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Zeero

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Everything posted by Zeero

  1. Funny thing I noticed in videos is japanese players are so scared of clap loop, they don't even bother eating any combo. Sometimes it makes me wonder if the carl actually can throw loop at all, since by the time they land the 2nd hit, opponent is bursted, and most of the time they die within 3-4 throws, not to mention Carl will likely have 50% heat to RC and throw loop easy style. But of course, they probably can lol.
  2. 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
  3. congrats But FYI, its impossible to land 623c 5b jc jB jc JB JC 214C, the jC knocks them too high for 214C to connect. Keep it up
  4. Using Rachel's drive is good, keeping her in the air is good (her drive only recovers when shes on ground), no drive = no rushdown is good, sure she can run away but those bat cannons aren't the safest things in the world against 41236D and carl's 236B. And since, its not like you have much more options to end the loop... let them drop to the ground? Might as well go for it anyway.
  5. if you're gonna poke, don't poke with 5B. Arakune's landing animation sinks him into the ground, i've been killed MANY times because i saw them land and try to 5B, it COMPLETLEY whiffs over their head, and then i get punished since 5B has oh so awesome recovery for its range and priority
  6. First time i heard someone actually call Nirvana Ada But yea, sounds about right. Nothing you do can beat that stupid jB, jumping/IADing results his 5C or j6a/b/c raping you. All i can say is a lot of smart blocking, and i say smart because you need to control your barrier so you don't guard break/barrier break. If he clouds, then use Nirvana to eat it. The cloud in the air can be blocked if you use 8D (or 2D, forgot which one) with Nirvana under it. Block a lot, when he jumps and does the ankle thing then iad closer with nirvana nearby. Sucks matchup really. The only good thing about this is the throw loop feels easier to land on arakune because he has a big hitbox. But then again, setting it up is harder.
  7. Should also note that when arakune lands, his animation "sinks" him into the ground. During this landing recovery animation, 5B whiffs completely on him. Pissed me off a bunch.
  8. Alle~can works on any j2C provided that it hits low enough to the ground. Don't be expecting to hit tager's head and do alle~can. If you want to practice just j2C->alle~can->2C->8D you can probably try C-O-N 3C->j2C->alle~can->2C->8D Then move onto the summons and whatnot later.
  9. You're supposed to do j214C right when it j2C hits, BEFORE the bounce of the j2C happens. From your situations im guessing that you're trying to do j214C after the bounce. 1. If you get a full allegretto, then you probably bounced off the j2C before doing it, so you're doing it too slow 2. Nothing comes out? if your j2c hits i guess this means u bounced 3. Missed execution of j214C so you bounced and did j2c/jc You're supposed to do it right when it hits before the bounce. Also remember, theres no need to switch sides when doing the motion, ie If carl is facing right, after you j2C, even tho you are now on the right side and supposedly facing left, still do 214C as if you're facing right.
  10. Also, if you're having problems linking 5B to jB because they're too high after the 5B, try waiting for the opponent to fall a bit more from the 623C before hitting 5B.
  11. One way that we've (me n friends at arcade) figured out is to IB the 5C and then backdash INTO the 6D. the 6D hits you when you're in the air, so can recover and airdash away from it. Might be character dependent tho, since everybody has different backdashes. Arakune just backdashes away because his backdash goes through things. Of course, if you delay the 6D then they backdash into nirvana for no reason, but still. And i think 8D won't let them escape either. Sandwich loops should end asap into a mixup or frame trap as kyle says before opponent gets smart and gets out imo.
  12. Hm, speaking of bumpers, has anybody tried and see if u're throw looping a bang in a bumper and he breaks, does the bumper airdash him out of the trap? Of course, good luck setting it up that way,but just wondering.
  13. Well its bang after all. Hes just a more mobile tager in terms of matchup, since the clap loop is simply B+C+8D over and over again
  14. I think you misunderstood #3, he probably means to do gear super after the nirvana punch super. Not the punch super off the gear... And the answer is stll No, unless you're desperate for damage.
  15. Pretend u never changed sides, so 214C
  16. wow kyle, you must really hate tager or something
  17. i think he means when they're not in between nirvana and Carl... in which case, yes it is useless, unless you have nirvana right behind you pushing you closer...
  18. its not that bad... what's your problem? You're getting zoned out or just getting hit by random stuff? Btw, almost never IAD jC coz it whiffs her on crouching sometimes... or you get anti air'ed
  19. wow! Solo Carl time!
  20. I think rachel falls too slow when i try to throw loop her lol. But no i haven't tried it...I don't think its necessary tho. If you do a 2c~kara without airdash, its just a jump throw i think, i remember i tried it once long ago but it wasnt anything special. Don't remember exactly tho.
  21. well from the carl loop vid he whiffs on purpose to jump straight n throw lol. But really... clap trap isn't meant to be consistent lol. All i can say is delay your 8D?
  22. These players qualified for SBO (and not DIO, wtf): Mecha-Sue Kyaku Tsubaki I also pay attention to, without an idea if they're actually people from above... 客 (who made the throw loop on everyone) 乱レボ
  23. this statement applies to all characters vs carl
  24. You can always walk forward a bit as well.
  25. would be nice if the format ends up like what chaz wrote above too =D then again, throw loop dmg = infinite
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