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Raiza57

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Everything posted by Raiza57

  1. Kokonoe 6B loops From 6a 6b 2c & 5b (Crouching) http://www.youtube.com/watch?v=5MajEiQdS1k
  2. Some pretty good Kagura gameplay by OmniScythe http://www.youtube.com/watch?v=RqWhUfUlSzM http://www.youtube.com/watch?v=FH3uMefZsUM http://www.youtube.com/watch?v=JHXZ500ob3I http://www.youtube.com/watch?v=i1SdOcfb4wA http://www.youtube.com/watch?v=4lTp9p5H5DA And some other guy still really good gameplay http://www.youtube.com/watch?v=-GSYlvMlfB4 http://www.youtube.com/watch?v=1uzX9fI3aRU http://www.youtube.com/watch?v=0uFRdihzNtU http://www.youtube.com/watch?v=YIMQA6A9744
  3. Shiro said he would love to commentate but Gio probably wont let him. He doesnt really want to participate in the tourny though....
  4. Bullet can be destroyed very easily at neutral. So long as you are keeping Ada aggressive and Carl defensive then you should have no problems. Be at a distance where if Ada lands a CH you will be able to either combo or continue pressure but still out of her Lvl 2 Drive, even if she doesnt have the stock. Doing this will keep her from gaining lvl's with her charge and keeping her away. Neutral is the best way to deal with her!! On the off chance that she does catch you. Blocking is always the way to go. Her Lvl 1 Drive and lower on IB can be punished so if she ever does that grab that B and teach her that when she does a D she needs to block. Barrier blocking is also very helpful, if forces her to use her Drives if she expects to continue pressure. So when she gets in barrier block, so that she cannot use her OH. Her OH can only gattling from 5a & 5B if your barrier blocking she has no moves other that 5a that can cancel into an OH and actually reach you. Which means she would be forced to continue her pressure by expending her D lvl's. And to block her D mixup just stay standing her low is way more noticable than her OH so just stay standing till you see her flip then crouch. All in all, id say she is very easy to deal with. Just be patient and IB a lot.
  5. "Ok... so I know im not crazy. The UB reset refuses to work on Ragna and Kagura there hitboxes are like so close to the ground, if I try to delay the jaa>jb/3D they recover way to fast. However on the other hand if I dont delay it, the ja whiffs clean over there head. How can none of you be having this problem... Id like to know timing, videos preferably of someone catching this on Ragna and Kagura midscreen." LMAO!!! Shiro be raging
  6. "So.... this guy has more options than Noel could ever wish for on his Drives. Goodlike anti-air hits way higher than Litchi's 4B... Works more like Izayoi's C~DP but goes much higher. I was hit out off Dash allegreto, no clash, no trade, just me getting hit. Odd because I was literally rubbing up against this niggas balls and he didnt get touched. Safe to say its on Azreals anti-air level, not sure of its properties on block. Hoping with all my might he cannot gatting into his drive. Fullscreen dash that has auto-guard, no weak points, that can cancel into more drive mixup. His crossup ability rivals that of our own, making blocking a tad bit difficult. Because of how active his moves are and the large hitboxes, using Ada anywhere near him will only cost her health, and if your not carefully yours along with it. Easy hitconfirms from great distances into a decent 2.6k from any C attack. Along with a very stupid hitbox and a DP that can be mashed regardless distance because its safe as hell. Looking like Ryu's Light DP. (Even crossups wont work, his DP is a charge attack. 28~C or D idk) Has a very good projectile with very little charge, cannot punish the charge with 46D on reaction. Trying to Yomi him fullscreen with Ada will also be impossible since 3hits is half of her HP and while Ada is at max distance for a 46D to connect Carl is still in danger of being hit because of Kagura's reach. Must have 1 backdash distance or more in order to cause his attacks to whiff. But at that point even if Ada does get a CH, confirming into a combo is impossible. Id have to say that this is a way harder matchup than Litchi or Mu-12. He cannot be approched and letting him take the offensive is even more dangerous than staying at neutral. Trying to Anti-air him will also get you hit, his jc has a better hitbox that Ragna's jc & Haku's j2c combind. Not only that, but his jc causes stagger ON A NONE CH!!!!!!! If your not paying attention to when you get hit so that you can tech he gets a free 2.6k (Possibly more) and if you do get hit at tech he has the option of Jc>Air drive>Command grab.. So you you get hit by the jc be carefull, because his command grab does 2k raw. Unsure if it can be combo'd after, praying it cannot. This guy is an all around complete character, as far as I can see he has no flaws. IB'ing and jumping out is your only option. Trying to block his mixup is rather dangerous. Overall, Kagura has safe mixup a chargeable DP, incredible reach, amazing anti-air, fullscreen pokes>into mixup, a dumb hitbox to make confirming even harder, great damage, wonderful oki, command grab, crossups and a very safe DP." ~Shiro PS: One can only pray he gets nerfed. [Edit] Did I forget to mention he can fly!?
  7. Shiro asked if anyone else is have trouble pulling off the UB setup on Ragna, said he hunches over to far when he gets hit by j2c to delay the ja? so Carl is close enough to the ground to hit ragna with it. But because of how long you need to delay, hitstun wears off. Just against Ragna, everyone else in the game seems to get hit just fine.
  8. Shiro said "I feel as though my name should go first in the Carl online directory, because my dick is the biggest of them all I mean, how many of you guys turn left and clip niggas up "
  9. Id say Haku-men>Tao>Mu>Litchi>Valk>Rachel>Relius>Plat.... I wouldnt consider Jin a bad matchup... annoying, but not bad. His hitbox is really good for doing UB setups.
  10. Forgot to mention that with knockdown we get to do more damaging combos along with the possibility of getting extra damage because someone is scared. Why you would think oki would be less optimal is beyond me, but please allow me to clarify. Combo>8D does hypothetically 4k Your combo>combo does 2.5k each so a total of 5k My combo involves 4 Ada attacks: Brio, 46D, Volante & 8D Yours involves 3 Ada attacks: 6D, 46D, 8D (Per string) total of 6 Of Ada's attacks Brio does the most damage, then 46D, volante, 6D, and lastly 8D Im using the ones that do the most damage but not only that, because I dont care if my opponent becomes air born I have more flexibility with my combos into 8D oki. You are forced to rely on her attacks that keep them grounded, not only that but because you are not using air combos you have to keep Ada on for the most part or you can easily mess up the CON formation and because you are trying to avoid juggle combos you wont be able to go back into CON if you break the formation. So you basically get less damage, consume more Ada meter all for the sake of avoiding KD..... As for knockdown: we get more damaging combos, more flexibility, more meter, more heat and the possibility of a reset on KD. By doing a meaty 6D you can beat a forward roll, delay tech, emergency tech, backroll, quick getup, and back rolls, all by timing 6D the exact same every time. So I dont really see how its a guessing game when your doing the same thing every time you knock them down. If a person thinks "Well maybe they might miss time the 6D so Ill try to roll" and actually decides to roll, you get free damage because they are scared. The only reason people prefer to use volante over 6D in CP is because they are worried about Dp's and DD which if they wake up and mash DP you will be forced to block and Ada will stop moving. But at the same time, this is the risk that everyone takes in BB against people who have heat or Dp's. So i wouldnt worry to much about it. Im not saying there is anything wrong with your idea, infact there will be times when it is better to go for a reset rather that a hard KD, but why limit yourself to only doing one thing? As a Carl player you should always keep your eyes on the things that are possible and utilize everything to your disposal. So the oki may be hard to get the timing down.... But it is indeed worth it. The only reason 6Doki isnt used in EX is because it does not cause slide, I have used it in tournaments so I speak with confidence. 6D oki is amazingly powerful and now it is even better because it causes slide.. I truly believe the change for this move was to complement our crappy excuse for oki that is Volante. Using the depending of if we believe the opponent will mash DP/DD or not. Even though I dislike volante oki, I will still utilize it to my advantage. Dont turn a blinds eye towards things that may seem difficult. We play Carl, nothing will ever be easy for us. EXCEPT THAT DAMAGE :eng101:
  11. I would be all for this form of style, however you should be concerned. This style requires a lot of Ada Hp. Something that Ada doesn't really have. Your style was extremely useful in CT because we had the Ada health to expend, however in this version I would say its somewhat impossible. Also if they ever did block.. or just counter assult or even mash and your forced on the defense, even if you got away immediately you would not have the Ada Hp to survive a neural war.
  12. 5b>2b>5c>6D/8~jump>(delay IAD>Jb>jc) or land>2b>5B For this specific reset, the 6D can be replaced with any Ada attack. It is so far used for empty jump setups. Can be done in block or in hitstun. 8D knockdown> meaty 6D/8~jump: CON Blocked- Empty jump mixup Roll catch confirm- j2c>jb>jb>j2c>jc>2D>5c>jb>j2c>jb>jb>jc>8D 8Dknockdown> immediately hold 6C/ fucco~ Best used in conjunction with 6D oki setup/gimmick: CON Blocked- Continue to charge 6C until fully charged Blocked while opponent has 50heat- On tech release 6c(whiff)>2a Roll catch- 6C fully charged>optional air combo back into 8D oki 8D knockdown> volante oki: CON Neutral tech- Vivace A crossup>3c>46D>vivace>6B>6a>air combo>8D oki Delay tech-Vivace A crossup>vivace>2b>6a>brio>combo filler>8D oki roll catch- vivace>5c>combo filler>jc oki
  13. Have you been to Carls challenge mode? Carls challenge mode takes you step by step from performing solo combos into high execution combos the into high optimum combos. Best advice would be to start working from the ground up. I had assumed you had made an attempt at his challenge mode before posting, my apologies. But seriously, his challenge mode is where its at. And then come and check out the combo thread. Unless you are looking for some 1 on 1 training. If I have the time I would be more than willing to help. I am a teacher after all
  14. You should check out the combo thread for that type of information.
  15. Its only avoidable if you dont know where do put Ada or when to time the Fermata. After the 6a you do fermata before they tech, yet still put a delay on it. With proper positioning if they tech they dont have time to move.
  16. W-O-C-N 5b>5c>cantabile>2D>6c(Charged)>j2c>allegreto>brio>5c>jb>j2c>jc>volante>jb>j2c>jb>jb>jc>8D>j2c>allegreto>8D>6a/j2c>(Delay)fermatta/reset
  17. But I had resets that I used with those... It is a big of a deal.
  18. Did you even look at what I posted. SHE BLOCKED FERMATA IN THE AIR!!!!!!! Who cares if it were an accident or not... That is irrelevant to that matter... When I automatically assume the japs are pretty free anyway.
  19. What thee fuck http://www.youtube.com/watch?v=b30fwFjwzn0#t=41m40s
  20. Idk who this carl is, but by the god's he is the freest thing iv seen since air. His burst are some of the worst in history. Like,,,, wtf 44:24 Carl vs Haku 48:50 Carl vs Haku 54:08 Carl vs Haku 57:20 Carl vs Relius 1:00:38 Carl vs Makoto 1:04:18 Carl vs Relius 1:09:00 Carl vs Makoto 1:15:25 Carl vs Makoto 1:19:12 Carl vs Makoto
  21. Yea, I know the amount of HP she recovers per frame is the exact same. Its the cooldown which is 10frames faster than extend which is what I said. Also none of that is why we get her HP back, its the long solo combos which I could have sworn I mentioned twice. Also Analogy: A comparison between two things, typically on the basis of their structure and for the purpose of explanation or clarification. I compared the difference of EX 2D oki reset and CP's 2D oki reset: "(Reset>combo>oki>reset)x5or6" and "(Reset>solo-combo>oki>reset)xN" Things like this, is why I get hostile during conversations and ultimately banned =/ And then Im the one who takes the blame. Try not to be so rude as I am doing my best not to get upset. Cause my parents aint raise no bitch, get smart with me I get hostile.... But im trying.
  22. To Sinder as well "Oh, your right. I just re-read the frame data and yea it is applied to all moves. Well that can be taken as a buff and nerf so overall it is a rework. Long combos will deplete her health fast but her health does recover faster. Couple that with Carls ability to preform longer more practical solo combos in the corner, especially with CT added into the game, which makes for this change to not be that bad. I believe that took this approach to force us to not waste and time or moves. Like its their way of saying "You dont get to have Over Powered lockdown like Relius, because your bitch aint got the the HP for it." So I can see this change effecting our pressure game in a negative way... However on the other hand it also affects our Neutral game in a positive way, since the cost multiplyer is only 10% which is way less that previously, spamming the fuck outta the same attack at neutral Brio Tenerez wont be as costly compared to all the other versions. So our pressure game may have suffered, not really tho, and our neutral game may have gotten buffed, not really tho, but I dont believe either changes are going to really effect us that much. Probably during clutch time yea, but in a regular fight.. I dont see it really hurting or helping to much. But yea it is good for people to know. An Ada meter is not ass, I would have to disagree wholeheartedly. Her meter turns me on way more in this version of the game, not because it got better or worse, but because Carl now has time consuming solo combos. Which can actually prove to be very beneficial to helping Ada. For instance, im sure you all know of the 2D oki shown in the "You cant stop the beat" combo video. The thing about that Oki, is that in this version of the game Ada will die =/ Each time you do that oki setup Ada losses like 1/5 of her health due to your need for her she will die, albeit the reset does like 2.5k each time and the enemy will die first, its just the fact that if you wish to do it you must be prepared to lose overall Ada meter. Making that Oki good yes, but overall not very effective for niggas who can block. However in the next version, Carl can preform the exact same setup and with each succesfull reset Ada CAN gain about 1/5 of her health. Which means in the event that they block correctly, you dont automatically lose Ada meter. Her health will still be at a decent amount for you do mixup. Essentially in EX it goes (Reset>combo>oki>reset)x5or6 but it can only be done so many times till Ada dies, in the next version because of how much time passes during our solo combos, we can do (Reset>solo-combo>oki>reset)xN and Ada will always be able to recover a large portion of meter to start again. I hope this makes sense to everyone else. Not sure if my analogy was clear enough"
  23. Shiro said stop giving out misinformation sinder... Lol jk "Just gonna clarify on a few things, Ada's meter is actually better she starts recovering her hp way faster, about 10frames faster making it 110 frame cooldown and 19 frame cooldown in OD, and her moves take up the same amount of HP from her. The only issue is that her attack cost multiplier is higher so spamming 6D x5 will take away a lot more energy. But thats not something that a carl player, with common sense, should even be doing; since you cant now alternate between La tene, 6d, fucco, and Anima and pressure tools you have no need to be using the same attack over and over again. Also we are one of the few characters who can dish out a consistent 5k with 0heat off 4D/Anima crossups. Carl is a much better character now than he has ever been imo, so quit scaring people off. Not to mention that 8D is our best ender that leads into 6D oki. Literally Ada is the exact same except she recovers her HP faster =/ Same cost multiplyer has never been an issue for me because I just dont do the same attacks over and over again. But thats just me so that being added doesnt effect me. However that is my opinion. Other than that its straight buffs across the board."
  24. OHH BOY FREE MONEY, to bad I cant enter. Shiro wants in though. So yea, +1 vote from meh since Shiro still banned R.I.P.
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