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Everything posted by Kyle
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Your theory-fighter is pretty scared of DP's. =P Id like to know if 8]D[ nulls ourobous. Hence my line, "using Nirvana to cover ourselves". I've found great success against Arakune, Taokaka & Noel with Air-air allegrettos to beat their Air dashes and ridiculous movement options. I see potentialy te same deal here with Hazama. Id also like to know his DMG potential with a CH ourobous while we are both super jumping... this will help us evaluate the risk/reward of my tactic. Too many questions.
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Chains > Volante. I'd like to try Allegreto-spam to keep him from being all "spider-man" in this fight. Of course we would be using Nirvana to cover ourselves.
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The good thing about pressuring his unblockables is when the opponent actually guards it correctly and loses guard primer. 2]D[ is serious in this iteration. CT = 8]D[ CS = 2]D[
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Gear super has nothing to do with Nirvana.
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Your post was moved to the combo thread for obvious reasons.
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In theory an optimal combo would be: Tech Trap: 8]D[ (Second Hit Only), J.2C, Alle~can, 2]D[, J.2C, Alle~can, J.2C, Alle~can, 5C, 2]D[, 632146C, 8]D[, 632146C, 2]D[ DMG: 8]D[ (Second Hit Only) = 560 DMG W/ 104% starter proration J.2C = 728 DMG W/ 92% combo proration (96%) 2]D[ = 720 DMG W/ 104% combo proration (100%) J.2C = 644 DMG W/ 92% combo proration (92%) J.2C = 602 DMG W/ 92% combo proration (86%) 5C = 483 DMG W/ 92% combo proration (78%) 2]D[ = 590 W/ 104% combo proration (82%) 632146C = 800 DMG W/ 41% combo proration (82%) 2]D[ = 0 DMG W/ 104% combo proration (41%) 632146C= 800 DMG W/ 41% combo proration (47%) 4]D[ = 0 DMG with a good knockdown. Total DMG is 5127 This should be tested.
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Anyone been able to confirm additonal hit-boxes on Haku's air throw?
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Woops, I forgot the RC. CH 5C, 623C, RC, 214214D... Interesting enough, Carl's only DMG multipliers is from the first hit of 8]D[. Meaning the second hit will have to follow.meaning Carl has no applicable DMG multipliers in Calamity Trigger.
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Optimal Starters: 8]D[, (second Hit) = 104% 5C, J.B, 6C, B+C, J.B+C, Cantible= 100% Optimal Hits: 2]D[= 104% Cantible (Second Hit) = 100% 5C, J.2C, Brio (First Hit) = 92% Optimal Finishers: 632146C = Minimum DMG ??? 214214D = Minimum DMG ??? J.B+C = Minimum DMG 960 We should find a way to combo into the second hit of cantible... Like what if it activates on a projectile and the follow up hits only?
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Compliments to Spirit Juice. I lost my Brown color. Q_Q I wish he had a dark skin pallet. We can choose from Caucasian, Caucasian or zombie. =(
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Does anyone know the MINIMUM DMG Carl's Distortion Drives do in CS? Fermata- Population of China- 800 In CS Supers have a minimum DMG that exceeds proration values. So regardless of how many hits we have into a combo we can always do supers for sweet looking DMG. Big question is which does MORE Damage? Our options would be: ...3C, 632146C, 2]D[, 632146C OR ...3C, 214214D, 632146C MOVE-DMG-STARTER-COMBO 2Dļ¼720ļ¼90ļ¼ ļ¼104ļ¼ Contata(20 hits)ļ¼2309ļ¼87ļ¼ ļ¼41ļ¼ Generaruļ¼3000ļ¼60ļ¼ ļ¼90ļ¼
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You sir, are awesome. It was good to finally play you! Albeit some lag, but GGs still. =)
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Early January so you should be fine. Of course, Ive never heard of Microsoft returning the console in a month. Be sure to keep up with this thread: http://www.dustloop.com/forums/showthread.php?t=7695 We will be discussing brackets & eliminations very soon.
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-3v3- //PIGG// NOVALANCHE xPK Blizzardx Any objections?
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It takes ~28 seconds to restore a guard primer over time. Nice work. Much appreciated.
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Brio often hits once with greater hit-stun. It appears the second hit-box is much closer to her hands. Now that 5B, 2B, 5C/6B combo's on hit, Why the hell is everyone doign combo's with 2A, 5A, 2A, ... :psyduck: @2:18- Did Jin bounce off the wall or bounce off Nirvana? http://www.youtube.com/watch?v=9zmc0c44Zbw
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AutonomousR updated his Youtube account. Thanks Autonomous!
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Yes, This is a pain in the ass. But try to use this to your advantage. Combo J2C, alle~can, 2B, 5C, 6D, JC, 2B, 5C, 6D, JC, 2A, 5A... Whiff : J.A spam to keep her in block stun long enough to 8]D[. : Cantata To bait for counter pokes. This super really is a great "TRADE". : 2A/2B for a quick low : Bait her DP. IB that crap & punish : j.2C, Alle~can to beat lots of her counter pokes.
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Late break + Super please.
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Oh Happy Day: http://www.youtube.com/watch?v=ef2wQ7mfzI0
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-2B, 3C will not combo at the "typical" max range against couching Carl. -Throw loop, input should be: 8]D[~JB+C, ... -While re-launching off of a corner air throw break, the "typical" : Land, 66, 5B... whiffs. Land, 66, [6], 5B....( Step forward again). - 6]D[ misses when the other Carl is guard broken.
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GG's Zoogs! You really got the best of us. Sorry for being a meanie. =X
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Thread title, for the lose.
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As long as you have any health lead, you don't have to approach. You gotta play patient with Carl. If you want to rush, play Noel with 5A mix-ups. Good Games to PURU & Shadow Platypus. I had fun playing with the two of you.
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I didn't notice the counter turning blue. woops, got my hopes up..