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Posted

Malelan: You've got this shit bro. ;)

damn straight i do, do you have an xbox yet?

can't wait for this weekend, hoping to be able to play a bit and try some new stuff out.

Posted

so is j.B j.B 214C the method of choice?

depends on situation really. If you want to knock them into the corner then yes.

But if you summon in between the combo somewhere, jC might be better because you can do stuff like this

623C (summon) 5b jb jb jc (u fall n dash forward)

and now the scenario is kinda like

Nirvana-Opponent(in air)-Carl

So depending on how opponent reacts you can do different things, if they end up neutral teching and falling to the ground, they'll be in between you and nirvana where you want.

Keeping them in the air also means u can try to set up a 8D or 623D if they backdash, or if they dash towards carl, you can try a risky 6A.

But some just like guaranteed damage coz nothing in this setup is guaranteed.

Also when you're more comfortable at keeping in mind where Nirvana is then you can do

Carl - Opponent - Nirvana (far away)

623C 5b jb 214C 8D hits land dash 2C 8D loop

Posted

At the moment I only play as Carl, I have learned his basic setups like his bnb combos and the ground loop for the most part. It's never perfect but I get it done. Now I am trying to implement some summoning in my gameplay. Not really summon setups but getting use to the fact that nirvana needs to be near at all times. I have gone many fights just comboing the crap out of people without Nirvana and it takes forever to win a fight.

Is my next step learning the summon setups? And how should I go about that?

To answer shortly:

Posted

depends on situation really. If you want to knock them into the corner then yes.

But if you summon in between the combo somewhere, jC might be better because you can do stuff like this

623C (summon) 5b jb jb jc (u fall n dash forward)

and now the scenario is kinda like

Nirvana-Opponent(in air)-Carl

So depending on how opponent reacts you can do different things, if they end up neutral teching and falling to the ground, they'll be in between you and nirvana where you want.

Keeping them in the air also means u can try to set up a 8D or 623D if they backdash, or if they dash towards carl, you can try a risky 6A.

But some just like guaranteed damage coz nothing in this setup is guaranteed.

Also when you're more comfortable at keeping in mind where Nirvana is then you can do

Carl - Opponent - Nirvana (far away)

623C 5b jb 214C 8D hits land dash 2C 8D loop

wow, i'll need to shelf all that for later, as just pulling off one of the combos is enough for me right now, but ist good to know my options. for me, i think damage is king right now anyway.

i've noticed a problem i'm having where i basically don't tech any throws at all, i don't know if i'm slow or what, any advice for practice on this? do you guys hold your fingers on B+C at all times? only time a tech a throw is the random chance that i was going for a throw at the same time.

its not even like i'm teching too early either, because i'm not getting the red-x, i'm just watching people throw me, and alot of peoples throws lead to DDs like jin, arakune

Posted

You've got 2 options. If your local tourney allows macros, use them, if not put a/b or c on the other shoulder so you have access to them. I hope your D button is on a shoulder button already because it is impossible to play him without it. If you have it already set up like so, you just need more experience in teching throws. You need to carefully watch your opponent and what he does whenever he is on you and react accordingly. Since you like damage learn 2a 2b 3c 22d (only press down once since 3 counts for the first down) 236a 2b (2c 8d) x1~3 jump (B+C 8d AD 8d B+C) x n .5 sec after 8d hits jump to get a nicely positioned first grab. When done right the last 8d of the loop should miss the opponent and give you time to move nirvana back to get some spacing. While you live off that learn how to do the real ones (since these are escapable with a good late throw tech).

Posted

I'm sorry if this has been asked before. I'm not sure how I can search all 73 pages of this at once. I'm having a hard time keeping Nirvana activated after one attack. I watched some of DIO's videos and its like Nirvana never deactivates and he can keep her going for as long as he pleases.

Posted

Not quite sure what you mean? Are you saying Nirvana is getting hit or are you saying that when you try to do a move with Nirvana, nothing happens? Or am I missing something entirely?

Posted

You've got 2 options.

If your local tourney allows macros, use them, if not put a/b or c on the other shoulder so you have access to them. I hope your D button is on a shoulder button already because it is impossible to play him without it.

If you have it already set up like so, you just need more experience in teching throws. You need to carefully watch your opponent and what he does whenever he is on you and react accordingly.

Since you like damage learn

2a 2b 3c 22d (only press down once since 3 counts for the first down) 236a 2b (2c 8d) x1~3 jump (B+C 8d AD 8d B+C) x n

.5 sec after 8d hits jump to get a nicely positioned first grab.

When done right the last 8d of the loop should miss the opponent and give you time to move nirvana back to get some spacing. While you live off that learn how to do the real ones (since these are escapable with a good late throw tech).

i duno what the rules are about button binding in tourneys where i live, but i use a stick,

being able to press both b and c at the same time is not really my problem.

i have extra buttons to bind on my stick, but i like to play in the arcade too,s o i'd rather not get into bad habits.

Posted

Not quite sure what you mean? Are you saying Nirvana is getting hit or are you saying that when you try to do a move with Nirvana, nothing happens? Or am I missing something entirely?

Sometimes when I activate her I can't make her attack at all. And when I can manage to get one attack the only other thing I can do is make her walk. Maybe I'm just sucking it up really badly... :vbang:

Hold the D button. She'll stay on.

:D

I do that. Then after that, do I have to press D+ a direction to make her attack again without turning her off? 'Cause if I press D that just shuts her off. That's what is troubling me.

:vbang:

Posted

She attacks with the release of D. So for example: -- standard notation is that [D] = hold D, ]D[ = release D -- [D], 6+]D[ then during attack [D] and keep it down until she finishes; she'll stay "on" after the attack. Then after that, with it still held down, do 41236+]D[ and she'll do the next attack. ]D[ during that attack to keep her "on" after it, etc.

Posted

Well you do have to know all of his other combos just incase you're in a scenario that won't allow you to do so.

Posted

You may think this but you have to realize that Akaune and V-13 have loops that kill you faster, everyone in the roster out damages you in a combo or two while it takes every little trick you have to do just as much damage to them in a long period of time mind you or has better prority in moves then you. Carl's loops either be the basic ground loop to the clap trap is the only real way we can win. Just like V-13 needs her swords and at range and Akaune needs to curse you. The clap trap is not the only way to win but when your facing someone trying to take Nirvana out of the fight and you get them in something that is putting you back into the match you need to ride it until you win, trust me there going to do it to you, you have to fight back with the same mind set.

Posted

You wont feel as bad when you're actually fighting someone good and you realize screwed over Carl is in numerous situations. One shouldn't be mad that the loop is cheap but mad at the fact it is the only reason Carl is good. he isn't Tager bad without it but still.

Posted

Carl isn't bad at all the only problem is that his positives are easy to overcome if your not a solid Carl player. For one we have block strings that are just as effective as Ragna or Jin or even Noel the problem is overcoming there aggersive tactics as a single player, because lets face it Carl is two character, character, its hard to force these type of characters back. They can ignore her or just hit her or force you to block to completely render her useless. You must be a master at the mixups and bait them into setups that they don't know is going to happen. Remember without Nirvana you are commanding Carl and his damage is half the damage as any person on the roster. We can win without the Clap Trap, trust me I never get anyone in it and I snag wins and I am not even all that great with the kid. Even in high level play the clap trap doesn't always win the match it sets up wins because remember they can escape it, in fact some characters are hard to finish in the clap, while some are pretty dead in the trap from the get go. P.S. Sorry for the mini-rant I am bored at work.

Posted

Carl's not one to play without a stick? Lets take 1. - [2A->5A->5B->5C->(6D)->66]xN -- standard ground loop for example. I can't get Nirvana's attack initiated without breaking my own combo, because unlike with an arcade stick, I only have one button (Thumb) on the face pads. Either that, or my issue is I have no time to input the 6D. Anyone else able to do it on a 360 or PSN controller? any tips? when is a good time to buffer the 6D so it comes out, but 6A doesn't come with it?

Posted

Hey While we're at it Why does Bang have guard crush loops and set-ups, while we have nada on that front? Imma mess around today and see what I can get.

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