Do Note, Exact input for "Glide Toss" a.k.a. Kara-Airthrow
J.66, 2[C]~B
This can be combined with a "Super Jump" like this:
2, 8, 66, 2[C]~B
This can be combined with an "InstantAirDash' like this:
9, 6, 2[C]~B
This can be combined with a "Super Jump InstantAirDash' like this:
1, 9, 6, 2[C]~B
Those supers require Carl to do an animation. I doubt it would even active, Worth testing tho.
we should also try 236236A+B+C+D. We can't burst due to the super in effect. Maybe.... 214214A+B+C+D
Well, We could set-up the airthrow/fireball and force an air guard, into epic
SJ, AD, (J.A)xN, 8]D[ shenanigans.
Or maybe even for lols,
JB+C, Fireball, (SJ, Glide toss, Fireball)x~8
we'd be trading Nirvana life for opponents barrier... oh shit. they changed the guard crush system.. this could be failure. It has to be 8]D[ that breaks their guard.
I wonder if H"Ada"douken disappears when opponent breaks a throw. Fireball spam, becomes useless is opponent just has to throw Carl, regardless if it's "successful".
oh no, I'm getting glimps's of SFIV Claw.
I lost a contact yesterday. Need to patch it up out-of-town tonight. That was my "xBOX controller-Carl." lol
The best Hate-mail I got was from a high lvl Tager. VERY good player, he still lost horribly bad. All it said was.
"2-8"
I laughed so hard... it tr~~~uuue.
Another bit of hate.
http://www.dustloop.com/forums/showpost.php?p=478859&postcount=899
http://www.dustloop.com/forums/showpost.php?p=478861&postcount=900
I'm looking forward to a CS Carl who'll be a little tougher to use.
We still have unblocks, Resets, Mix-ups, Kara-cancels, & situational throw loops.
I am curios to see just how much life is taken during the corner whiff loops. =)
gg's Zoogs. And Fuck that J.A. We both hoe'd ourselves on the street with how much disrespectful J.A we used.
Your execution was better than mine. (On pad BTW=:P) Fun matches.
I do need to work on Nirvana-breaks more don't I.
It's a bitch to relaunch Carl from the corner universal throw loop. Dashing 5B doesn't work. We're going to either walk up after the dash or attemp an AD Allegreto, 8]D[ for that damn launch.
4Corners- Your next in this Carl Ditto fest! I've been playing a lot these days.
http://www.youtube.com/watch?v=27OwE9dok6M
@3:05
I'm talking about the next orb.
6A jump-cancels during hit-stun not just hit-stop. You need to delay the JC so you get the correct height on the next throw.
You are definately too late. Two things to note.
1) You should input 8]D[ BEFORE you input 6A, This should be as Carl is falling.
2) Be sure to jump Cancel Carl's 6A when the orb hits, NOT when the 6A hits.
Good luck =)
Carl attacks Haku:
Haku Super counters
During Carls "Stuck there" animation you can RC w/o spending heat. Carl does nothing. But, Nirvana can be worked during this small window.
It's a super... you can't burst. Might as well RC with A+B+C+[D].
amirite? or amirite?