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JG

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Everything posted by JG

  1. Wou men, dont worry. You werent buzz killing my combo, i was just asking. Also i always thought that Volante deal good dmg and prorate for combo.
  2. Are you sure that 4]D[ instead Volante will do more dmg?... Still i can´t do 4]D[ setup, i don´t know why, but its okey because i dont have problems with Volate combo.
  3. Hey i was messing around and i recorded this combo that i performed. If you wanna check it, here it is. http://www.youtube.com/watch?v=dg5qhrBL6mM I hope that you like it = ).
  4. Even if that is a mayor buff.. if they keep the 3C and J.2C changes, we will loose ours combo ability, so that buff maybe isnt going to be able to replace our nerf. Its sad that we loose our juggles, i was fine with the changes until the 3C and J.2C. I hope that they put it back how it was it in the final build. I still think that maybe Carl cand do big dmg combos with volante setup and 4 ]D[.
  5. Carl total changes. Buff + 2B>5B gattling added cannot re-input 2B) ( Loke 1) + 3D stands opponent up, i.e. 8D 3C 3D -> 3D will hit as though opponent was standing on the ground (Loketest 2) + 8D air-unblockable again (barrier works). (Loketest 3) + 5C CH proration still same, 8D has different same-move proration on the clap and wave, so it does ( Loketest 3) + 8D breaks 2 guard primer ( Loketest 4) + Fuoco guaranteed to come out, new input: 236 ]D[ Nerf - Ada's gauge recovers slower (Loketest 1) - Untechable time on moves have changed, combos that work in v1.x does not work anymore ( Loketest 1) - j.B has less untechable time (will confirm later) ( Loketest 1) - 8D can be blocked in air ( Loketest 2) - 3C launches higher, techable. Can combo into jB if close enough. ( Loketest 3) - Carl's Anima no longer has armor ( Loketest 4) - j2C: the jump after the hit is bigger (literally translate to bigger, it should mean higher) ( Loketest 4)
  6. Loketest 4 was the last one meaning that this are the total changes for Carl. Buff + 2B>5B gattling added cannot re-input 2B) ( Loke 1) + 3D stands opponent up, i.e. 8D 3C 3D -> 3D will hit as though opponent was standing on the ground (Loketest 2) + 8D air-unblockable again (barrier works). (Loketest 3) + 5C CH proration still same, 8D has different same-move proration on the clap and wave, so it does ( Loketest 3) + 8D breaks 2 guard primer ( Loketest 4) + Fuoco guaranteed to come out, new input: 236 ]D[ Nerf - Ada's gauge recovers slower (Loketest 1) - Untechable time on moves have changed, combos that work in v1.x does not work anymore ( Loketest 1) - j.B has less untechable time (will confirm later) ( Loketest 1) - 8D can be blocked in air ( Loketest 2) - 3C launches higher, techable. Can combo into jB if close enough. ( Loketest 3) - Carl's Anima no longer has armor ( Loketest 4) - j2C: the jump after the hit is bigger (literally translate to bigger, it should mean higher) ( Loketest 4)
  7. WTF? why? that buff wasnt amazing or broken.. Well i think that isn´t too bad, i prefferd that move to be full unblockeable... But this way is okey. I dont think that this is a big buff per se. So? this only mean that now fuoco will come out even if Carl get hit or nirvana (Example: Now haku attack will NOT shutdown fucco)? Maybe they should put volante input as 214 ]D[... HOW THE HELL THIS HAPPEN? NOW WE ARENT ABLE TO DO OUR LOOPS??????, UB STUFF WITH 3]D[??? Jesus crist... this.. COME ON. We have to add that now 3c isnt combeable with iad, also its posible that we lost 2d loop... Carl CAN´T be low tier and dont be able to deal big dmg. If that happen maybe i will have to change main = (.
  8. Help with double clap + fermata... I still dont get it! ARG! xD. Who would belive that jap guys were using this trick since march...
  9. Yeah, i saw you Kile on the stream. Good matches my men. Congrat = ).
  10. Quick question about 3C change. That mean that now we can´t do 3c, IAD, J.2C alle~can and go to some combo? Also 8]D[ mus be fully unblockable....
  11. From mi experience trying to learn J.2c, allegreo, 8]D[ (2 hit) and fermata. I can say that maybe the timing from that isn’t too exigent but, for me atleast, the trick seem to know how high you have to land the J.2c. What im trying to say, if you check a vid showing that part of the combo, you will notice that Carl J.2c hit at the middle of nirvana height size. I can’t find the words to express well what im triying to say xD.
  12. There is a 3rd option, if you don´t want to ´´repect`` the gayness spam xD. If you see that he is going to throw a 6D, the do 6B. Both of you will get counter, but he will be knocked down. Also you can recover a little bit early from that counter status and try to connect something.
  13. Seem to me that bang isnt getting nerferd, only one thing. Or im wrong? because it look like he will keep having his godlike 5a-2a
  14. I usually try to do this, deal 4.7K J2C-Alle~Can, 5C, 2]D[, Vivance A, J2C-Alle~Can, J.B, J.C, 8]D[, J2C,J.C, 2]D[, J2C, J.B, 2]D[ (4.7K until here)..... and if you want more dmg you could try 2C plus fermatta. Any tips for 2 clap and fermata?? I wana learn that..
  15. I was reffering when the rival is actually at long/mid range from me and i can´t hit him.
  16. If you are downfalling, is there any air normal that can beat 5a?.... Jesus crist im sure that J.C, or J.B dosnt beat 5a...
  17. Well Carl should be like Eddie, that why he is 2 chars in 1 hahahah, we need Eddie drills!! XD. I always thought that Carl need more UB options, its sad that Dp user can blow away that type of setup U_U. I dont think that is too useless, you can always crosup with anima plus vivance. And anima combos deal like 4.5k dmg
  18. if the rival keep playing defensively, walking back and trying to stay far away from you. What are the best option to get close?
  19. WTF? are you sure?, you Can´t do 2 hit clap? why did they remove this? Come on arksys. Well if Carl can still do the old combos, doing the same dmg plus 3]D[ i think that Carl will be good. If not.. i will never update CS xD.
  20. I was watching some vid of the last loketest. Im not sure, but it look that you can still do the old combos and 2d loop. Also the dmg havent changed. Its my idea? seems that nirvana have more moves with super armor proprierites?
  21. It is me? or trying to do Jump loop online seem more harder?... I know that if the opp can crounch during jumploop it mean that my timming isnt right. But still, now when i do jump loops my rival crounch and for some reason i fail, if he dosnt crouch i can perform the combo. When i practice the jump loop in training mode, i put the CPU on crounch position, then i force standing with 6c and i do the loop. Work well offline, but if the same happen online...i just can´t do it. Dont think that i dont know that you must force the rival to be standing to do jumploops, that is not what i meant to said.
  22. Anima with super armor properties seems nice. I’m sure that move will have some midgame use. Also 3]D[ with force standing when the rival is knock down will have some nasty uses. But making 8]D[ blockable? That is an horrendous mistake... 8]D[ is good for the purpose that it can’t be blocked. If they make that move blockable the only use for 8]D[ will be on combos.
  23. I agree with that XD. I think that i get the idea.... but i need the video >_>. If you are rigth Kyle... you should go to japan! xD
  24. Yeah jump loop work flawliss i have test it online. Still Valk have amazing range....
  25. Any tips vs Valkenhayn? i dont know what to do against him....
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