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Zeero

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Everything posted by Zeero

  1. I'm asusming you mean 8D in that combo? That means you and Nirvana is on the same side and opponent can easily tech away. If you're gonna try that, you might as well try something like 2b, 3c (22d), 236a, 2a, 5b jc Air Throw [D], 8]D[ and so on... do the 22d early enough and at least they'll be trapped in between nirvana and carl... It can be bursted every time Carl needs to do a hit pretty much. Earlier the better, people usually burst after getting hit by 3C and seeing an IAD.
  2. Well every little step counts, the worst mentality to have against nu would be to try to get in quickly as fast as possible coz u'll probably get hit. The thing about nu is she has crappy escape options once you've got her pinned down, so its just a lot of blocking and gaining distance wisely, then mixing her up and clapping her to death.
  3. I hate this matchup if hakumen decides to turtle and stay away to gain meter, then come in and unleash a bunch of overheads/lows/whatnot then runs away again. Block wrong once, you lose a lot of life. Airdashing in recklessly = get 6A 5C 236A 6C which is pretty painful on carl. Also, don't depend too much on 236236D blocked mixups. Theres actualy enough time for hakumen to counter in between the punches, and if carl is nearby, you get countered even if you're not hitting coz thats how hakumen's counter works. hard matchup since he can escape the loop... I'm not sure if you can 6A a jC from hakumen, i think its possible under certain situations but keep in mind one mistake = good bye life.
  4. That definitely deserves a post lol.
  5. Yesterday I was playing my friend's Noel and it ends up that i threw him so low that when he teched, the 8D actually missed (think universal clap loop style). I'm doing 8D the usual timing as i do my throw loop, so it might be wise to delay 8D a bit for these characters. Also, the universal clap loop is definitely techable if u tech late enough, friend learned timing. Asides from that, even when he fails and gets hit, some wierd reason they bounce to the other side of Nirvana sometimes... anyone offer light?
  6. really? when my 2b is the 9th hit then 2c is blackbeat. But it depends on what combo you're doing i think, different moves affect more on hitstun. liek when i do 5c 6d 2a 5a 5b 5c 6d 2b 3c to knockdown (9 hits) into 2b 2c the 2c hit becomes blackbeat
  7. Did you try inputting 8D earlier? If that doesn't work, maybe the combo i listed is wrong they're mostly done from recalls of vids and this combo isnt used at all often... I'll test it out a bit later, maybe it doesn't work 3x
  8. What do you mean you can't get the third rep? Like 8D isnt hitting... or people are teching from 2C... etc.
  9. I'm seeing a lot of 623As... Perhaps you meant 623B?
  10. 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
  11. Well when i do 2b 2c, the 8D comes pretty close. If they tech the 2b 2c, they're probably mashing unaware that it doesnt actually combos after the 8 or 9 hits, and tech right into the 8D >=D If you want to avoid the 2b 2c, allecan always works lol.
  12. arakune's 5C rapes anything you do if you airdash, so keep an eye out for that. Theres this one time i actually hopped over arakune's 2D with carl's dash lol. God knows how it happened, but it did lol. ground pressure sucks on arakune because he can IB 5C and backdash and it teleports him to behind nirvana Same with 236236D. IB a hit and backdash. Hard matchup for carl in every aspect
  13. this =x People tend to run away when they see nirvana beside you. If not, when they jump, 22d+236B. summon + get nirvana close.
  14. I tried this on my friend yesterday and a really late tech on the 2nd airthrow makes it easier to escape. Of course it was hard for him to time the tech to be really late lol.
  15. Taokaka is REALLY hard to play against with Carl. My friend plays a really good taokaka and I can't do anything about it. Some disorganized thoughts on why taokaka owns carl so much: Keeping Nirvana between you doesn't normally do anything because: 1. if she does 6D and hold 6, she hits Nirvana (cancelling her move) then bounce over her right into your face. 2. if she does 6D and presses B, it hits nirvana (cancelling her move) then go through her, and also hits you since nirvana doesn't take hits. 3. her 5C/jC is like litchi's 6B/jB, and it zones the hell out of nirvana. Doing robot punch super doesn't do anything either if you're trying to do a block string into a mixup game because her counter assault is her 2D and she flies into the sky. Catching her in an air game is hard because her jC/jD beats you. Any opening in your pressure game = run away because she jumps and Ds away. her 5B rapes you so hard. If a taokaka does nothing but 5B 66 5B 66 5B at you, the timing is REALLY strict to punish it (IB necessary). Not to mention if you guess wrong and they throw a 5B 5C at you, you get CHed. Back dashing results in another blocked 5B or you get hit in the air. Vivace A gets punished. Poking is also hard because she out range/speed/priority you I have a hard time with this matchup as well, but theres a few hard openings you can look for. If she is close enough and does mash claw A on the ground, you can IB the first hit and punish with 5A. ie: taokaka does 5B 5C 236AAAAAA IB the first 236A, punish with 5A 2B 3C->throw loop If she is not close enough, you can also Vivace A after the 5C. Her 236A doesn't have tracking so she'll be mashing in the air while you're behind her. 3C beats her 5C, but only if timed REALLY well. Not worth the risk of eating a 5C->6C->combo If she is above your head, 6A actually beats her jC. But not if she is far away. Vivace B out of the corner if she jumps! really important since u'll be blocking a lot in this match.
  16. A lot of people seem to be asking how to deal with v-13 in general so I'll start first by how to not get trapped by that 5DD4DD236D trap that all v abuses from full screen. IB the 2nd hit of 5DD, and vivace B+summon. You just went 2/3 of the screen closer with Nirvana right behind you You can also IB the 2nd hit of 5DD and IAD, but this is much harder to do. Its safer though. As usual, jumping it always works, but be prepared to FD on your way down because she'll be ready for you with her 2D/6D/2C!! She also gets hit by the throw loop thats just JB+C+8D over and over again if you position it right!
  17. 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.
  18. I am guessing Zoog is talking about this vid. http://www.youtube.com/watch?v=kKhhM-57PU8 Zoog is right, it is kind of bitter, because with this, now Carl's throw loop is officially: "Easy to do 100% combos" but he still sucks as a character imo. Wait till they remove this (if they do) and see carl drop back to bottom lol.
  19. Good stuff. Quoting this in the guide if you don't mind
  20. I'm planning to make a tutorial video. Mainly for new players tho, i doubt many of you will need this? I'm thinking it'll have -D hold explanation - show difference between hold n no hold in ground loop -Alle~can - as overhead and as part of combo -j2c kara throw -Basic combos -Basic ground loop (maybe some mixup options?) -Basic 2C8D loop -Ways to lead into 2C8D loop (which better players can easily turn into throw loop) I don't know tho, i've never made a video in my life so it might end up as a failed project lol. Anything else I should try to add?
  21. A note about Litchi trying to uppercut you out of your ground loop: If you got Litchi in a ground loop, and you're going for a reset but afraid of her uppercut and end up blocking and guessing right (yay) the way to punish is with 5C. On block, Litchi's uppercut pushes you back enough that 2B/5B whiffs. Dashing in takes too long and she has already recovered. 5C nets you a counter hit for BIG damage. If Carl-Litchi-Nirvana 5C 6D -> insert combo If Carl-Litchi 5C (CH) 3C -> insert summon combo. Actually a litchi that keeps jumping and throwing her legs at you (jB) is harder to deal with than a litchi that stays on ground and 6B you. NOTHING you do beats her legs. jA doesn't reach, 6A doesn't reach, j214C gets stuffed (risky anyways). Nirvana is your best friend.
  22. What kyle said. Block... And when you get a chance (ie, when they jump) Vivace B to gtfo. Better yet, try to summon Nirvana in between their block string, because thats when people start to think twice about attacking carl. As for summoning after 3C, i juts do it really quickly after 3C. Practically i do 2B 3B 22D except when i do 22D, i don't even see the 3C out yet. Gatling ftw.
  23. ditto. Except recently i've been screwing up my j2c 214c a lot and only getting 214C Why is everybody on XBL?
  24. off 2a and off 2b is both fine if you can summon on time. Links to 3C 2a/5a->2b->3c 5c->3c (look luck with this one)
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