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Zeero

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Everything posted by Zeero

  1. I play bang secondary for that reason. what am i thinking??
  2. well when DIO can pretty much do 100% combos consistently but he doesn't win nearly as consistently, i think its quite discouraging. He just needs a break from low tier.
  3. if the throw is done high enough (im assuming u mean higher than where nirvana can even hit) then theres no point anyway, because he can just and airdash out. if there is such a height that nirvana can hit u but u cant hit her with your full body hitbox, then that means the combo is going to end, just take that throw like a man.
  4. i THINK those were all "tech->airdash forward"able, the 8D seems a bit late/far... But honestly, i think when people start eating combos like that consistently, its time to tech and try to airdash out of it anyway, ur dead regardless.
  5. long ago. Pretty unstable and harder to pull off for barely any extra damage... i dont even know if it does more damage actually
  6. how bout 6B? i think it'd be more useful since it pushes you forward. And whats the startup of 2A? if its slower than everybody else's 2A then kinda pointless...
  7. lol, I didnt catch that either. its too natural that everybody knows HS is C. but does what A B and D refer to?? pkd? psd? ksd? pks? I'd say P S HS D = A B C D
  8. people i play with dont bother bursting against me anymore, because they will always get hit by the gear super when they do Gear super is that great. im not sure how the burst invincibility thing works, but i know you can punish them before they land on the ground... so it might be possible...
  9. 236236D doesnt have invincibility, so carl will still eat the burst. But litchi will land into the punching super. Carl has developed a lot combo/pressure wise, but his overall problem of low life and hard to get in range (with nirvana) to do anything and stopping people from pressuring him still exists. (i'd rather people pressure me when nirvana is nearby though, but that just means your opponent doesnt know their matchup)
  10. oh wait sorry. read the wrong value Thanks for your hard work! finally i'll know what to spam when 236236D hits, 5c, 6c, or j2c for lowest proration + damage.
  11. so 5b does less damage but prorates less, 2b does more damage but prorates more... j2c definitely does more damage tho, more damage and less prorate it seems. good stuff =) maybe i should buy one too... where'd you get it?
  12. i just do whatever i see in vids, and they usually do 5b :P Since you got the mook, does 2b do more damage than 5b?? Im seeing 2a 5a 2b 5c instead of 2a 5a 5b 5c nowadays. And how about proration??
  13. Like everyone else said, j2c does more damage. I think j2c also puts you closer to your opponent (less pushback) But like heavenscent, i use it depending on situation. ie. crouching characters -> j2c is easier to do here for big damage since stun is increased closer characters -> j2c is easier since you might jump over them with jc small characters (Litchi) -> j2c is easier since it puts you closer (i did jc once and my 5b didnt even reach) standing characters -> jc since big hitbox to hit far characters -> jc since you jump further and jc has faster startup (i think) big/tall characters (standing tager/haku) -> jc since if you do j2c allecan too high up, the 214C might actually come out. I'm more for getting it to land so i can continue my combo/mixup than doing that extra 150 damage (which probably ends up being less due to proration)
  14. http://www.youtube.com/watch?v=gFB4AB1OQOM here we have DIO proving my theory combo at 0:33 holy shit look at that damage.
  15. 3C is only jump cancellable on hit along with 6b, 5c. only 5a and 5b is jump cancellable on block i think. (maybe 6A... but how often do you actually use that in a block string?)
  16. just keep in mind that if you're doing it off an airdash, even if you end up crossing up the opponent (ie, comboing off a 3c), its still 214C in your original side of the screen. so like say you're on the left side iad 2c (you're now on the right side) you'd still do 214C as if you're on the left side. That might be your problem.
  17. its all about the hat. and nee san.
  18. this is also seen in a lot of vids iad airthrow summon 2c 236a 2c raise the roof.
  19. yes you did. i hate you Incase its new to anyone, theres 2 unblockables in the corner with the gear super that can be done. gear -> rc -> 6C full charge gear -> 22d -> push yourself/nirvana foward -> 2D+ 3C (you actually recover ever so slightly earlier than the whole gear super finishing... but u'll hafta learn to time the 2d+3c... and might be IB escapable.) How i wish we can capture our carl and litchi battles
  20. i think i mentioned idle ne san heals somewhere before. Whats more important is: dead ne san heals faster than idle ne san. which is kinda sad.
  21. well, what'd you expect? People laugh when they hear me say i play Carl. Of course... they dont really laugh after playing against me. it has also been mentioned somewhere within the first 5 pages as well i think. Maybe we should make a wiki for Carl like the bang guys have
  22. i'm guessing you're having these problems: - When shes far away, she abuses her gunshot and runs away if you send nirvana at her (with 41236D) and you cant get in because your dash is crappy and u get anti aired when u try to approach her in the air. - When shes close by, she rushes you down like crazy and you cant do anything because you cant move nirvana while blocking. To catch her, you have to gain distance slowly against her. Basically, what i do when noel (or any character) is far away (full screen gun abuse), is i just move nirvana (hold 6d) to about the middle of the screen, while IBing gunshots for meter. Dont stay too far back from nirvana (try to stay somewhere that you can do 6d and it'll hit if she fell between you) because you'll just get rushed down, but slowly move towards her. This will usually force her to jump over nirvana, which then you can try 6A, or jA as anti air, or even block carefully and eventually start your pressure since nirvana is somewhere in range. If you're feeling brave or see an opening for airdash jump in attempt, always remember to bring nirvana with you, something simple would be airdash jc 22d land 2a 5a 5b airdash 2c allecan and so on. Keep in mind that your 236A/B also goes under gunshots, and remember what i said a few pages ago about 22D and when nirvana actually teleports? If shes somewhat close, you can do 22d 236a/b and you'll be right in her face with nirvana right there. You might get punished because of the recovery on the roll, but you might not, so its a way of getting in. Also keep in mind that from knockdown, the moment you tech you can summon nirvana!! This is very important for Carl because without it, you'll be alone without nirvana while being rushed down over and over again. When you eat a combo and get knocked down, do 22d right after you ground tech, even if you're being rushed down and blocking, teleport is fast enough that nirvana will still come. So pace yourself, and dont leave nee san behind, and then this isnt as bad as it used to be. edit: if your opponent likes to end block strings with 236X, you can try (i never tried these myself, dont play noels much) 236A/B + 22d to escape + summon backdash 5c (hopefully nirvana around to link to something useful) just 3c under it
  23. I've been playing Carl since the game came out, but I'm in canada soooo yea. *recalls the amount of money wasted on Carl since he was so garbage back then*
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