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Posted

Sooooooooo

Gear super is broken as hell.

You can throw Carl out of the that super. During the super flash. No mind-reading required. After the throw finishes, you can block (unlike burst, where you... can't).

Damn super needs more invincibility.

Posted

Damn super needs any invincibility. Still, didn't know you could do that. Guess I should practice that up, and start imbuing that super with throw invincibility, eh? hcb, f+c, 1abc Yayaya Carl's stupid.

Posted

Going with him? Approaching?

It's gotta be that... he's probably using a translator as well.

Approaching:

[D], 6~

Posted

Damn super needs any invincibility.

Still, didn't know you could do that. Guess I should practice that up, and start imbuing that super with throw invincibility, eh?

hcb, f+c, 1abc

Yayaya

Carl's stupid.

lol

gg's

need more BB

Stick in the mail!

...Kyle's never done 5b jc iad j2c allecan against me, evar. Actually, no Carl really has...

I don't recall ever 'catching" you enough to put a stable pressure string on. lol. I feel like I'm trying to catch a flea while fighting your Carl. GG's, =)

Posted

Alright, I had to register because I've got a problem. When I'm going for the clap trap, one of two things have been happening lately. 1.) After the air dash > throw, I come down, and release 8D right before I hit the ground, but Nirvana doesn't clap. Is this because my previous clap was done too late? It previous clap still hits like it would work, but the next one just won't come out. 2.) My 6A that would hit them into the clap, is missing. I think I'm too close, because it does this backwards hit box thing where they get hit by it, but fly behind me. I've seen the loop done by others who are as close as I am. I don't know where I'm going wrong. Any pointers?

Posted

I'd ask you to try some things first. Go into training mode and record yourself doing just a little bit of the clap loop. Now play it back and IMMEDIATELY tech the throw and try to airdash out of it. If you can air dash out of the way of the clap you are doing it too late. I'd also suggest teching your throw as late as possible. If the clap whiffs your doing it too early. Secondly, with the 6a it happens when you grabbed them really high. Practice more. If you want an idea of what the timing of the throw clap is its like B+C (wait 2~7f) 8d I personally like to piano B+C~A~8d

Posted

Alright, I had to register because I've got a problem.

When I'm going for the clap trap, one of two things have been happening lately.

1.) After the air dash > throw, I come down, and release 8D right before I hit the ground, but Nirvana doesn't clap. Is this because my previous clap was done too late? It previous clap still hits like it would work, but the next one just won't come out.

2.) My 6A that would hit them into the clap, is missing. I think I'm too close, because it does this backwards hit box thing where they get hit by it, but fly behind me. I've seen the loop done by others who are as close as I am. I don't know where I'm going wrong.

Any pointers?

1. You are actually inputting 8~5]D[

-This becomes more of a hassle once you begin to get comfortable Negative edge'n with Nirvana. As your inputs become faster and your windows get smaller it's not uncommon to fall to "5" position too fast.

2. A few factors.

-The height of the Airthrow is the most critical!

-The hitbox/size of the opponent

-Often time people use nirvana walk to "push" the opponent's sprite into position.

It's really a combination of all three of these factors which give 6A relaunches so much trouble.

Posted

1. You are actually inputting 8~5]D[

>:l I never even thought that's what could be going wrong.. So I guess I need to wait until the last possible second before releasing 8, right? As close as I can before accidentally jumping again?

2. A few factors.

-The height of the Airthrow is the most critical!

Ok. Let me use this set up as an example. Most likely versus Tao/Ji[finput][/finput]ra/Noel:

2A, 5A, 5B, 6B, 6D, 2B, 3C, J.2C~Alle-can, jc B+C, 8D.

Should that be the default height for each character? I heard that's the best set up for a consistent 6A relaunch. Rather then trying for a late j.B+C off of 8D. I'm not sure if this is correct or not.

-The hitbox/size of the opponent

-Often time people use nirvana walk to "push" the opponent's sprite into position.

Like I mentioned, I don't try this unless I'm fighting someone like the above mentioned characters. umm.. In regards to walking Nirvana, when would this be? Before the falling 8D? Wouldn't that take away from my getting out 6A in time? I'm not sure I understand what you mean about Nirvana pushing my opponent's sprite into position.

EDIT-

I'd ask you to try some things first.

Go into training mode and record yourself doing just a little bit of the clap loop. Now play it back and IMMEDIATELY tech the throw and try to airdash out of it. If you can air dash out of the way of the clap you are doing it too late. I'd also suggest teching your throw as late as possible. If the clap whiffs your doing it too early.

I will try this. I feel like I learn everything the wrong way on my own, so I apologize for going into noob question mode for clarification. But, you're saying to start the clap right after the B+C?

If you want an idea of what the timing of the throw clap is its like

B+C (wait 2~7f) 8d

Is that the hit of the 8D? Or the input?

Posted

1. Your probably hitting the 8 at the right time, but releasing D to slow. Try 8]D[, Instead of 8, ]D[. Does that make sense? 2. Sorry bro, I don't use that set-up often. When I do I omit the 6A's b/c of how many hits I've already done into the combo. Using Nirvana to "push" the opponent is on the 2C relaunch, not the 6A. Regarding JP throw loops- I did notice they cost CONSIDERABLY less meter from Nirvana. =/

Posted

I meant the input.

So yes, start the throw clap almost simultaneously.

Ok. Good to know I'm not COMPLETELY off on that.

1. Your probably hitting the 8 at the right time, but releasing D to slow. Try 8]D[, Instead of 8, ]D[.

Does that make sense?

2. Sorry bro, I don't use that set-up often. When I do I omit the 6A's b/c of how many hits I've already done into the combo.

Using Nirvana to "push" the opponent is on the 2C relaunch, not the 6A.

Regarding JP throw loops-

I did notice they cost CONSIDERABLY less meter from Nirvana. =/

It makes perfect sense. Separating the inputs would be bad, yes. haha. I'll make sure to release them together on the way down, without trying to buffer 8 during the last throw. I think that's what I'm doing now.. It's very frustrating to me.

I've noticed in some loops...

grab, 8D, air dash grab, 8D, 6A, 8D, grab, 8D, 6A, 8D, grab, air dash grab, 8D, 2C, 8D.

Is that the 2C you mean?

Also, when do you know that the 2C will work? If it always worked, then it would replace 6A completely... so when does it work?

EDIT- I don't know if I'm over thinking this, but JP throw loops?

Posted

lol I told you so :3 Anyways, how long does nirvana take to turn on? Regarding whether to use 6a or 2c : Firstly lets get clear that 6a works on most of the cast because you can link it from further off the ground. To get a 2c 8d you need to be closer to the ground and it also completely fucks up the height of your combo so you will want to AVOID doing these until you have 50% bar so you can grab rc grab. As a rule of thumb after the 19th hit don't attempt any more 6a 8d. And by JP throw loops he means loops with nirvana being turned off an on mid combo repeatedly. Its great but it'll seriously screw up your timing if your not careful.

Posted

JP throws was a tangent from ZONG's request. =0 Sorry to mislead ya. I did notice that Nirvana activation is fast enough that it SHOULD be done on every Airdash, JB+C set-up. & yes that is the 2C i was refering to. People use this because they don't have the space/hitcount for 6A. This does NOT jump canel, meaning you have to have tension or a extremely low hitcount to continue the rape.

Posted

So much to think about.. What's a sufficient hit count for 6A, btw? Also, with that 2C messing up your loop by not being jump cancellable, are you supposed to RC the 2C, and grab after the 8D? If so, I can't believe I've never noticed that in videos. Learn something new every day.

Posted

No, thats not it. After the 2c 8d jump throw+8d airdash throw+8d you most likely cannot connect anything meaningful without bar after that so you RC the last throw and jump back up and throw+8d airdash throw+8d. Speaking of which I think landing 2c late in a throw loop via the new tech (airdash early grab+8d land 5b 236a 2c 8d) is miles easier than linking it normally which I find rather funny.

Posted

No, thats not it.

After the 2c 8d jump throw+8d airdash throw+8d you most likely cannot connect anything meaningful without bar after that so you RC the last throw and jump back up and throw+8d airdash throw+8d.

Oh, ok, I just misunderstood. ^^ This, I can do no problem. I actually have been putting off the throw loop until later in the match, just for the reason that I can RC and reset almost 100% consistently if I have the heat. So I love that.

Speaking of which I think landing 2c late in a throw loop via the new tech (airdash early grab+8d land 5b 236a 2c 8d) is miles easier than linking it normally which I find rather funny.

I also like this, though I have yet to pull it off in a match. I didn't know it had anything to do with an early throw. I thought it was just because your 2nd airgrab landed you & your opponent too close/ slightly past nirvana.

Posted

ooh it's zong_one. You're still to date the best carl i've played! It's a shame clap loop won't work on me! >:D

Lol, thank you!! Haha, it might not work, but who's to say that'll stop me from trying?

:P

And anyway, Punch Loops FTW!!

Posted

I don't recall ever 'catching" you enough to put a stable pressure string on. lol. I feel like I'm trying to catch a flea while fighting your Carl. GG's, =)

:D

I forget that I do a lot of runaway.

Then again, once I knew about how it worked, I started doing stupid stuff to get away from Phae, and used his set-ups to set up my set-ups. Pressuring Carl proper is hard. Vivace A is a stupid move.

Posted

I also like this, though I have yet to pull it off in a match. I didn't know it had anything to do with an early throw. I thought it was just because your 2nd airgrab landed you & your opponent too close/ slightly past nirvana.

You would be correct.

Now try doing that without grabbing early (you sorta fall down a bit into nirvana and she wont face the other way for the 5b 8d)

Posted

You would be correct.

Now try doing that without grabbing early (you sorta fall down a bit into nirvana and she wont face the other way for the 5b 8d)

I will try that.

One question: If I don't grab early, we'll both fall on the original side, right? Does this leave me with the option to 6A relaunch?

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