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mynusdono

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    mynus

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  1. For Rachel and Haku I use: 1) j.C, 2B, 3C, [22D], IAD, 2C~Allecan, 5C [D], j.B+8]D[, 2C, 8D, Allegretto, 8D - 3378dmg. 2) j.C, 2B, 3C, [22D], IAD, 2C~Allecan, 5C [D], j.B+8]D[, 2C, 8D, 632146C, 8D, 2C, Brio - 3792dmg. If you have them in loop situation (C-opp-N) i do: 1) 5B[D], 5C, 6D, j.C, 5B, 5C, 6D, jC, 5B, 5C, cantabile, 8]D[, 2C, 8D, Allegretto, 8D - 4257dmg. 2) 5B[D], 5C, 6D, j.C, 5B, 5C, 6D, jC, 5B, 5C, cantabile, 8]D[, 2C, 8D, 632146C , 8D, 2C, Brio - 4739dmg. 3) 5B[D], 5C, 6D, j.C, 5B, 5C, 6D, jC, 5B, 5C, 236236D, *will uncombo after 3rd hit so do reset of choice.
  2. so i noticed that the char specific loops have become alot easier to do after practicing that universal one. i guess having to change clap timing while dashing and moving Nirvana paid off. Ppl found out how to escape the universal, but like Sigma said in the char specific loops the part where they bounce the char off the ground have an escape window. But if someone is getting looped they would they wait that long to try and get out and eat all that dmg? since its not that early in the combo, save for tager/ragna/nu. Im trying to adjust the loop to drop that part of it all together idk if its possible.
  3. <- XAQ posting Rachel was all Alzarath, Yellow Jin was me, Carl was Chaz. GGs man, Rachel is BS x_x
  4. im thinking that the timing of the 8D has to be as late as possible so if they do late tech they still get caught and if they dont the 8D will whiff and they will bounce. being that some of the char specific claptraps require you for the 8D to whiff in the first place. In reference to that char specific combo vid and match vids. http://www.youtube.com/watch?v=kKhhM-57PU8 But yeah im still practicing the char specific loops anyway. Itll be good for versatility.
  5. Nice work guys. lets keep working on this and make ppl real snifflelz when they play us and get hit lol. Ive started to notice in vids when Carl even touches someone on the ground, they like, with no regards, burst IMMEDIATELY lol. Its hilarious.
  6. i havent had the clap hit twice after the tech at all yet, what char was it on? for relaunch after tech i dash in 2C loopx2 into trap again, or dash in 5b jc. grab into trap. Those vids are exactly what i was doing lol! That guy took my colour too Only difference is the way he dashed over nirvana while doing the loop. if u grab them behind nirvana and they tech, theyll get knocked the other direction away from Carl. If you feel you are too close to nirvana and you will eventually dash over her, you can do an early 8D to B+C on the rejump portion so the clap whiffs and they bounce off the ground. that way you can get some time to move nirvana backwards a bit.
  7. Yeah I saw that vid. I did use it for reference but it had different variations for each char. I was staring at the screen in amazement when i first saw that. It still is rediculous lol.
  8. Hey Kyle! Im no low tier lover!! I-no was A tier in Slash remember? Carl is A tier now too! I just love complex chars and precise execution.
  9. No prob Zeero. @Zoogstin, where is this vid u speak of? i wanna see it too. might help with tightening up the positioning. Im prob gonna make a showcase vid demonstrating it soon. Good thing about this is that its pretty easy to see where your combo might have an escape window and fix it. Question: where is it generally the safest place for them to burst in this combo? Sometimes i can punish other times i get knocked back too far to even do wheel super to punish. Does it also depend on what type of burst they do?
  10. WOW easy mode. And here I am actually trying to time button presses and shit.
  11. For Arakune/Haku/Rachel since their hitboxes are really hard or impossible in Arakunes case to 2C after Allecan, I use: Rachel/Haku - 2B, 3C (22D), IAD J.2C, allecan, 5C[D], J.C]8D[, Claploop. Arakune - 2B, 3C (22D), IAD J.2C, allecan, J.9B+C+D, Clap trap.
  12. Alright pplz, Ive been camping in training mode working on a pretty much universal claptrap for the entire cast. Its pretty much the easiest once you have the timing down and inescapable by tech or misplaced burst. This is for everyone except Rachel/Haku of course since i auto-omit them. And Nu/Tager/Bang since i have an even better method for them. combo of choice into {J.B+C+8D, [D], 66, 8]D[~B+C, 6[D] (move nirvana backwards a lil)}xN. For Nu/Tager/Bang - J.B+C+8D, [D],----> { B+C ]D[ }xN. When you are air dashing forward, release the 8D RIGHT before the B+C so that if they tech the grab they are hit by the clap, but if they dont the clap ends as Carl is smacking them downwards and they highbounce off the ground. While you are waiting for them to fall back down you should already be holding 6D which moves Nirvana backwards a little bit since you must jump up and catch them as soon as you leave the ground, which might put you too high when you are air dashing into Nirvana again. This way you wont dash over Nirvana by accident. Make sure you properly space your self out for the initial grab so your not too close or too far from Nirvanas clap. Saves having to master char-specific claptraps, some of which are awkward in execution and timing. Ive tested many scenarios let me know if you guys find out anything more and how its going.
  13. To add to what Zoogstin said; For Arakune/Haku/Rachel since their hitboxes are really hard or impossible in Arakunes case to 2C after Allecan, I use: Rachel/Haku - 2B, 3C (22D), IAD J.2C, allecan, 5C[D], J.C]8D[, Claploop. Arakune - 2B, 3C (22D), IAD J.2C, allecan, J.9B+C+D, Clap trap. Zoogstin's method works well too but the window to hit the 2B after vivace is EXTREMELY small. Also since you cannot clap trap Rachel or Haku (against ppl who know what they are doing at least....) this method gives you some extra damage.
  14. Watch match vids, Koichi said it in his blog earlier in AC. And we play Rudy here in NY who along with Fubarduck argurably has the best Zappa in the US. Sword rapes all her options. u have to lock him down with note but even with tension to frc it its risky since he can CH u with the sword from pretty far. U have to react to his charge forward move and punish with stbt or a well placed S dive. ill see if i have any match vids of me vs. Rudy.
  15. I-no vs. vanilla Zappa: 6/4 I-no vs. ghost: 5/5 I-no vs. sword: 3/7 I-no vs. dog: 6/4 I-no vs. Raoh: 6/4
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