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Posted

Sounds good, Zeero. Maybe explain his AA game (lol) and how to escape pressure/switch momentum. Umm... IBing and FDing, maybe? Also, show just how much damage Carl takes after a burst, so people know not to burst with him EVER unless there are no other options.

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Posted

Umm, guys, we might have a problem.

Instant Barrier

Instant Barrier is the combination of Instant Guard and Barrier. By using Barrier to defend an attack within 8 frames, your character gets even more benefits:

1) Recover from guard stun 9F quicker in the air, and 4F quicker on the ground

2) The hit back effect of the attack is greater

3) Able guard the air unblockable

4) Fixed 3% increase in Heat Gauge everytime you use Instant Barrier

5) Immune from Guard Libra reduction

6) No chip damage

---

Does this mean what I think it does? If so, I'm tempted to say fuck it and pick up Carl in the next iteration.

Posted

Umm, guys, we might have a problem.

Instant Barrier

Instant Barrier is the combination of Instant Guard and Barrier. By using Barrier to defend an attack within 8 frames, your character gets even more benefits:

1) Recover from guard stun 9F quicker in the air, and 4F quicker on the ground

2) The hit back effect of the attack is greater

3) Able guard the air unblockable

4) Fixed 3% increase in Heat Gauge everytime you use Instant Barrier

5) Immune from Guard Libra reduction

6) No chip damage

---

Does this mean what I think it does? If so, I'm tempted to say fuck it and pick up Carl in the next iteration.

REALLY?!

I was aware of FD+IB but i never knew it acted any different aside from frames. I thought its just FD + frame adv.

Testing time.

But i think japs would probably have abused this by now if its true. I think the thing with throw break (kinda like tech rolling) is that you're stuck in this throw break animation for a certain amount of time and can only block after X frames. maybe...

edit: nevermind. It says the same thing for IBing too lol. I think its refering to moves like 6A from rachel etc.

Posted

HI! thanks for this 101, thanks Zeero. I'm completely new to fighting games actually i started with sf4 few weeks ago :( and for some reason i ended up playing this gorgeous game, I picked Carl as my character (I love characters with puppets) and I found that is perhaps one of the most difficult to star with, but i don't care much, have plenty of patience in me. Can someone explain me how to do the alle-can, cant really understand how it works. Thanks in advance and sorry for my horrible English.

Posted

It's the Mook translations. So, check frame data. 101 Post#2 Mynus- I'm glad to see you playing Carl. Low Tier + Tough Inputs = Chaz. =D This is the best i can say. I also, assume you are using some kinda of text translator so I'll use some synonymous to help with "lost in translation" issues. Allegretto (j214C) Cancel: I will be referring this as Alle~can. This special move of Jump 214C lowers Carl’s height in start-up frames. When Carl lands during these start-up frames, the recovery is zero. So, a quick J.2C, 214C is an overhead with no recovery. This technique gives Carl great options.

Posted

Hey Kyle! Im no low tier lover!! I-no was A tier in Slash remember? Carl is A tier now too! I just love complex chars and precise execution.

Posted

Gawd I miss Slash. May was much harder and enjoyable back then. It's mainly why I'm stoked for Carl. He's complicated enough and definitely requires a new level of depth. (Damn D button.)

Posted

Hi. So, I don't have access to BB on console and was wondering if someone could work this out for me if you have the time. whatever 2C [re]launch [opponent bursts] 214214]D[ Was wondering if you could bait bursts at 2C using this and was hoping someone could just idk... run it down how or when it works. I'm picturing it that the opponent would be in burst startup at the super flash and the burst hits Carl but the punch hits the opponent before they land. And which bursts could it work on? Does the variable startups affect its effectiveness? And is it possible to buffer 214214 at the 2C and release D in reaction to bursts, even those 8F ones? Subsequently, if the punch super is the first hit, can you combo afterwards somehow HOPEFULLY INTO THROW LOOP AGAIN LOL (can you combo at all afterward actually?)?. Sorry, I have a lot of ideas but I only get to touch BB like once every month or 2 months in Singapore and then I only get a few hours play. Plus, the last time I went, I grasped executional stuff alright as long as it didn't involve weight or hitboxes and variable airdash timings as throwloops would and this sequence was one of the non-throwloop damage options I'm trying to work out.

Posted

Need help, what should I do when I have been pressured into a corner away from Nirvana? How do I get back to her without getting smacked on the way? I mainly have this problem with Jin, Noel, and sometimes Rachel.

Posted

need help, what should i do when i have been pressured into a corner away from nirvana? How do i get back to her without getting smacked on the way? I mainly have this problem with jin, noel, and sometimes rachel.

22]d[

Sorry Phaethon- not enough time yet. =(

Posted

22]d[

this =x

People tend to run away when they see nirvana beside you. If not, when they jump, 22d+236B. summon + get nirvana close.

Posted

Aside from alle-can, summon, and the clap loop, the Vivaces are Carl's best move, I think. Definitely his best defensive technique. I need to stop jumping so much. I think that's part of why I'm losing to my Litchi friends. Zoog, think you could play him sometime and I could watch? It would be super tight to see how a good Carl deals with it. Or a better one, at least. That reminds me! Who else just chills in crouch block with Carl after a knockdown, and then follows their tech-roll with either IAD j2c alle-can or does a meaty 3c into Nirvana pressure? You can prolly follow forward rolls with vivb+summon for instant pressure, too. Then again, most knockdowns lead to 2b, 2c>death, but whatever, you knamean. EDIT: OH! Just thought of something. You know how OTG 2b,2c doesn't combo after 8 or 9 hits or whatever? Why not use an alle-can as a reset? Most people tend to block low after a small tech (if they don't IAD away/towards you), especially against Carl. Hrm...

Posted

Hi. So, I don't have access to BB on console and was wondering if someone could work this out for me if you have the time.

whatever 2C [re]launch [opponent bursts] 214214]D[

Was wondering if you could bait bursts at 2C using this and was hoping someone could just idk... run it down how or when it works. I'm picturing it that the opponent would be in burst startup at the super flash and the burst hits Carl but the punch hits the opponent before they land. And which bursts could it work on? Does the variable startups affect its effectiveness? And is it possible to buffer 214214 at the 2C and release D in reaction to bursts, even those 8F ones? Subsequently, if the punch super is the first hit, can you combo afterwards somehow HOPEFULLY INTO THROW LOOP AGAIN LOL (can you combo at all afterward actually?)?.

Sorry, I have a lot of ideas but I only get to touch BB like once every month or 2 months in Singapore and then I only get a few hours play. Plus, the last time I went, I grasped executional stuff alright as long as it didn't involve weight or hitboxes and variable airdash timings as throwloops would and this sequence was one of the non-throwloop damage options I'm trying to work out.

Yes this setup does work. If they burst the super can still hit them. As proof I did it to an arakune player last night. While I knew this setup worked it was hilarious to actually see it in person. When I did the 2C I cancelled it into Nirvana's super completely unaware that my opponent just barrier bursted. After the freeze Arakune finished the burst animation and then got Big Bang Uppered by an unscaled super for the kill. Keep in mind this won't work all the time. Just a few days ago this same scenario happened but due to the time of my opponents burst, his invincibiltiy frames lasted long enough for the super to wiff. :arg:

Aside from alle-can, summon, and the clap loop, the Vivaces are Carl's best move, I think. Definitely his best defensive technique.

I need to stop jumping so much. I think that's part of why I'm losing to my Litchi friends.

Zoog, think you could play him sometime and I could watch? It would be super tight to see how a good Carl deals with it. Or a better one, at least.

That reminds me!

Who else just chills in crouch block with Carl after a knockdown, and then follows their tech-roll with either IAD j2c alle-can or does a meaty 3c into Nirvana pressure? You can prolly follow forward rolls with vivb+summon for instant pressure, too.

Then again, most knockdowns lead to 2b, 2c>death, but whatever, you knamean.

EDIT:

OH! Just thought of something. You know how OTG 2b,2c doesn't combo after 8 or 9 hits or whatever? Why not use an alle-can as a reset? Most people tend to block low after a small tech (if they don't IAD away/towards you), especially against Carl. Hrm...

Just a reminder 2b 2c can work after 8 or 9 hits you just have to be faster with it.

Also sure we can mess around online later. whats your tag?

Posted

Last night I played my friend's arakune, and he actually did the air super and escaped my throw loop... He got hit by the 8D but I got hit by the super since I dashed in for the relaunch We tried it a few more times in training mode, but somehow it only works when he is in the corner and im looping him there. Maybe just my own error lol. But it was a scary sight :(

Posted

Well if Ragna can uppercut out of the trap theoretically Arakune should be able to super since it has invincibility on start up.

Posted

Anyone have tips how to approach a turtle Rachel? With pumpkin, wind and the frog, I feel like I can never catch that little whore or maintain a decent position against her with the doll. :arg:

Posted

Just a reminder 2b 2c can work after 8 or 9 hits you just have to be faster with it.

Also sure we can mess around online later. whats your tag?

Oh, alrighty. Cool.

I'm IzzyInfamous. He's RyyudoYHB... I think? Whatever, I'll just make a room and invite both of ya sometime.

Thanks!

Can Tager get out of the loop by breaking the throw and buffering a super? The Tager boards were talking about it.

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