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Kyle

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Everything posted by Kyle

  1. Seasons Beating. 3v3 Carl vs Haku. I want this to go down. Thread would be at ease.
  2. Finally updated opening post.
  3. ?.? Im confused on this matchup & how it can ever be 6-4 more like 8-2 or 9-1 in Haku-mens fav. So lets get all this down InstantBlock!!!!!!! A. He can air dash knowing carls anti-air cant affect him. J.IB, J.A beats all Haku's Air offense. B. He can force/scare carl out of pressuring him. Throw him C. His BnB wit 3 magatama deals 3/4k dependind on the current position. Cars BnB's do 4-5K. D. A counter into a distortion deals 4.5k half of carls health. Throw Him E. His ability to create orbs from hitting a projectile ie no volante unless nirvana is behind him. Don't use volante in front of him F. Cannot escape his pressure wit vivace/distortion because of his swords Large hitbox /ability. Barrier guard & SuperJump out. G. Unless ur using all pro combos ur doing nothing to his hp, maybe 1.5/3k depending on the situation. Do all pro combos. H. Ur only advantage is if u can trick him into ur combos that only deal at the most 3k ( IF u manage to trick him ) Don't be predictable I. If u try to stop his approach with nirvana he can block then 5C her taking alot of life ( from the lil she had ). When Haku does 5C, Carl should J.IB, AirDash, CH J.B... J. After using resets they begin to notice when its coming and evade it or counter it, either way u fail. Instead of just resets, try UB resets & Throws. Don't be predictable
  4. Airthrow UB Airthrow UB's are set-up from corner 8]D[ / 2]D[, Cantata, RC, Jump Airthrow. By doing this after a LONG combo we can gain: No throw break=-800(Cantata)+940(AirThrow) Throw break & Block = Walk nirvana toward & 8]D[ them while they block Cantata Throw Break and not block = Walk Nirvana towards, 8]D[, into whatever... Force Guard I found a way to force guard my opponent in the air, but I can't get 8]D[ to reach in time. Corner combo into 8]D[ / 2]D[, SJ, Allegreto, Late RC(This gains elevation), Jump Airthrow, They throw break, 623]D[, Air dash, J.C, J.B, J.A, 5A, 5B, 5A, J.A, 8]D[ (This misses). Corner Cantata UB 5B (BLOCKED), 632146C, RC, 66, 6C(CHARGE), 22]D[, 6C (UB), 5B, 2B, 3C, J.2C, Alle~can, 2]D[, 5C, J.C, 8]D[ (2HIts), 5C, J.B, Allegreto, 8]D[, IAD, J.2C, J.B, 2]D[ (Gains 50% Heat), 5C, 632146C, 8]D[ (During super flash). The 5C, 632146C does not combo, but this particular set-up gives DMG off off every action the opponent does, with a very few exceptions. (Haku can forward tech & counter the 8]D[, Rachel can forward tech & 8-wind)...
  5. Updated OP. Many more to come.
  6. bait them to trip you, than SuperjJump out. A lot of questions here are just general experience questions, not Carl specific. After more time playing you will feel much more comfortable blocking and escaping, b/c each opponent has a general flow of offense/mix-up.
  7. That's next o my to do list. I just got to the point where I can do 2]D[ loops last week. I wanna test the variations this week and post which ones are best.
  8. Kedako qualifies for F2 block of Tougeki 2010!
  9. please link me which Carl colors are in which DLC packet. I want interstellar555 Carl and don't want to buy all three extra outfit packs. (15$)

  10. this 2B, 3C is not just Litchi. It's a big change from CT to CS. I'm not sure if 3C is slower or if 2B has less hitstun, but at max range this will always miss in CS. In CT in only missed @max range on Carl for some reason.
  11. After last nights matches: ConAnima, Break. J.B fuzzy is too unpractical... In the next few days I will try 5C, 8-jump, ConAnima, Break, AirDash, J.B, J.C... JB+C, Break, Bria is powerful, especially in the corner w/o tension, or after a corner Cantata, 8]D[, 6A Corner Cantata resets is powerful J.A tricks are LEGIT Tager UB is ideal. Air Tager = no command throws! While entering the corner: after a dinky ground combo into J.B, Allegreto: 2-8 SJ.A puts all opponents techs in block stun. I have not, (and lost interest) found a legitimate JB+C, Break 8]D[ set-up. GGS to Zoogstin!
  12. J.B+C, THROW BREAK So, after much practice. I have found (2) Viable options Nirvana can do during an Airthrow break situation. I-623]D[ The timing is right before your opponent breaks the throw, release the D button. This is NOT an UB, but rather a meaty attack after a throw break. 1 of very few in the game. On hit, Carl can pick-up with SJ.B, Allegreto, 8]D[... This is DMG on top of the BnB that put you there. If the opponent doesn't break the low airthrow, Bria whiffs, and we are in position to J.B+C~623]D[ all over again until they do break the attack. Finally, this can lead to an UB on Tager when timed well. Tension-less, pickups either way. II-8]D[ The timing for this is RIDICULOUS. After training for over an hour I believe this only works if your opponent breaks the throw during a specific 1-2 frame window of ADA's animation. With that being said, I can not get it consistently in training while the CPU first frame throw breaks. This means, if you do set-up for the throw break, 8]D[ relaunch, your opponent can delay the throw break by a at least 1-2frames and escape the setup. =( If anyone else has insight on this please contribute. The 2]D[ loop A few more details to add onto Kyle/Zong's break down. -8]D[ & 2]D[ both have (2) different hit effects. 2]D[ hits grounded(opponent too close to the floor) opponent, they launch pretty high 2]D[ hits aerial opponent, they launch MASSIVELY high 8]D[ hits twice simultaneously, no launch, the opponent just falls to the floor 8]D[ hits stagger, launch much higher In order to do the 2]D[ loops combos, you must get the aerial 2]D[ launch & the 8]D[ staggered hits. The appropriate starters really depend on the spacing of Nirvana/opponent. Here's what I find successful: SUMMON COMBO...2B, 3C, 22]D[, IAD, J.2C, Alle~can, J.B, J.C, 8]D[ (staggered hits), deactivate, reactivate, J.2C... OPPONENT FAR AWAY NO SUMMON...6A, SJ.B, Allegreto, 8]D[ (Staggered), IAD, J.2C, J.C, 2]D[... SUMMON COMBO, NIRVANA MUST CONTINUOUSLY WALK BACKWARDS...2B, 3C, 22]D[, IAD, J.2C, Alle~can, J.B, Allegreto, 8]D[ (Hits staggered), deactivate, IAD, Reactivate, J.2C, J.C, 2]D[... Lastly, for the actual inputs. -J.2C is input BEFORE 2]D[ is input -Listen for a rhythm. 1,2,3,wait, 4 7-jump, J.1C, 1]D[, wait, [C]
  13. Yes it's legit in the corner!
  14. The most damaging jump loop against Tager is: 6B/6]D[, J.2C, J.B, J.C, Jump Cancel, J.2C, J.B, J.C I prefer ending with 5B, 5C, 63214]D[, 236A for a mix-ups. If Tager does not break the throw you've done 5K damage without tension and using very little nirvana. If Tager does break the throw, we got a J.B fuzzy, or an IAD J.C cross-up, this is a much better OKI situation than a KD. 6B/6]D[, J.2C, J.B, J.C, Jump Cancel, J.2C, J.B, J.C, 5B, 5C, 63214]D[, 236A, SJ.2C, Allegreto. Also on Tager: Whatever, 3C, 22]D[, IAD, J.2C, Alle~can, 5C, SJ.B, J.C, Jump Cancel Airthrow, if he does not break the throw, he is in perfect position to airthrow again without spending nirvana meter. when he does airthrow break, do Bria, Cantata. On hit it's DMG, on Block it leads to UB with 8]D[ shenanigans. I still haven't found a way to force people into the air for the Fermata UB. Airdash, Nirvana activate, FD is interesting & works, but I don't find it very useful... yet. @50sec. o.0 http://www.youtube.com/watch#!v=UkpOhoSdbWs&playnext_from=TL&videos=PJJrs9JCZJI&feature=sub Here's what's left of the mega TO-DO post:To update:/VERIFY C-O-N 2B, 2C, 632146C, 2]D[, 2B, 2C, 632146C, 2]D[... Guard Crush on (6)-primers into a Super launch, Nee~san should recover in time to 8]D[. PahethonH: Dunno if this has been mentioned before, but I figured I'd toss it out here: Nirvana's commands are now with respect to actual spatial relations instead of Carl's direction. So, for example, C-O-N airdash right to become O-C-N (j.), once past the opponent, Carl is facing right (i.e. "forward" D). In BBCT, right-D () would be 6D because Carl is facing right; but now in BBCS, now that "true sides" are switched, right-D () in this situation becomes 4D even though Carl is facing right (i.e. "away" D). Carl's own commands are still based on the direction he faces, though. i.e. in the above situation, Allegretto/Alle-can is still down-downleft-left (), CT and CS. In short, the rules for Nirvana commands in crossups is different in BBCS. BURST & CA damage: We lost clap loop off of Burst/Counter Assault: But supers do a set minimum DMG. -Burst, 8]D[, 632146C, 8]D[, 632146C for at least 1500 DMG. (DMG needs confirmed) -Counter assault, 8]D[, 632146C, for at least 750 DMG. (DMG needs confirmed) -Counter assault, 623D, J.B, Allegreto, 8]D[, 632146C, for at least 750 DMG. (DMG needs confirmed) Astral applications? 6,4,6,41236]D[ With full meter, retreat to the corner with IAD, 22D during it to position Ada like this: |.......A...............| | = screen border; this assumes you're going to the right, for left otherwise Ada would be similarly positioned towards the right. Activate AH as soon as possible, then just FD everything they do, and tech whatever throws they used. If you have good defense you can easily keep this up for the mere five seconds it takes for it to go off; when you're cornered like this they can't back the screen away enough to dodge the explosion, and FDing their attacks will push them into it. If they don't attack you can just 5B or something. I've gotten this off three times tonight and I got Veteru to complain and jestingly call it cheap, which makes me pretty happy That diagram is awful, so I'll try to get video footage of this as soon as I can. Luckily my HD capture device recently arrived in the mail so I should be able to get a good quality capture of it. This is obviously not a 100% serious strategy since Carl kinda likes using his meter, but goddamn. It is very funny and there's really not a whole lot they can do about it so if you somehow get the chance you really might as well. The only real hole is people with command grabs (except tager lololol) you can't just easily tech their throws. Also, Rachel can dodge it by staying in the air and just not going down. I think Arakune might be able to do the same thing. Noel maybe if she has lots of meter. But, uh, against people who don't have command throws and aren't those characters! http://www.youtube.com/watch?v=iJyUZ2Zyy44 623C Forces standing CH6B Combo Carl VS Arakune: http://www.youtube.com/watch?v=WkSDPIFVor4 Burst bait with vivace DAMAGE: http://www.youtube.com/watch?v=iw0JcAoLKoo Input trick for volante/Alle~can: j.2C, 421CD, 5C LOL: http://www.youtube.com/watch?v=oNCwi4iUzts&NR=1 Fermata Air unblockable? The proration depends on your combo and the hits in it unfortunately =( Since it seems like a lot of you dont have this data... Move -> Same move proration 6D -> 70% 2D -> 80% 3D -> 85% 4D -> 80% 8D -> 85% I'm not exactly sure how it works tho, I'm guessing its like if you do 3 6Ds in 1 combo, then your 6Ds do 100%,70%,49% of its damage after all the other proration is handled. Wouldnt make much sense for it to do 100%, 70%, 70% after all. I'm guessing it stacks because if I do bang's 623B (30% same move proration) like 4 times, the last one does like 10 damage ZONG: would you please put up a very detailed description about doing the 2]D[ loop? Detailed description of 2]D[ loops: 2]D[ can deactivate neesan from Zong: If you have a reliable way to deactivate in between j.2C 2D's, let me know. ATM, I think your timing will only be reliable for de/reactivate after an 8D. We'll leave out volante and 4D variations for now. 2D loop set ups include, but aren't limited to: 2A > 2B > 3C > IAD Allecan > 5C > j.B > 8D whatever > 5B > 2B > 2D release > 6B > RC > 5B > 2D hit Allecan > 5B > 5C > 6D > j.C > 2B > 3C > j.2C Allecan > 2D 6A > sj.B > Allegretto > 8D blocked sandwich pressure > vivace A > 4D hit > vivace A > forward dash > opponent crosses over > 5B > sj.B > Allegretto > 8D CON throw > 2D > j.2C Allecan (more to be included, I'm at work, and trying to do this off the top of my head. Kyle, add more if you can.) off of any 8D set up, you're going to IAD j.2C+2D release at about Nirvana's chest level. You can let her deactivate after the 8D and reactivate during IAD. In most cases, you're going to get two reps with j.C and one with j.B. After j.2C 2D release, it's j.C 2D, don't mash this out. Something about this can make nothing come out at all, plus it's smart to know timings for your inputs anyway. You may think you'll have more of a chance to get the right input, but this has caused more problems for me than good. Learn the timing. Once 2D hits, you're either going to be on the same side as when you started, or your opponent will have bounced over you, no matter. Same side: Backdash, repeat. Setup > j.2C 8D > backdash > 9j.2C 2D release > j.C 2D hit > backdash > 9j.2C 2D release > j.B 2D hit... If your opponent bounces over you, it's because your jC 2D hit a little high, but this isn't a problem. I would say backdash, and then keep walking. Yes, just hold 4 and D. If they did bounce behind you, you will backdash and walk back to your original side and continue normally. If you don't walk nirvana with you though, the backdash and walk back will have put you out of range for the next 2D to hit, so when re adjusting that set up, remember: you're basically moving the whole set up a little bit further back. This included your opponents higher bounce back, you walking back, and nirvana walking with you. All three must be positioned correctly for you to continue/pick up your combo. After backdash, just hold 4D, like I said. You'll be moving the set up closer again. Use 9jump and j.1C release 1D for this rep. Yes, 1D. This moves nirvana SLIGHTLY during your j.1C animation, and makes sure that she's in range if you're not sure she walked far enough. This is only a slight movement for her, but helps for added security. We don't want our opponent to tech here, ever. follow up > j.2C Allegretto > 8D for this is the same, but you want to hit the j.2C a little higher than before, preferably moving nirvana a little closer, as well, with the use of 7jump or 7D input. This is for two hit 8D ender. I usually see it done/get it to work myself by not backdashing for the ender. It helps to stay almost directly under the opponent, then 7j.2C[D] > 214C7]D[. This will hopefully get them to hit the back of 8D, and bounce once more onto the outer shockwave (2nd hit.) It is safe to de/reactivate nirvana here, and the timing of that is completely up to you. I usually see reactivation done right before the jump, or during the j.2C, but this is player preference. I'll post the whole loop, complete with 3 reps, off of a 2A. This will be the most you can get from 2A, so you're not going to have the option of volante or 4D loops. (I say this, because I fear multiple 2D loops off of moves that prorate well will soon become obsolete, and will be replaced with 8D, Volante, and 4D reps, for optimum damage.) Since you can't get those reps off of 2A, here is the optimum 2A starter version. I'll try and make the notation as detailed as possible. 2A > 2B > 3C > 22D > IAD j.2C Allecan > j.B > j.C > 8D & Deactivate > [D] j.2C + 2]D[ > j.C > 2D hit (adjust spacing if needed)> j.2C+2D Release > j.C > 2D hit (adjust spacing if needed)> j.2C+2D Release > j.B > 2D Hit (readjust spacing, stay almost under opponent this time) (Deactivate) > 7j.2C (slightly higher) > j.2C[D] (Nivana reactivation) > 214C7]D[. Kyle, let me know if you want me to explain something further. Also, feel completely free to clarify anything you feel I'm vague about/ didn't explain well.
  15. this is still a WIP izzy. Feel free to contribute here and I will append as we all get better. I still haven't perfect the 2]D[ loop & still need to confirm which launched combo is the best.
  16. CS: IAD, J.2C(Cross-up), Alle~can, 5B, 2B, 6B, 6]D[ If Tager is standing: J.2C, J.B. J.C, J.2C, J.B, J.C, 5B, 5C, ConAnima If Tager is crouching:6C, 5B, 6B, J.B, J.C, J.B, 5B, 5C, ConAnima
  17. I just perfect the Tager PAIN. VIds probably next weekend. Carl can jump loops against Standing Ragna. =P 5B, 6B, SJ.2C, J.B, J.C... This is just the beginning guys, wait til you see Tao's loops. For the record: I knew I would be absent from D-loop for an undisclosed amount of time, I requested adding ZONG & removing Zeero b/c I need an active Carl player to help.
  18. I have numerous character specific combo's I will update in a couple days. Updated first post: Added a corner set-up which does a little shy of 5K + more DMG depending on the opponents choice of tech.
  19. People, ask questions in the right thread or I will delete them. I don't have time to move post these days. My new project finished and I'm back into a routine that let's me be on D-loop like the good old days. Sorry for my absence in the last two weeks. But, I'll be around from now on & I will continue to dissect Carl in BB:CS! Good luck to ZONG_one in Texas!
  20. Dashing Allegreto: 6, 63214C -Full launch in the corner: Dashing Allegreto, 5A, 5B, SJ.B, J.C, Jump Cancel, J.C, J.2C, Allegreto This is also a great mix-up tool if you feel like spending 50% heat. Dashing Allegreto, RC, Airdash, J.A, J.B, J.A, J.B, 3]D[ for the UB if nirvana is set-up correctly. Finally, if you RC the first few hits, there is a float effect which allows the AirDash to cross-up your opponent. Dashing Allegreto, RC, AirDash, J.2C, 2B... Con Anima Fuzzy: Anima throw break = Fuzzy Guard When your opponent throw breaks ConAnima, they are forced standing. Use this opportunity for a quick fuzzy~jump loop against opponents you typically have trouble jump looping against (Example: Carl or Ragna). Combo into ConAnima, Opponent breaks throw & holds Down&Back to block low, Carl does J.B, J.C, J.B and it hits as overhead, while opponent is standing. So, I've been experimenting with long Carl & Nirvana combo's yesterday and come up with numerous conclusions. Hit Stun is based mostly on a move decay system within every combo. The more you use a single move in a combo, the less hitstun that move will apply. Hitstun is also slightly affected by hit count, but this impact is much less than the decay. What this is telling us is the most damaging combos actually rotate most all of Carl & Nirvana's moves. This system limits boring loops & emphasis using all the moves. Pretty cool. Also, I believe that the tension gained in BB:CS has one determining factors. A value gained per each move, that decays the same way hitstun does within each combo. All of these factors lead into one thing. Carl can use the right combination of hits within a combo to gain 50% tension. By ending in a super, we gain an extra 800/900 DMG. This is Carl most damaging stuff. We may lose 100-150 damage based on the alteration of attack strings, but the added 800/900 well makes up the difference. Airthrow UB's are set-up from corner 8]D[ / 2]D[, Cantata, RC, Jump Airthrow. By doing this after a LONG combo we can gain: No throw break=-800(Cantata)+940(AirThrow) Throw break & Block = Walk nirvana toward & 8]D[ them while they block Cantata Throw Break and not block = Walk Nirvana towards, 8]D[, into whatever... Lastly, I found a way to force guard my opponent in the air, but I can't get 8]D[ to reach in time. Corner combo into 8]D[ / 2]D[, SJ, Allegreto, Late RC(This gains elevation), Jump Airthrow, They throw break, 623]D[, Air dash, J.C, J.B, J.A, 5A, 5B, 5A, J.A, 8]D[ (This misses).
  21. Volante disappears during throw breaks PERIOD. =( Also, while aving teh training menu to always throw break, I can't get 8]D[ to come out... I saw in vids where an early release get be set-up to punish throw breaks,,, obviously, a late break would be the correct action for the opponent. Also, the upwards trajectory on throw break/nirvana activation, actuallly has nothing to do with nirvana... just Carl's regular ass animation. I've got badass Combos for ya! Carl+Walking robot is AWWWWESOME
  22. First post updated, 1 of many more to come.
  23. ideally, I'll live in norther cincy in a month. I'm crossing my fingers this works outs!!

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