stinkymonz Posted May 7, 2009 Posted May 7, 2009 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.
blipples Posted May 7, 2009 Posted May 7, 2009 Yeah, i am definitely sold. Carl ftw Can't wait to get my hands on this game so i can start learning this beast.
NeoUmbra Posted May 7, 2009 Posted May 7, 2009 http://www.youtube.com/watch?v=HXCo07u7nXY At 1:13, is it me or did Carl actually CHANGE his airdash trajectory? Think AC Eddie's airdash. Read the Gimmicks thread, it says in in there.
Kyle Posted May 8, 2009 Posted May 8, 2009 Did JP's ban Rachel's throw escapes? Did JP's ban Carl's throw escapes? Source please.
stinkymonz Posted May 8, 2009 Posted May 8, 2009 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.
Kyle Posted May 8, 2009 Posted May 8, 2009 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 May 15, 2009 Posted May 15, 2009 http://www.youtube.com/profile?user=AutonomousR&view=videos
alucard19 Posted May 15, 2009 Posted May 15, 2009 http://www.youtube.com/watch?v=Igzb-jRnxJo Carl isn't low tier.
Zeero Posted May 15, 2009 Posted May 15, 2009 http://www.youtube.com/watch?v=Igzb-jRnxJo Carl isn't low tier. Thats like saying Ino isnt low tier because koichi rapes with her. If everybody can be like DIO then carl is top tier. Also like saying how arakune is low tier because i lose with him
Kyle Posted May 16, 2009 Posted May 16, 2009 We have a qualifier for SBO! + Dio came real close this time. But, lots to an Arakune What do you guys think about J.2C allecan, 8]D[, Loops?!? Best demonstration of J.IB, J.A I've ever seen. http://www.youtube.com/watch?v=HyQuVMVbI7s&feature=channel_page
Zeero Posted May 19, 2009 Posted May 19, 2009 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.
Kyle Posted May 19, 2009 Posted May 19, 2009 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?
Soniti Posted May 19, 2009 Posted May 19, 2009 What? Air throws don't kill on offensive burst (& dead angle)... why would they on defensive?
Zoogstin Posted May 19, 2009 Posted May 19, 2009 I assume its because offensive bursts can break your guard. Defensive bursts can't.
Zeero Posted May 19, 2009 Posted May 19, 2009 i thought all bursts dont kill? they actually kill on defensive burst?
Zoogstin Posted May 20, 2009 Posted May 20, 2009 Well you play the game, I was hoping you would know. Oh well. =/ We'll find out eventually.
Soniti Posted May 20, 2009 Posted May 20, 2009 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.
Kyle Posted May 20, 2009 Posted May 20, 2009 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
Zeero Posted May 20, 2009 Posted May 20, 2009 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? edit: Seeing this vid made me happy (the part with DIO raping Kaqn) http://www.youtube.com/watch?v=XthqaHqBITk
Alternate275 Posted May 21, 2009 Author Posted May 21, 2009 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?
PhaethonH Posted May 22, 2009 Posted May 22, 2009 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.
Zoogstin Posted May 22, 2009 Posted May 22, 2009 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.
Zeero Posted May 22, 2009 Posted May 22, 2009 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. 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.
Kyle Posted May 22, 2009 Posted May 22, 2009 ...Zoog got me wondering, how many of us actually play the game on a regular basis asides from me here? I play once a month for the weekend. So.. some, but definitely not enough. =/
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