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Zeero

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Everything posted by Zeero

  1. Gear super after 8D. If he bursts, he falls into it and takes MAJOR damage, in the perfect position for him to fly back into another 8D -> loop. If he doesn't he falls into it into the perfect position to fly back into another 8D -> loop. It works >=D But normally, be prepared to get bursted out of the loop. Nothing much you can really do about it. Usually people burst after a throwbreak->8d hits->see you dash->burst though.
  2. If you've already got your opponent sandwiched in between you and nirvana, the easiest way is just 2a 2b 3c 2b 2c 8d loop Make sure you activate Nirvana and hold 1 after the 3C, it makes nirvana push your opponent towards you (even when they're on the ground) so 2b 2c can hit easier. So you can do this off any ground loop. But the thing with this is, after the 3C, if its already 7 hits (making 2b the 8th, and 2c the 9th) then its a black beat combo. But i think even if people tried to tech, they go straight into the 8D. Its pretty much the most practical because even tho the proration is higher with 2b 2c compared to j2c allecan airthrow, its a lot easier. And since, proration doesn't matter since throws aren't prorated. Not to mention the word proration is meaningless in a combo known as 100% combo as an addition to the 623C above... If situation is Nirvana-Carl-Opponent and Nirvana is REALLY close you can do ~623C 2D hit 236A (now it is Nirvana-Opponent-Carl) into 2c-8d- airthrow loop. But really, the most practical one is with the 3C iad summon alle~can one. Because that one you can start off any situation as long as you land 3C.
  3. np. glad to help. Definitely practice the full combo instead of just the airthrow+8D parts. Its much more useful and a complete different story in execution.
  4. Well for one thing I find it hard to do on rachel...shes floaty in an akward way... and you probably don't want to do it on rachel because she can break out of it everytime... just 2c 8d loop to max against her. Also, jump airthrow+8D into an immediate airthrow+8d doesn't work on every character, and i doubt rachel is one of them because it usually only works on people with bigger hitboxes. If you want to practice the clap loop, try 6A -> airthrow 8d -> airdash -> airthrow 8D. That one is better to get the timing down. Directly jumping into airthrow 8d usually doesn't work too well. And sometimes you move nirvana too close while you're doing the airthrow. Don't hold 7, hold 8. Also your claps are inconsistent, sometimes too early sometimes too late. If you want to practice throw loop, i suggest you practice it off the standard combo. 2c 8d airthrow 8d airdash airthrow 8D land relaunch etc etc. You'll actually be using this in matches and the timing is a completely different thing. Definitely practice on another character though. Keep at it
  5. Some Gimmicks... Remember Carl's 3C goes under his 214A and I think (needs testing) also under his 5B which is a major poke. Remember to barrier guard the 5D and 6DD strings because they'll break your guard like no tomorrow. Thankfully, ragna's IAD/jump jC is one of the few things that Carl's 6A can actually beat (still requires timing). So keep Nirvana in front of you, if he jumps over, 6A->8D->death. If you ever have 50% heat and you IB ragna's 5C, gear super is guaranteed if you do it fast enough. His 5C's recovery is large enough on IB that he gets hit by the gear super even if he tries to block, all other things that 5C can go into have large enough starting (5C-> 6C, 5C->214A, 5C->214B, 5C->3C) that the gear super will come out and i think you trade hits... which is good because you recover faster and can summon+236A (to get to other side) into 8D i think. And remember to IB 214A 214D things to punish, else i dont think you can.
  6. Answering PM here since people probably wants to know... If your opponent is getting knocked behind/above Carl from Nirvana's 8D, that means Carl is too close. You should generally leave about 1 character space in between you and nirvana so.. nirvana-(pretend carl is here)-carl I'm not sure what you mean by Carl is falling too fast for a regrab, but i'm guessing you're either doing the airthrow TOO LOW or you're not airdashing fast enough. The timing for your initial jump might be off as well. If i actually get the game sometime soon i'll make a short vid n try to explain it a bit better, but for now, tough on me coz i dont have the game yet. Generally off a 2C: 1. If your opponent floats high off the 2C and your 8D only hits once, jump straight up about .5~1 second after the 8D hits. Then time your throw (kinda hard to explain that one) 2. If your opponent doesn't get to float too high off the 2C and 8D hits twice, jump straight up when you see it hit twice.
  7. I believe if you IB the 2nd hit of 5DD, you can IAD in and the 4DD will miss. I can't remember exactly if thats true, but if it is, you can iad karathrow for much faster distance gain. Too bad canada doesnt have the game yet else i've give it a try =\
  8. off a neutral/forward throw you can also go into 2c8d loop/throw loop for even better damage.
  9. 1) Its only a way to move Nirvana and yourself closer together, since moving Carl alone puts you too far away from her, and moving nirvana alone gets you 6Bed. Don't think of pushing it as a shield for you to get in. Don't ever think nirvana is a shield 3) i dont know, i wish i could tell u, coz that means i have the game. But i dont And it seems like Canada may be fucked over the ass and getting the game on the 29th or something? If you can't get in even on litchi, good luck getting in on v-13 U can try rachel, shes probably better off than most.
  10. WHAT. ARCHLING?! wut a scrub.

  11. ^^ lol reminds me of myself in november when i used Carl and my friend used litchi 1) Litchi owns you with 3 moves, 6B which owns the robot, jB which owns you, and jC which also owns you, but not as hard as jB. 6B owns you so hard sometimes when you do 41236D and iad jC, it hits the robot then counter hits you lol. Don't try to use the robot to attack when you're far, just move with D hold. When nirvana is hit in D hold the recovery is much less than other moves. Smart hold and release of D will actually evade the hits and make 6B whiff, gets you some time to gain space. 2) approach slowly, IAD and stuff is suicide if dont from far away because jC isnt a good jump in at all... Approach with nirvana in front of you as well. Only use iad j2c alle-can when you've got them blocking for sure, using it from far away iad doesn't work well either. 3) i dont know lol.
  12. hi fellow zappa player You can use vivace B for AA, but it all depends on situation. If Nirvana is in front of you and close by, blocking an air attack and having them land in between you and nirvana may be the better choice. Its not like you really gain anything off 236B as AA asides from breathing room, they can just do another iad and you still can't do anything about it as for combos, what kyle said, but add ~5B->6B->623C->5B->air combo+nirvana 623D to the list. This combo is good for those times when you get random hits and not prepared to do summon into clap.
  13. Carl honestly has crappy anti air options, most of his anti air options are used for prediction. Trying to do 623D when you see an iad is usually already too late. same with 8D. Use them if you predict an iad jA is probably your best reaction anti air, but its not even that good. 6A only beats certain things if timed right. You're probably better off blocking unless you know for sure you can beat something with 6A or jA.
  14. Zeero

    Zappa Quirks

    mash P
  15. you have to be patient with Carl against everybody and just land good hits into good combos. Trading hits gets you killed since you have so much less life and do so little damage without the proper combos/setups. Also learn to barrier block only the hits that counts. Characters like ragna and jin can easily do something like 5D dash cancel into another block string, if you dont know how to IB punish these, at least learn to barrier block the 5D because your guard breaks after you block about 2 strings.
  16. Carl can also 3C under ragna's 214A if u do it correctly. zappa 6P vs OS 236S whatt?!?!?
  17. I wish i had the game Canada gets it a day late (july 1st)... and July 1st is Canada day which means its a holiday... SUXXXX
  18. I think its just the activation flash, when you make nirvana do a command, it doesnt glitch... not sure though, i havent tried to purposely reproduce this glitch and put it to use lol.
  19. Zeero

    Zappa Quirks

    I completely agree with you, it doesn't shoot the HS ghost i think. The fact that your opponent is not blind, he'll jump into you, and because the recovery of the D ghost toss is slower than normal recovery, the only thing you can do is block or try anti airing (zappa anti air? gl) This quirk only pisses me off coz HS ghost is the best thing when you're grounded and need some space lol.
  20. basically its on the lines of nirvana's activation frames + distortion drive freeze, then the bug happens lol. Although i'm not sure what you can do with it lol.
  21. you can also do the bug yourself by doing 632146C~D
  22. Best For Last: Clap Trap! What it is: "Clap Trap" is why Carl has recently raised from low tier to mid tier. In summary, it EATS your opponent. Example shown below. LOL Back to business, remember how 8D is air unblockable? Well by doing the unblockable airthrow + 8D, if they decide to break your throw, they'll actually get hit by the 8D when they throwbreak and fall to the ground, and you can dash in and start the 2C8D loop again. What does this mean in practice? Throws do unprorated damage in BB, meaning getting throws in combos does a lot of damage. If you can do a bunch of airthrows and 8D in 1 combo, that means your combo does A LOT of damage, AND it is inescapable. If people tried to throw break, they'll end up getting hit, you will follow up for a combo, and the only thing that they've achieved is to eat another painful combo! How it is performed: Theorically: Airthrow+8D multiple times in 1 combo. To achieve this, look at any of the above combos that is a [2C->8D] loop. Basically you can now replace these [2C->8D]xN to [Airthrow+8D->Airdash->Airthrow+8D->land->2C->8D]xN. Thats some painful combo if you can perform it whole. I'll be calling the Airthrow+8D as clap trap from now on. In general, keep in mind: 1. Your airthrow has to be performed low to the ground, low enough so that they cannot throw break and dash away from the 8D. Usually if your airthrow is performed no higher than Nirvana, you're on the right track. To do this, after 8D hits, you'll want to time your jump so that you're actually falling down before you throw. 2. Your airthrow has to be performed when Nirvana is close. If she isn't do 2C->8D an other time while moving Carl and Nirvana closer. Too close won't work either, because 8D will just whiff. Practically: In practice, its hard to do because it is very character specific. Character sizes, character weight, the actual character itself, all affect the timing and how to do it. Its easier on some characters and harder on others. Also a video with clap loop on every character, you can see all the kinds of relaunches and such. http://www.youtube.com/watch?v=kKhhM-57PU8 For character specific information, please proceed to the Combo thread titled: "Carl Clover Combo Discussion: Clap Trap Inside." See 1st post. http://www.dustloop.com/forums/showthread.php?t=6372 Relaunching off the reset Theres a couple of options which all work. A successful relaunch depends on how high you were when they broke your airthrow, because the higher you are, the longer it takes for you to land. Pick and choose the right one to use. 1. 66->2C->8D->clap trap -- best for damage, but timing is strict, use it if your opponent techs when low to ground 2. walk forward->2B->2C->8D->clap trap -- If airthrow broke high, and you're closeby 3. 5C->jc->jB+8D->land->2C->8D->clap trap -- hard to perform, but if you're far and throw was broken high, this might be your only choice 4. 66->5B->clap trap -- Not so stable depending on character you're against Escaping the Throw Loop Theres no such thing as perfect in life, and same with the clap trap. Its can be escaped by certain characters, but for the others... ThrowBreak~ J.D. Very well placed air counter. EXAMPLE@ 2:20- http://www.youtube.com/watch?v=P7-eWzWhrpI&feature=channel_page ThrowBreak~ 6D. The wind trajectory is a life saver! EXAMPLE@ 3:35- http://www.youtube.com/watch?v=i18kuepfLVs&feature=channel_page ThrowBreak~ 2D. The wind trajectory causes Rachel to hit the ground prior to Carl often FREEZING the game. Glitch Banned in SBO. Glitch seen here (vs Bang, but same theory vs Carl) - http://www.youtube.com/watch?v=CsowWUfMMWk ThrowBreak~ 623C->RC->guard. Ragna uses the invincibility on his DP, than RC when he connects with Ne~san. The RC makes him completely safe. =P RC may not be needed if it hits Carl too. EXAMPLE@ 0:19- http://www.youtube.com/watch?v=zfpjPausz1A&feature=channel_page ThrowBreak~[D], Carl activates Ne~san, she takes the hit for ya. Positioning is CRUCIAL for the success of this. EXAMPLE@ 0:53- http://www.youtube.com/watch?v=aniAHvaOyU0 To tech or not to tech?
  23. I'm not sure how 5 frame buffer window is useful... so u can add that in =P I'll add some more stuff u mentioned when i have time.
  24. Oh I guess i should have mentioned that in the guide. When a throw break occurs, theres pushback on the person who did the throw (so carl did the throw, throwbreak happens, carl gets pushed back @ 1:18). If that person is in the corner (3:29), then the pushback occurs on the person breaking the throw instead. Thats why a lot of previous Carl vids, when carl is in the corner, most claps in the clap loops dont even hit, just nirvana at a distance clapping nothing, and carl just keeps jumping and throwing coz his airthrow can lead to another airthrow. (airthrow, land, airthrow, repeat) Let me go add that in the guide...
  25. How good are you at controlling your fingers? if your finger for the D button is completely dislocated from your other fingers and you can play as if thats another hand, i think you're on the right track. not to mention you need to slip in commands on the stick midcombo. Pretty much just a lot of technical executions and timings with the D button being held down or released. I think thats hard. I think the hardest part about the clap trap is timing it, since its character specific. And when i say timing being charater specific, i mean timing the jump (some float more so u jump late, some drop faster so u jump early), timing when to release the 8d (else it doesnt loop), timing the airdash (sometimes only), timing the relaunch (need to learn when to use 2c/6a/5b), timing the reset.
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