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Sigma

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Everything posted by Sigma

  1. Throw break and air dash will only work if the opponent is either too low to the ground when you grab them, or too far away. Different characters have different distances they need to be away to escape. With the bumper in place, however, I can see Bang being able to get out at a much closer distance than other characters.
  2. A couple of glitches I noticed: 1) I activated Nirvana's big bang upper super thing just as the opponent activated one of theirs. I was then somehow able to teleport Nirvana out of her super... 2) If you can manage to knock the opponent to the opposite end of Carl after the match has ended, and you get the teleport/jump winpose, Carl will jump backwards into nothing, teleport facing the wrong way into Nirvana's arms, and fly away.
  3. If the opponent hasn't used their burst yet, it can be used as a great trap. I find quite often if you can predict they will burst and use it, it will hit them right after their invincibility frames and cause some good damage, sometimes finishing them off if they waited too long.
  4. I've been trying to find another loop on Ragna that can work in place of the bounce loop. It seems that the light character loop (low grab>8D>AD>B+C~8D>6A~8D>etc) works for about the first half of the combo, but since the orb will hit Ragna twice instead of just once, I think only 1 6A~8D is possible instead of the usual 2. The timing on the 8D needs to be slightly different on Ragna it seems, since he will bounce even if you hit it later than the bounce timing on other characters. Basically I just release D after inputting the grab and it seems to work properly. Going to check to see if this changes the escape-ability of the combo at all. Update: Scratch that, the extra hit doesn't influence the tech window, you can do the full Jin combo on Ragna as well if you time it slightly differently. His hitbox also seems more forgiving than Jin's in terms of how low he can fall before you need to grab again. I'll check for any escape windows. Update the II: I found escape points for Ragna if he's not positioned perfectly during the dash grabs, or following the 6A~8D>j.B+C reset. I'm testing out some different timings, but the clap loop in general is not looking good for Ragna.
  5. The reason it's in the character specific combos is for filler, so it's possible you could substitute it for one of the other relaunch methods. After a while, 6A~8D will become techable, and that's really the whole reason it's necessary right now. I know with Jin at least you move to the trickier 2C~8D relaunch for a couple of reps until resorting to using a RC. The main problem with that is the low distance from the ground that is needed, but I think it would be possible on the characters that had bounces in their combo. I'll see if I can come up with anything.
  6. Just a followup, I've been messing around recording this loop method in training mode and trying to escape it, and I have been able to find a tech point that gets me out of it every time. Granted it has pretty picky timing, but it exists. The traditional loop works better because the clap doesn't start until slightly after the grab, so it becomes active around the time that the opponent's invincibility will wear off after breaking at the earliest possible point, instead of the clap's active frames ceasing right at the last frames of throw-escape possibility, which gives them that chance to escape. Likewise, the bounce parts of the 'Carl's loop on everyone' video may need to be revisited, since it should be possible to escape those as well. If I find any sort of magic early clap loop timing, I'll let you know.
  7. This method is easy, but it's the most inconsistent. There may be a window of escape for some of the cast no matter how well you time it, where as with the character-specific loop variations, the point at which the opponent techs doesn't matter. If you watch the 'Carl's loop on everyone' video, you'll see this method used on Ragna at least (because he has a chance to escape other variations anyway), but the character specific loops are shown for a reason. All and all, I'm fairly sure it's possible to escape with any character if they time it late enough (clap active time ends about the same time the throw escape window does.) They should also be able to time it so that they are hit by both hits, causing them to drop differently. If the character has easier means of escaping the normal loop, however, you might as well go for it. I don't believe it was necessarily timed wrong. I just think it's escapable no matter what. If throw escape gives you even 2 invuln frames, it's fully escapable.
  8. Not sure if this is common knowledge among Litchi players, but I just realized that you can kara cancel her j.2D while air dashing to make her land faster just like Carl. Basically just quickly cancel j.2D into throw after an IAD and you can go for a low hit very quickly. (IAD>j.[2D]~B+C)
  9. I said that in a bit of a misleading way, what I really mean is teleport and then 4D at the next oppertunity. :P Once Nirvana is in, it might be useful when jump out and 2C to buy some time. Haven't really tried it though. Yeah, I definitely agree with that. Like I said it should only really be used when Nirvana is there to prevent punishment. Nirvana's grab goes into effect as soon as it makes contact. I'm thinking it would be useful to try as part of 2A,5A,5B,5C,6D pressure where it's almost guaranteed or if you have them trapped in a corner, so not really something you'd just throw out or have the potential to whiff.
  10. Yes, much faster. You might as well throw out something gauge consuming like 41236D when you only have a bit left and let it regen afterward. From what I've played, there's still a ton more untapped potential with Carl in terms of combos and pressure>summon possibilities. Seems way too early for people to be giving up on him already. As for getting rushed down, a quick teleport>4D seems like a good option that isn't really use all that often. Super armor startup, huge amount of active frames, with a huge untechable window on hit, what's not to like? Well, aside from all the damage Nirvana can take in that time, anyway. The knockback is a bit much, but you can pretty easily cancel it by jumping in at the right time. Rolls seem a bit underused seeing as you can cancel almost all of Carl's normals into them while preventing punishment with Nirvana. Seems to be key for proper positioning. Not enough 63214D use in my opinion either.
  11. I finally got my #R online working again. Unfortunately, all of that lagless play has ruined me for online. Could hardly even time air SE correctly the first few games with the delay. I'm sure the fact that I'm back to my keyboard isn't helping either. :P
  12. Potemkin tends to be the Kool-Aid Man to my proverbial stun edge wall. He's just like "OH YEAH!" And I'm like "OH NO!" GGs!
  13. That would be me. I switch between my laptop, my desktop computer, and various class computers. (Sigilaptop when using the my dreaded laptop keyboard, Roflcopter when on a class computer.) Using the name 'Zerg You' on my desktop at the moment, though I usually use Sigma or Sigii. I have Starcraft on the brain for some reason. I think I'll compress the names to avoid future confusion. =P GGs indeed. I recall some humorous simultaneous hits at the beginning of a few rounds.
  14. GGs to those played tonight. You might have noticed some weird breaks in attacking or combos being broken short for no apparent reason. This is due to the awesome keyboard on my laptop that allows for only 2 key presses at once, maybe 3 if it feels like it. For example, 3D does not work at all for me. Neither do any other diagonal inputs ~80% of the time. Can someone suggest a decent PS2->USB converter? GGs all the same.
  15. I'm using either a USB or laptop keyboard when I play, so I can only press 3 keys at once. Also, TK motions and jump installing DPs is nearly impossible (to do consistently anyway....well, it's hard...). Otherwise, I actually kinda like the keyboard too.
  16. Add me to the list now that my router is finally working again. Still using the keyboard though.:P Sigma | Sigii | Chicago, IL | Delay 4
  17. Don't worry about abusing your welcome when AC is involved. Just be sure to lock the door after I pass out.
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