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Posted

Played BB again! had a 12 win streak at one point! I've finally become comfortable with buffer/re-buffer/negative edge w/ ne~san. I pulled off most of his loops. I figured out that the "Pro-JP loop" with the low to the ground air throws is easiest achieved if Carl SuperJumps to match the opponents elevation. This way you can actually meet at the apex. =) Met another Carl player. Hella fun to talk strats and watch someone else. This guy didn't realize that the spacing on the pro-loop had the opponent hitting the back side of the bubble, causing the additional time to meeting at the apex. Does that make sense guys? Mods have yet to be decided to BB forums. We're addressing this at staff forums. =)

Posted

This guy didn't realize that the spacing on the pro-loop had the opponent hitting the back side of the bubble, causing the additional time to meeting at the apex.

Does that make sense guys?

Mods have yet to be decided to BB forums. We're addressing this at staff forums. =)

Its cool to know that you did well.

And I don't know what you mean by your loop comment. Are you saying that the opponent has a longer time to travel and thus you have to wait longer before you can throw them?

Posted

You almost got it. =)

The opponent has a longer time in the air. This gives Carl enough time to SuperJump and meet his opponent at the apex of their ascent. They both fall the exact same speed, meaning an air-throw extremely low to the ground is gonna connect.

You can not just jump&Airthrow because the throw would end up being to high in elevation to pick up after Carl uses all of his air options.

See 5:20 for example.

http://www.youtube.com/watch?v=8IfdtGw3i1w&feature=channel_page

Posted

You almost got it. =)

The opponent has a longer time in the air. This gives Carl enough time to SuperJump and meet his opponent at the apex of their ascent. They both fall the exact same speed, meaning an air-throw extremely low to the ground is gonna connect.

You can not just jump&Airthrow because the throw would end up being to high in elevation to pick up after Carl uses all of his air options.

See 5:20 for example.

http://www.youtube.com/watch?v=8IfdtGw3i1w&feature=channel_page

OMG! 6:21 in that vid. DIO is a freaken legend.

Posted

Wow! A whole new section on dustloop =O Forgive me for being off topic.. But I am astounded o.o

Posted

well when DIO can pretty much do 100% combos consistently but he doesn't win nearly as consistently, i think its quite discouraging. He just needs a break from low tier.

Posted

So someone told me that SBO is thinking whether they should BAN CARL"S THROW TRAP because some players are whining about it. Now to me, thats just saying "Carl is not allowed to win" because even with the throw trap, carl loses more than winning. Without that, i honestly cant think of 1 other thing that gives him a fighting chance (miracles don't count). Might as well ban arakune's D button or something lol. Just had to express my anger somewhere. Horrible.

Posted

WHY IS IT OK IF IT'S BANNED

Throw trap isn't necessarily his only source of damage; good sandwich loops can reach high 4000s and he still has a myriad of combo options and setups to play with. You can't throw trap Rachel 90% of the time, and the matchup (while I consider is his worst one now atm) is still fairly managable (at least based on that one Shadow vs. Dio vid).

WHY BOTHER BANNING

The 100% throw trap combos are [so far] only workable on Bang and Tager which concurrently use up almost 100% nee-san bar as well. The 100%s on everyone else are still WIP, if at all possible (as there's a lot more room for error) and also use almost all nee-san bar. Which means, should you evade Carl long enough and keep forcing him to use nee-san outside of combos, at neutral or along the way hitting nee-san you couldn't be hit by the full brunt of the trap anyway.

And even with the trap, Carl still hasn't been spectacularly sweeping wins across the Japanese tournament scene. And we can't make judgements based on vids because vids uploaded are only like what, 5%-10% of what happens on the ground?

-------------------

Anything else to add?

I'm also actually of the opinion Carl's the most GGesque character of all, in the sense that out of all the characters in BB he's really the only person who brings on that 'I get touched, I die' sense, which can be evidenced by players bursting at first opportunity and the GGesque footsie playing. Which I suppose in a game like BB could be potentially game-breaking, but again, so far nothing spectacular has really happened yet because of Carl. Has Dio been trying to qualify, actually? Can't read Japanese, so no casual infiltration of the Japanese blogosphere on my end.

Posted

The 100% throw trap combos are [so far] only workable on Bang and Tager which concurrently use up almost 100% nee-san bar as well.

I tried on Tager and you can kill him with about 50-60% of the doll bar depending on what you started with.

For me the only real problem is on Tager and Bang where it's too easy to land a 100% combo, other than that is not worse than all the BS the top 3 can do.

Posted

EDIT : so i tried and it's a little more complicated than i thought, japanese call this nage can so i think about air dash into throw whiff but actually you have to air dash then as fast as possible kara cancel a j2C with a whiffed air throw.

Posted

Re: Rachel throw break glitch

SOMEONE GO MASTER THIS SHIT and prove my crazy theory. I'm thinking the strategy fighting Rachel can now be

1. gain health lead

2. somehow get into low airthrow + 8]D[ and bitch will have to eat it like everyone else does or

3. GET GLITCHED AND INVINCE INTO TIME OUT WIN

GO GO GO PROVE IT RIGHT

(Edit: Or 1. at the very least, one can airthrow + 8]D[ her again yay! Or 2. This shit backfires if Rachel has a health lead, so no throw trap epic comebacks.)

Posted

stinkymonz- would you please further elaborate on this. I'm having a tough time following your...sentence structure

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