, I've gotten pretty comfortable with my arcade stick and I'm pretty patient.

I'll get to the grind asap.

 

I might show up locally after I get more comfortable with the mechanics.

 

Thanks a ton for the info. I'll come back with some questions once i've had some time grinding and doing matches.(of course i'll minimize it since this isn't a Carmine thread after all)

Posted

gg's, t'was fun. I honestly think Linne might be a little unfavorable for me, I'll have to figure out more options for her specifically.

Posted

gg's, t'was fun. I honestly think Linne might be a little unfavorable for me, I'll have to figure out more options for her specifically.

 

It's not unfavorable. I'll say no more.

 

In other news, who's excite for Persona? As soon as I know if I can use a JP PSN copy of it, I'm getting it.

Posted

I'll be getting it asap if we can use it as well, which I'm expecting that will be the case.

And I don't mean the matchup is significantly bad, just something along the lines of 5.2/4.8 or something, unless there are options in that matchup I haven't explored yet.

Posted

So messing around with Orie in the lab a bit, the two worst things about her that don't make any sense is her throw puts them across the screen, even if they're in the corner and you throw them you get pushed back quite some distance, so I guess I'll just never use throw, unless she has some followup I'm not aware of. The second is that charge B droit is as punishable as a DP, I can see the move at least being negative, but it's a little useless atm unless you have them locked down with a 22C.

Other than that she's very fun and has some good stuff.

Posted

Maybe they should be HIGHER, or she could just come running out in a track suit with a wooden plank for a weapon.

Posted

Is anyone down for

 

UNIEL "Prease Undastand, It's not like I want to play netplay or anything......." Netplay Lobby 2.0?

 

tonight at like 9ish again?

Posted

So messing around with Orie in the lab a bit, the two worst things about her that don't make any sense is her throw puts them across the screen, even if they're in the corner and you throw them you get pushed back quite some distance, so I guess I'll just never use throw, unless she has some followup I'm not aware of. The second is that charge B droit is as punishable as a DP, I can see the move at least being negative, but it's a little useless atm unless you have them locked down with a 22C.

Other than that she's very fun and has some good stuff.

 

B droit fully charged is -7, so spaced properly it isn't punishable. If it hits, she gets 4k or so. Throw is good for another mixup option and if you have 100 meter, you shouldn't mind being full screen. In the corner, you're still able to dash up and meaty. For throw mixup, do stuff > walk forward > throw or stuff > walk forward > j.214B. j.214B is her BEST ground starter, netting her like 6k damage for 200 meter. Personally, I found that the worst part about her is that 3C is -3 on block and 214A > 214B can be interrupted. Oh, and almost all of her 22C stuff can be stopped by RUNNING at her and she has no DP without 100 meter.

Posted

B droit fully charged is -7, so spaced properly it isn't punishable. If it hits, she gets 4k or so. Throw is good for another mixup option and if you have 100 meter, you shouldn't mind being full screen. In the corner, you're still able to dash up and meaty.

 

When I tested it in training mode, any spacing that left her within hitting distance of me allowed me to get a full 3c starter with a high counter, so maybe if you're close enough that you go through them and out of range it's not as bad, but the move seems like it wants to be used as a full screen gap closer, which it's now pointless as without 100 meter.

 

Turns out today is the start of new classes, so we can do the UNIEL netplay lobby over the weekend or something, if we can't get together otherwise.

Posted

When I tested it in training mode, any spacing that left her within hitting distance of me allowed me to get a full 3c starter with a high counter, so maybe if you're close enough that you go through them and out of range it's not as bad, but the move seems like it wants to be used as a full screen gap closer, which it's now pointless as without 100 meter.

 

Turns out today is the start of new classes, so we can do the UNIEL netplay lobby over the weekend or something, if we can't get together otherwise.

 

It's still a full screen gap closer. On full charge it's -6 (just double checked). Eltnum 3C is 8f startup. You'd have to shield it to punish it, and you'd have 1f to work with. Properly spaced, 3C whiffs. I even just tested this myself in training mode. You probably had CH on and didn't have the dummy block after droit. I just tested it myself controlling both of the controllers myself; it's not punishable with 3C. Maybe 2A if close enough, but then it was misspaced. With 100 meter it's hella free though. You might have had Orie try and do another attack after dashing in and that's why you got 3C CH, but Orie is -6, she shouldn't be hitting a button after such an obvious move that can't be canceled. Orie is just within range to do stuff now, which is fine.

 

Today I learned that j.2C > j.214A is a combo starter that does similar damage to 3C CH routes. Also CH 236B > CS > shenanigans.

Posted (edited)

I'll try again and make sure the settings are normal, I don't think I had anything fucked up though.

 

Re-attempt of UNIEL "Prease Undastand, It's not like I want to play netplay or anything......." Netplay Lobby 2.0

 

Sunday night at 9PM, we already have 3 including me.

Edited by Chumaralupa
Posted

Played Darell a lot last night. This is what I concluded:

This bitch is really fun. Oh my glob.

 

In other news, anyone here play Battle Party? :v

Posted

What a shitty video. It pretty much is just like "Hey, Gordeau has a lot of options that beat a lot of your options. Guess right and you get out."

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...