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Posted

Doesn't matter, since Japan's gone and banned it anyway.

Edit:

...tough time following your...sentence structure

Heh, sorry. I was really excited and buzzing when I first saw it.

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Posted

Yeah, i am definitely sold. Carl ftw :keke: Can't wait to get my hands on this game so i can start learning this beast.

Posted

Did JP's ban Rachel's throw escapes? Did JP's ban Carl's throw escapes? Source please.

Posted

Rachel Alucard thread.

And I'm pretty sure it's just a wind thing, so nothing about Carl's airthrows should be banned I think, as long as whenever you throwtrap Rachel you don't do it too close to the ground, as to avoid the possibility of getting glitched.

Posted

OHH, I get it now! last week I saw JP Rachel's doing 6D to escape Carl Throw traps. But, this week they use 2D in hope that they land first, which has a chance to Freeze the game & win. Gotcha gotcha now. So, Carl implementing the Low-to-the-ground throw loop negates this problem. For the record, SBO banned Rachel's freeze glitch from tourney play. P.S.- we have the coolest looking ICON in dustloop.! Nirvana GO!

Posted

i think the best way to start the loop is through

3C iad J2C allecan jump airthrow+8]D[

1. less proration than 3C 2B2C

2. 2B2C doesnt connect if your combo is more than 8 hits or so

3. because you dont use 2C to start the combo, you can do the airthrow loop one more time if you're perfect at it (4 2C's in a combo = techable i believe)

Also another thing i found that works is if you do your standard combo on someone in the corner, throwloop is guaranteed. ie

2a 5b 6b 623C (22D then hold D+6) (5B) airthrow + 8D

If they tech, they get hit by the 8D then you can follow up with 5C jB jC 8D and so on.

If they don't, airdash throw 8D fun.

Posted

After reading the V-13 unblock thread, I think Carl should have loads of options to offensive burst. Airthrows don't prorate & can kill off of defensive burst. Zeero, will you check off of offensive burst for me?

Posted

What? Air throws don't kill on offensive burst (& dead angle)... why would they on defensive?

Posted

I assume its because offensive bursts can break your guard. Defensive bursts can't.

Nah I've seen someone get a person down to 1hp from a defensive burst combo (carl throw loop)... Even throws don't kill in that situation.
Posted

well damn. At least Carl can use his defensive burst OFFENSIVELY as the throw loop is legit damage from a burst. AND, the throw break from the combo will take their last bit of health. =P

Posted

well if they know better, they wouldnt bother throw breaking knowing that it wont kill them if they didnt =P

I'm pretty sure bursts dont kill people, i've gotten people to pixel life from a defensive burst n throw... Kinda lucky coz i did 4ABCD n when the burst hit, nirvana actually do 4D and knocked him back to be, then i did 5B jB dj throw and he lived. The person who didn't know better didnt understand why he was still alive and asked me if Carl really is that shitty coz he cant even do pixel damage.

My reply was yes :(

Zoog got me wondering, how many of us actually play the game on a regular basis asides from me here? :psyduck:

edit: Seeing this vid made me happy (the part with DIO raping Kaqn)

http://www.youtube.com/watch?v=XthqaHqBITk

Posted

Okay, I'm back from gettin' my a** whooped by a thing called life D= Anyway, any interesting discoveries that need to be added to the first post?

Posted

Anyway, any interesting discoveries that need to be added to the first post?

236A is strike-invincible for a short time (8 F?).

236B is head-invincible for a longer time (12?...).

Upshot is 236B = anti-air dodge, wake-up 236B = suicide.

Fun sandwich block-string finisher: D63214]D[6C. Cantata ("gear") super + command grab. Throw-break = hit by gear, air combo/throw, no throw break = air combo/throw.

Posted

Fun sandwich block-string finisher: D63214]D[6C. Cantata ("gear") super + command grab. Throw-break = hit by gear, air combo/throw, no throw break = air combo/throw.

Me like. Sounds pretty hilarious.

Posted

236A is strike-invincible for a short time (8 F?).

236B is head-invincible for a longer time (12?...).

Upshot is 236B = anti-air dodge, wake-up 236B = suicide.

Fun sandwich block-string finisher: D63214]D[6C. Cantata ("gear") super + command grab. Throw-break = hit by gear, air combo/throw, no throw break = air combo/throw.

I think you can block the minute u recover from throw break animation?

And i dont know... even on no throw break i dont think he'll be close enough to get hit by the gear since it pushes them away before the throw lands, if you're talking about just followup combo with Carl, i doubt you've recovered and can reach by then.

While 236A has 1~8F of invincibility, the whole move is 32F... 24 frames to get raped, and the distance isnt far enough for someone to fail to react to it usually. :vbang:

236B is 1~18F head invincibile, 39F duration. 11F to get raped if you use it improperly. It is a good anti air dodge, but i think most people try to run away from carl and just chip (well... chunk) life off him with zoning games and quick combos because going up to carl and making a punishable mistake usually means gg if the carl at least knows what hes doing.

Posted

...Zoog got me wondering, how many of us actually play the game on a regular basis asides from me here? :psyduck:

I play once a month for the weekend. So.. some, but definitely not enough. =/

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