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Psykotik

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Everything posted by Psykotik

  1. With the short starter on fully charged 6C, it seems that optimizing Lv 3 6C is a bit harder this time around. My combo is 6]C[!, 5C, j.B, j.C, 46D, 5C, sj.B, j.2C, j.B, dj.B, j.C, 8D. Anyone have something better?
  2. As for UB setups, here's a few "beginner" ones - 2A, 5B, 2B, 5C, 46D, jump, delayed AD, j.ABA, j.2C, j.AA, [j.B+3D] - (j.C/j.2C), 5B, 2B, 5C, 6D, j.B, 2A, 5A, 5B, 5C, 46D, jump, delayed AD, j.ABA, j.2C, j.AA, [j.B+3D] One thing to note about CP is that there's an increased emphasis on utilizing known combo theory as opposed to just doing listed combos. The combos above are a good starting point and as you start to get familiar with them, you'll be able to add/take out/exchange parts of the combo to the point where you're almost freestyling your own combos.
  3. I'd enter as Children's Card Games if I were playing Dorothy.
  4. Of course you had to save this for a tournament that I couldn't attend. Fuck you Bill :<
  5. I haven't had any trouble with Ragna. The only troublesome character for me so far was Hazama (j.2C kept whiffing after AD j.AAAA/j.ABA) but I kinda found ways to get around that. So it seems that if a projectile collides with 8D, the hitbox on it actually disappears and the opponent can go through it. It just happened to me for the first time a while ago and I was taken aback for a moment when I saw it. Has it always been like this?
  6. For Ryan: http://www.youtube.com/watch?v=TtSPmFfZzAE
  7. Fun with crossunders EDIT: I just discovered that 3C, A Vivace, crossunder works. Expect a volume 2 showcasing this.
  8. ^ That looks pretty hard, I already have enough trouble doing the Anima restand with j.2c Also, is it just me or is it harder to do wakeup Brio? I got 6D a lot whenever I wake to wakeup Brio. I've been hearing something about some characters having wonky inputs for their DPs and something similar. Maybe Carl's also one of the characters affected by this? Of course, it could just be me being a scrub lol EDIT: Ok, seems like you really have to hit on 3 at the end and make sure you stay there until the negative edge. RIP input leniency.
  9. GGs to Zeth, Biscuits and SHINSOBeam
  10. I'm down for this
  11. I updated the OP w/rules. Common sense rules are common sense; don't be a dick and you'll be fine The combo thread's a bit unorganized atm, I'm going to sort the combos to be make a bit more accessible but in the meanwhile, try starting with these: •- 2A, 5B, 6B, 623C, 2D, bachdash, 5C, j.B, j.2C, j.B, JC, j.B, j.2C, j.C, 8D •- 5B, 6B, 623C, 2D, backdash, 5C, j.B, j.C, 6D, 5C, j.B, JC, j.B, j.2C, j.C, 8D, land, 3C •- 6C, 5B, 623C, 421D, 5C, j.B, j.C, 46D, 5C, j.B, j.2C, j.B, JC, j.B, j.C, 8D (this is a bit harder than the above two) Don't worry too much about the routes, this is something you'll learn while practicing BnBs: some parts of Carl's combos are interchangeable and as you practice combos, you'll learn what can connect to what and from thereon, you'll learn how to improvise combos off random stuff without too much effort.
  12. Discuss the Nu matchup here Random notes: - Ada absorbs the majority of Nu's projectiles; swords, spike chaser, legacy edge, etc. Advancing while hiding behind Nirvana is a good way to go about in this matchup. - Unless you're low enough to the point where Nirvana can absorb 6D for you, it's usually not a great idea to spend too much time in the air in this matchup - Spike chaser, despite its appearance, does not actually have foot attribute. As such, it can be rolled.
  13. Discuss the Mu matchup here
  14. Random notes: - 5D and 2D count as projectiles and can be rolled past w/236A - Terumi's 6B has low invincibility. Make sure to use 5A if you're trying to mash to beat it.
  15. Discuss the Valkenhayn matchup here
  16. Discuss the Tsubaki matchup here
  17. Discuss the Taokaka matchup here
  18. Discuss the Relius matchup here Random notes: - If Relius doesn't have his doll, Carl can mash 5A out of his strings into Id Haas; 5B>214A, 5B>5C>214A, and 5B>3C>214A are all unsafe strings when Ignis is not onscreen - If Relius does doll super and you're trapped, try to IB backdash. You'll get hit but you'll be hit in the air and since the doll's busy doing the punch super, Relius won't get a huge combo of this nor will he be able to get a knockdown, resulting in you air teching and avoiding the situation at the cost of a relatively small amount of life. Of course, if you're on the brink of death, you don't really have a choice but to take the mixup. In that case, watch for led ley crossups as well as Relius' more conventional mixups. - Remember that you can hit the doll to get it away form you. If Relius tries to zone with j.3/6/9D, tap the doll with j.A to make it disappear.
  19. Discuss the Ragna matchup here - Bloodscythe can be punished/beat with 6A, airthrow (if you're quick enough), Vivace, or even 2C. - Ragna has long normals so if he uses them to hit Ada, it can be somewhat hard to punish. Cantabile can work as a "safe" punish but if you whiff this move, it's a free combo for Ragna - Gaunlet hades 2nd hit will always whiff on crouchers for some reason; use a low to punish the 1st hit
  20. Discuss the Rachel matchup here Random notes: - This is an extremely neutral-focused matchup where both sides are offensive monsters with defensive shortcomings. The gameplan for both will be trying to zone the other out while figuring out how to get in. Expect longer matches that could potentially result in time-outs. - If Rachel does a pumpkin call near Ada, she can actually be punished for it depending on where she is. Use Brio and Tenerezza for air and ground punishes respectively. - Rachel has rather poor defensive options. Moves with grab properties (anima, cantabile, throw (duh)) beat her only "reversal". - If she knock you down and gets a setup, respect it on wakeup. Don't try to get cute with Vivace or backdash, most of the options in pressure can blow both of them up. - Counter assaults should be used with extremely caution in this match as Rachel can bait them very easily. Generally, counter assaulting while being locked down by George is rather risky. With that said, you can control Ada during counter assaults to make them semi-safe. - A Vivace is great for avoiding lobelias in this match in neutral and pressure. B Vivace shouldn't see as much usage in this match due to its recovery. - If Rachel uses TD and Ada is alive w/sufficient health, use her as a meatshield to avoid getting pinned down by Tempest Dahlia. - Try to avoid letting George touch you in neutral as it'll let Rachel get in for free. With that said, if you do block George for whatever reason, IB him (it's very easy!) for some free heat. - j.2C doesn't one-shot George anymore Tenerezza does however - Watch her wind meter during her pressure; it'll dictate the times she can IOH you as well as the reward she'll get off it. - Rachel combos often hurt more than they look like they should, especially when she has resources. Keep this in mind while getting comboed and deciding when to burst. - Ada can absorb lotuses as they fly towards you. She won't be able to do this for lotuses coming from behind though.
  21. Discuss the Platinum matchup here Random notes: - She's better than you air-to-air - You can Vivace past presents to disarm them. She can 2A you if she sees it though so watch out for that - Her counter ([2]8C) can be grabbed. Anima will also beat it. - Said counter gets her out of the UB. To get around this, do a Vivace as you land on the ground; you'll roll past the dummy and 3D will hit her, allowing you a not-so-optimized follow up to the UB. - TK Swallow moon mixups isn't the safest thing she can do as those can easily be mashed out of.
  22. Discuss the Noel matchup here - Carl 2C (and almost everything else) > Noel 2D. Enjoy your damage. - With that said, Carl can't mash out of drive followups after 2D anymore...
  23. Discuss the Makoto matchup here
  24. Discuss the Litchi matchup here
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