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Everything posted by Kyle
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Edit to first post of Combo thread. Edit to first post of Video thread. Edit to Gameplay post of 101 thread. Closed a few threads.
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Population of China A Carl Clover video demonstrating every character specific throw loop, character specific BnB’s, Universal Throw Loops & situational un-blocks. Virtually no editing I just put everything in a relative order and threw a song on it. =P A little repetitive, a little broken. =/ Enjoy. Youtube/Lo res (96MB)— http://www.youtube.com/watch?v=27OwE9dok6M Megaupload/Hi res (597MB)- http://www.megaupload.com/?d=8C1FGNRD
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My guys named gear super: "The Population Of China" too funny. Just listen to Carl :laugh: Vids done. 597MB. 10:04 LOL gotta shrink the quality up a lot to stick on youtube.
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Yes john,your PS2 pad as well. Sorry about that.=/ GG's everyone! E$specially John & B-Q: You both handle that match-up very well. =) Funk, Eric, Lee, Matt, Paul, Jessie, Lee's wife, Angelo, Tunam Mow- Good to see everyone again. Until next time. Thanks for the crash pad JackG. All right places look a like amiright? Old chinese buffet left me with tummy grumbies. =/
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Zooga is right. Carl is now officially a DUMB character. I spent LOADS of time recording stuff (33 vids) this weekend everyone. SERIOUS combos. This shit is better than Kyaku's vid. I promise. =) I've already ripped them to avi, cropped and titled them. I just don't have access to a video editing software yet to combine them all into one massive video file. =/ post e-mail if you want a sneak peek.
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Come on zoogs, that wasn't a cause & effect statement. Just a reference to how bad I got creamed. lol Don't drop combo and Bang goes down fast. =P
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Updates on this. First off when doing a juggle with 3C it actually knocks the opponent down. Therefore, any set-up wanting an air unblock is not going to be using 3C. Because Emergency Tech is invincible until the opponent hits the ground. They will never be in the air after an emergency tech. So, if you use 5C or 6B this is semi-viable. Semi.. because it only works with neutral tech. Sucks because I don't ever expect to neutral tech and choose to stay between Me & the bot. Even more disappointing is the forward & back tech have a HUGE vertical trajectory. They are flung way over top of anything 8]D[ related. Also, it can NOT be hit confirmed... Sucks Sorry boys and girls.
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Universal loops 1, 2 & 3 are in the first post. =)... lol Sigma.. why is this escape-able for everyone but Tager? This IS NOT chaz's universal discussed a few weeks ago. This is from the "double pushback" caused by the corner throw breaks.
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No SBO Strem., BUT: Mikado 23v23 looks like magic! Virtually 3 hours of footage! Thanks jp land... & Axel =)
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TO DO: -Update combo thread to be more specific EXAMPLE w/nirvana combo's, crouching/standing only...etc. -Pull best info from thread"...pressure and you" into 101. -Make videos =P -Update video thread with all useful post. -Trainingmode punish Haku-counter -test theory for Tryin to think outside of the box here: Ragna, Rachel & Haku-men can not escape 8]D[ if they are in aerial block-stun. So, what if instead of combo'n into JB+C, why not go into a move that does not combo, but has excessive active frames... like Allegreto of Gear super. Ideally, when they recovered from the combo "missing". They would be forced to guard in the air, where the 8]D[ would be a huge launch. needs testing* something like 2C, 8]D[, 3C, 632146Cm 8]D[ If they emergency tech, they probably are forced into the air guarding. If they did not tech they eat good damage. MUCH LATER: -Write Match-ups
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I found a way to lead into Universal Throw loop #2! Depending on the position of you&Nirvana&Opponent the combo set-up will be different. But, the actual finisher is the same. whatever... 2C, Walk Nirvana Back, 8]D[, Walk Carl Back, 2C, Walk Nirvana Back, 8]D[, 2C, EARLY 8]D[*, BackDash, Walk Nirvana Back, SuperJump with 8, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, JB+C, 8]D[ whiffs, Death * The 8]D[ should be that really ugly 2-hit that we NEVER do in our BnB's. You guys know the feeling, you typically didn't wait long enough to do 8]D[, the hit looks good but it's only 1-hit of the orb, a moment later the second hit of the orb connects and we are like. "Fuuuuuucccc i just blew the entire spacing of my combo" Yeah, yeah, that's exactly what you NEED TO HAPPEN to get the universal clap #2! More Tensionless crap! vs Haku- 6C, 9, J.2C, J.B, Alle~can, 2B, 3C, IAD, J.2C, Alle~can, 5C, sj.B, J.2C, 214C Universal Throw loop #4 from the corner, Carl has the same relaunch on everyone! ... JB+C, 8]D[, AirDash, JB+C, 8]D[ 5B, 8]D[, JB+C, 8]D[, AirDash, JB+C, 8]D[ 5B,8]D[, JB+C, 8]D[, AirDash, JB+C, 8]D[ RC JB+C, 8]D[, AirDash, JB+C, 8]D[
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Tao's 5C beat every ground poke Carl has. This of course, leads to that lovely 6C combo.
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I learned one VERY crucial thing while playing a good Bang. Don't InstantBlock. This enhances his pressure/guardCrush giving Bang the opportunity to TK-Kuni all over again. I seriously let him do (3) full pressure strings with (2) TigerKnee'd Kuni all because I was IB'ing too much. By this point I had no barrier and suffered that ugly negative penalty/Guard break combo. It was viscous. The solution is to treat this like Slayer and barrier until a hole is created.
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Allegretto (j214C) Cancel: I will be referring this as Alle~can. This special move of J.214C drops Carl’s elevation during start-up frames. If Carl touches the ground during these start-up frames its INSTANT recovery. Hence a low J.2C, 214C is a fast & beastly overhead with no recovery. This technique gives Carl an amazing overhead/pressure and is needed in many of Carl's more painful combos.
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KEDAKO!!!!!!!!!!!!!!!!!!!!!!
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I bought AVI cables, AVI Splitters, DVD+R's and got all ready to record stuff... I don't have the remote, so I can not format disk.. meaning i should have bought dvd-R... Sigh* W.I.P. guys. ... trading DVD's with an intern. Hopefully I'll have them tomorrow. =/
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I was very aware about the 3C buffering, but not the 8~7 or 8~9 buffering. All this has me admitting that Carl on Pad is too much. So, My Carl goes on a vacation until I upgrade my stick for 360 compatibility. The 360 controller is not designed for fighting games... argh. That pad is.. unreliable,. I mean, i consistently miss supers and shit. I'm tired of losing because of input error. MIA... about a week guys.
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Yes it is. =) SO, between the 12th & 13th hit of this combo @ ~1:16. Carl 8 jumps, while has nirvana continuously walking toward him... WTF!!!! I could see it working if Carl whiffed an airthrow or but neutral jump.. how can this be??? http://www.youtube.com/watch?v=scbHuvyExeI&feature=channel_page
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It launches higher on CH. I do know that much.
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Maybe the first hit of your 8]D[ is missing... just a guess tho.
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Make Nirvana walk towards you for every clap.
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Nice avatar Matty. Is there a Carl floating somewhere? Welcome to the Carl forums! Read here for "what-da-fuck" to do w// Carl. =) http://www.dustloop.com/forums/showthread.php?t=5924 I'll probably do some recording this weekend. =) DVDR is too good!
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...combo into super! Especially during that early burst. Pick-up from the super with 8]D[, rep a few 2C, 8]D[. Than do JB+C, 8]D[, AirDash, JB+C, 8]D[. Your opponent will be dead or left for dead by this point. =P While nirvana should be full or life.
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WOW. Dead Angle pick-up is BROKEN!
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After playing on-line for an extensive amount of time & not a single Ragna using throw break I.D, I've realized all that effort was meaningless. Good news is: I always go for the basketball combo now. =D DAMN Chaz! Too good! I fought a Tager who realized if he didn't tech, often times Nirvana would die before I got the kill. That shit is SCARY, you, alone, no nirvana with a REALLY angry Tager redy to whoop your ass with a sparkbolt & full tension.