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Posted

Hm, speaking of bumpers, has anybody tried and see if u're throw looping a bang in a bumper and he breaks, does the bumper airdash him out of the trap? Of course, good luck setting it up that way,but just wondering.

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Posted

Sandwich loops and baiting escapes at higher levels of play? What happens?

I'm experiencing attempts at IB + jumping, counter moves/dps/IB supers, mixture of IB/Barrier and dead angles. Eventually people are going to succeed more in escaping sandwich loops so I shall get heaps less damage off it than I do now.

Also, there is the question of sandwich looping to conserve nirvana bar (since loops take so much bar) when her health is reasonably low.

This is how to impliment high level play for sandwhich loops/escaping pressure.

http://www.youtube.com/watch?v=j4j4EUdrX3Y&feature=channel_page

To anyone learning/beginner-

One thing that really helped my Carl level up was to stop pressuring 5C. It's better to end pressure strings with 5B, and go for a frame trap, or jump cancel into a cross-up J.2C string. =D

Posted

Sandwich loops and baiting escapes at higher levels of play? What happens?

I'm experiencing attempts at IB + jumping, counter moves/dps/IB supers, mixture of IB/Barrier and dead angles. Eventually people are going to succeed more in escaping sandwich loops so I shall get heaps less damage off it than I do now.

Also, there is the question of sandwich looping to conserve nirvana bar (since loops take so much bar) when her health is reasonably low.

One way that we've (me n friends at arcade) figured out is to IB the 5C and then backdash INTO the 6D. the 6D hits you when you're in the air, so can recover and airdash away from it. Might be character dependent tho, since everybody has different backdashes. Arakune just backdashes away because his backdash goes through things.

Of course, if you delay the 6D then they backdash into nirvana for no reason, but still. And i think 8D won't let them escape either.

Sandwich loops should end asap into a mixup or frame trap as kyle says before opponent gets smart and gets out imo.

Posted

Well considering how throw breaking and then airdashing out is a legit strat to hopefully get out of the loop. I'm sure the bumpers would help since they make his airdashes ridiculously fast.

Posted

OMG that last round was nasty I gotta start using the 11 hit combo more often. One thing I have notice at times I will have them in the ground loop trying to mixup and it barely does any chip damage or block damage for that matter. Is it best to go for a unblockable setup after they turtle in your loop?

Posted

OMG that last round was nasty I gotta start using the 11 hit combo more often. One thing I have notice at times I will have them in the ground loop trying to mixup and it barely does any chip damage or block damage for that matter. Is it best to go for a unblockable setup after they turtle in your loop?

This is something you will have to assess in each match. "How is your opponent dealing with your pressure? "If you find them very good at guarding mix-up. YES, go for UB set-ups.

3]D[, J.2C, Alle~can.

2]D[, 2A, 2B, 3C

Posted

Well considering how throw breaking and then airdashing out is a legit strat to hopefully get out of the loop. I'm sure the bumpers would help since they make his airdashes ridiculously fast.

Throw break and air dash will only work if the opponent is either too low to the ground when you grab them, or too far away. Different characters have different distances they need to be away to escape.

With the bumper in place, however, I can see Bang being able to get out at a much closer distance than other characters.

Posted

I'm having trouble linking into the air part of any combo that involves 623C to 5B, mainly the ones below. can someone clarify what i should be doing. i'd also be interested in seeing any videos where this happens. am i supposed to IAD after 5B hits? i can't seem to connect 5B to anything. 1. - 2A->5B->6B->623C->5B->jc->jB->dj->jB->jC/j214C 3. - (corner) 5B->5C->623C->5B->jc->jB->dj->jB->jC/j214C

Posted

I'm having trouble linking into the air part of any combo that involves 623C to 5B, mainly the ones below.

can someone clarify what i should be doing.

i'd also be interested in seeing any videos where this happens.

am i supposed to IAD after 5B hits? i can't seem to connect 5B to anything.

1. - 2A->5B->6B->623C->5B->jc->jB->dj->jB->jC/j214C

3. - (corner) 5B->5C->623C->5B->jc->jB->dj->jB->jC/j214C

A few things to note.

623C, 5B is a link. Honestly, it is a pretty small window. BUT, there is two input tricks to help you.

By pressing and holding any input, the system reads it (5) times. seriously! so if you do. 6236C, the link becomes MUCH easier. Debatable too easy. =P

for the actual Aircombo. Input on the hit. like this.

623C, , 9+B, 9+B, J.C, 623]D[

Posted

Also, if you're having problems linking 5B to jB because they're too high after the 5B, try waiting for the opponent to fall a bit more from the 623C before hitting 5B.

Posted

thanks, i'll definitely hit the drawing board again, i reread my post and realized that it could be misleading, the actual problem i was having is 5B to the j.b not the 623C to 5B link, although that took some practice too. i've pretty much got that down now. i'll be trying the suggestions about linking 5B to j.B when i get home.

Posted

well, technically, 5B does not "link" into J.B You are literally, jumping to cancel recovery of 5B: This puts you in the air.

Posted

i believe this is where my problem was, i will try inputting 5b at the same time as i input 9b and see if i can't get myself into the air and continue the combo.

Posted

I have been getting way better with my Stick, and with Carl overall but there are some matches that I am literally throwing away, because of dash ins where I though Nirvana had me covered with her 6D. At times I input the 6D and she just stands there. What is the proper technique of her inputs?

Posted

I have been getting way better with my Stick, and with Carl overall but there are some matches that I am literally throwing away, because of dash ins where I though Nirvana had me covered with her 6D. At times I input the 6D and she just stands there. What is the proper technique of her inputs?

takes some getting used to , but it took me awhile to adapt to pressing D, moving the stick to the input, letting go of D while its still pointing in the right direction, .

if you are simplying pressing 6+D its likely you are letting go of the button too late, (after the stick resets to center position) thus the attack is not coming out.

this will definitely get better over time.

Posted

(Hurray for lurking and never posting until now.) So Despite that i read allot of stuff on various forums, i still like to mess around on my own way too much. I didnt have the time(or energy) to skim all 69 pages of this help thread but has anyone else noticed how very fluidly Carl's 6A does a 9jump cancel into an air grab (provided you are pretty close)? Is this worth perusing as a Clap Trap tool or is it just too risky.

Posted

Yes, except often 6A whiffs on different peepz. =/ On a more serious note, I am getting BB on Thursday and this is one of the thing I plan to test extensively. Why/Who 6A misses for a juggle. It reminds me of Juggling May's 2D. It literally Can NOT hit certain people...

Posted

okay I've been wondering, In Carl's BMG section (have I got the name right? it's the list of all his battle quotes), only about 50 of the 108 seem to be used in regular fights. I've played well over 500 games with him and never heard him scream: "KNIGHT!" "BISHOP!" "PAWN!" "ROOK!" (and many more chess related quotes, among some new one's for his supers) I know this game uses different voice clips depending on who you're fighting, so is there some special battle Carl needs to be in to hear these? Plus, I've looked at the sprites for his attacks and they seem to correspond with the above quotes. (5C is the knight, 2C is the horse automaton rearing up but could be the rook, 6A the robot shoves Carl's hat up and it looks to be wearing a bishop-y hat itself...) So anyway, this may be completely useless information, but I'm really super curious! And a gameplay question, I've been having trouble doing an IAD totally consistently. Do I really need an arcade stick to be totally proficient? Or is there an easier way of doing it than 8, 66 really fast? My thumb can't take it anymore!

Posted

Do 9>6,6. I ~think~ 9~6 might work, but I always double-tap to confirm the dash. Also, heya! <----Izzy EDIT: Carl on pad is a nightmare to me. Good luck.

Posted

for IAD i was unable to do it (and i use a joystick) until i started doing 9,6 , i still don't get it everytime but its alot more consistent for me. for the 5B->jc->j.B i was talking about yesterday, i tried some of the advice you guys posted. i was able to combo into j.B a few times. but my timing isnt perfect yet. i haven't even tried to finish the rest of the combo, i guess i'm at that point where when it lands, i'm so excited, i dont remember what else to hit until after its over. i'm still having alot of problems with alle~can though, i can do 2B->3C->IAD->j.2C then, one of 3 things happen. i either get a full allegretto (albeit low to the ground, but enough to hit my opponent and launch him across the screen) nothing comes out, (but i don't land fast enough to chain in 2C) or i get another j.2C or j.C. can you guys suggest where my timing is wrong. do i need to be doing 214C before j.2C connects, or as it connects? also i tested 6A->jc->Air throw, and was able to do this pretty consistently on every character, but i wasn't able to test it on jump-in (which is probably the only practical time to do it in a game, since its too slow to punish. Also i haven't tried to connect it to throw loop yet.

Posted

You're supposed to do j214C right when it j2C hits, BEFORE the bounce of the j2C happens. From your situations im guessing that you're trying to do j214C after the bounce.

1. If you get a full allegretto, then you probably bounced off the j2C before doing it, so you're doing it too slow

2. Nothing comes out? if your j2c hits i guess this means u bounced

3. Missed execution of j214C so you bounced and did j2c/jc

You're supposed to do it right when it hits before the bounce.

Also remember, theres no need to switch sides when doing the motion, ie

If carl is facing right, after you j2C, even tho you are now on the right side and supposedly facing left, still do 214C as if you're facing right.

Posted

thanks, one last question this execution should be possible off any j.2c correct? having to do the first half of the combo, while good practice, is limiting the amount of chances i get to practice this particular part of the combo. if i just practice j.2c->alle~can->2c , until i have a higher success rate, then introduce th efirst half of the combo, i think that would be better for me. thanks for your input.

Posted

Alle~can works on any j2C provided that it hits low enough to the ground. Don't be expecting to hit tager's head and do alle~can.

If you want to practice just j2C->alle~can->2C->8D

you can probably try

C-O-N

3C->j2C->alle~can->2C->8D

Then move onto the summons and whatnot later.

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