4Corners Posted August 26, 2009 Posted August 26, 2009 Kyle locked my threads cuz he's mean. Recon, wtf are you doing on my character? D:<
Kyle Posted August 27, 2009 Posted August 27, 2009 TO DO: -Write Match-ups (12) -Mod my PS2 stick -Play massive amounts of XBOBX-Live Damn guys. Check this out. we've come along way. =)
Zoogstin Posted August 27, 2009 Posted August 27, 2009 Kyle I'll see if I can hit you up later tonight. My new tag is NOVALANCHE. Now that I'm in college I'll be using my friend's 360 to play. So I'm no longer a lvl 56 carl. I'm now a 38. -_- He still plays on his 360 so its not guaranteeded to be me, but I don't think he's gonna get into blazblue. He was messing around with bang though in training mode however.
CABC Posted August 28, 2009 Posted August 28, 2009 Quick question about the j.C ground loop... I can't seem to get past a 7 combo with it =( or more specifically, I can't get more than one punch in. Like I do, j.C, 5B, 5C, 6D (hits), j.C, 5B, 5C, lose the combo, 6D (hits). It seems if I delay the time between the 6D and the j.C, I miss, and if I delay it between the j.C and the 5B or the 5B and the 5C I lose the combo. Anyone else have trouble with this or do I just suck? xD If anyone else had trouble and could say what they changed to keep it going, would be helpful... Also, of note, atm I'm playing on a gamepad, which sucks, but I'm able to hit all the buttons pretty well with how I hold it. New stick is on the way from Japan haha.
Zoogstin Posted August 28, 2009 Posted August 28, 2009 I can do it pretty consistently. But when I inevitably mess up I usually drop the combo between the jc and 5B. Honestly you just need to keep on practicing it more. I alway do the combo off of a cross up IAD j2C allecan. That's where my I get my rhythm. IAD j2C 5B 5C 6D j.C 5B 5C 6D j.C 5A 5B 6B 623C 2D 2C 8D throw loop. Without the throw loop we're talking atleast 45% damage.
CABC Posted August 28, 2009 Posted August 28, 2009 Guess I'll just have to work on it some more :/ Just don't wanna end up practicing the wrong timing, and getting too used to it haha. Then I'd have trouble switching to the right timing once I find it.
Kyle Posted August 28, 2009 Posted August 28, 2009 Your initial 6]D[ has to be timed properly for the proceeding one to come out. Carl is compensation for Nirvana's recovery. Play with the first one and you will find the loop. Also, re-buffer Nirvana.
CABC Posted August 29, 2009 Posted August 29, 2009 I'm starting to get it now. Dunno how long it's supposed to last but I can get it to do 4.5k+ damage, and that's with just the loop, not going into anything else. So I'm happy haha. Ty for the help guys!
Kyle Posted August 31, 2009 Posted August 31, 2009 I've been practicing stick the past few weeks, & shown significant progress. I still need to upgrade my stick to be 360 compatible. Once that happens I will be doing LOADS of on-line play. I feel like the Carl treads are on a hold-up, as everything is in order except the Match-ups. & I"m positive I'm not ready to do match-ups anytime soon. I like to have much more experience with the characters before I go into that much detail. Has anyone else tried playing Carl without throw loops? This stuff is too fun. He has incredible potential for tech traps and badass combos.
4Corners Posted August 31, 2009 Posted August 31, 2009 That's why I like fighting Haku. You get to play Carl as a mix-up character. :D Also, Solo Carl vs Haku is fuuuuuuuuuun. At least vs scrubby Haku players. His solo combos get the crowd excited way easy. Especially the corner ones. It should also be noted that 5b is a terrific normal. Especially when people like to just block, rather than try to escape. Solo Carl psuedo-pressure: 2a, 5a, 5b jc iad j2c alle-can>whatever
feri Posted August 31, 2009 Posted August 31, 2009 I fight against Rachel lots. She makes you do retarded tech trap nonsense.
Diveman Posted September 2, 2009 Posted September 2, 2009 I found something really weird in one of the latest Autonomus vids http://www.youtube.com/watch?v=n8PJDMS2_hE check it, Carl starts with half nirvana bar every single round..is that a glitch?
Meaty Moments Posted September 2, 2009 Posted September 2, 2009 I found something really weird in one of the latest Autonomus vids http://www.youtube.com/watch?v=n8PJDMS2_hE check it, Carl starts with half nirvana bar every single round..is that a glitch? hmmm... and everyone seems to be doing double damage. Maybe they are playing in a "half HP" mode (which applies to Nirvana's HP too)? it looks kinda fun... forces people to be less defensive.
Zoogstin Posted September 2, 2009 Posted September 2, 2009 That explains why eveybody was getting ko'd so fast.
Galeon Posted September 2, 2009 Posted September 2, 2009 is there a trick to making nirvana move forward all the time while doing setups into the loop? like i've seen carls do 3C, 22D, Allecan, 2C and Nirvana's moving towards em the whole time. I know u can make it move closer with 1, 4, or 7 while holding drive but u gotta press 2, 3 and 6 for at least a little while, right? (well technically its 214 for you but the position of the puppet would make it move the other way, get what i mean?) for the allecan part and 2C so... how?
Zoogstin Posted September 2, 2009 Posted September 2, 2009 I think they're just being really fast with the stick. But to be honest I have no idea. I do a lot of Carl shenanigans farely well but yet at the end of the day I have no idea what I'm physcially doing to make it all work. I just kind of move my hands and the next thing you know I've just started a throw loop.
stinkymonz Posted September 2, 2009 Posted September 2, 2009 Random question regarding Hakumen escaping the throw loop: So, no one ever found a way to punish the air-counter?
Kyle Posted September 2, 2009 Posted September 2, 2009 It's 1-frame start-up and restores all jump options. There is no way to punish it from a throw break as you are forced to Re-buffer Nirvana, by that time he's recovered. Only thing worth working on is KD combos or tech chasing in the air.
Mokojin Posted September 2, 2009 Posted September 2, 2009 Need help!everytime i start my throw loop,peopel start to tech out of it.whats the best way to reset my oppenent to get him back at the clap trap loop?I know that after a teched throw its possibel to dash and make a 2c,but when i time my throw high the 2c is going to whiff. sry about my english its not very good
PhaethonH Posted September 2, 2009 Posted September 2, 2009 is there a trick to making nirvana move forward all the time while doing setups into the loop? like i've seen carls do 3C, 22D, Allecan, 2C and Nirvana's moving towards em the whole time. I know u can make it move closer with 1, 4, or 7 while holding drive but u gotta press 2, 3 and 6 for at least a little while, right? (well technically its 214 for you but the position of the puppet would make it move the other way, get what i mean?) for the allecan part and 2C so... how? The above combo involves a teleport, so I'm not sure where "forward all the time" applies. However, the effect of "not moving backwards" (which seems to be the underlying case here) can be attained by executing the air dash and the 214C before Nirvana recovers from the teleport. After doing the 214C, the command is already registered and committed even if you don't see it start, so you can start holding [3D] (becomes [1D] after you land and change direction), causing Nirvana to walk forward right out of teleport recovery, then (what is now) [1]C for the launch while having Nirvana approach at the same time. In short, you time inputs so the backward directions occur during Nirvana's recovery animation, and you only need the backward for a frame. Done correctly, Nirvana does not have a chance to respond to a backwards (for her) direction. Furthermore, once Nirvana is past the activation startup frames, her movement is quite spritely, so it could be you don't really notice she stepped backwards for a couple frames because her forward speed is already overwhelmingly frightening (i.e. optical illusion).
4Corners Posted September 2, 2009 Posted September 2, 2009 If you're talking about moving Nirvana during 2c, 8d, all you have to do is hold 1 instead of 2. Voila!
Zoogstin Posted September 3, 2009 Posted September 3, 2009 Need help!everytime i start my throw loop,peopel start to tech out of it.whats the best way to reset my oppenent to get him back at the clap trap loop?I know that after a teched throw its possibel to dash and make a 2c,but when i time my throw high the 2c is going to whiff. sry about my english its not very good dash 5B jB jC is the most consistent option you have to get the opponent back in the loop. This is better because the 5B is faster than 2C. Although sometimes not even the 5B is fast enough.
Galeon Posted September 3, 2009 Posted September 3, 2009 ok another question. when doing things like 2A,2B,3C, 22D, IAD.... how are u guys inputting the iad? this has been bugging me for a while and is probably just going to come down to muscle memory but is there a way that u guys prefer? like, i've tried 6~8~6 and after getting frustrated for awhile, I tried 9~9. After that wasn't getting consistent for me, I just started jumping the 3C and inputting the dash (66) as fast as I could which worked ok but iunno if that's gonna fly when I want to IAD as an approach outside of combos. Wouldn't that way be slower? Is there like a favorite input for IAD'ing?
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