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JG

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  1. .:: Unblockable Setups ::. - Universal Unblockable (This work with all the characters in this game) 5B, 2B, 6B, 6]D[, 6C, 2A, 5B, 2B, 5C, 3]D[, IAD, j.A, j.A, j.B, j2.C, j.A, j.A, j.B + 3]D[ If your starter is 5A or 2A (Max one more A after the last A in the begining) 2A, 5A, 5B, 2B, 5C, 3]D[, IAD, j.A, j.A, j.B, j2.C, j.A, j.A, j.B + 3]D[ If your starter is 6C (Max three A after 2A) 6C, 2A, 5B, 2B, 5C, 3]D[, IAD, j.A, j.A, j.B, j2.C, j.A, j.A, j.B + 3]D[ After any j.B + 3]D[ UB (This need 50% to perfom a Rapid Cancel) 5B, 623C (Cantabile) Rapid Cancel, 5B, 2B, 5C, 3]D[, IAD, j.A, j.A, j.B, j2.C, j.A, j.A, j.B + 3]D[ - Unblockable Loops (This work almost with all the characters) 5B, 2B, 6B, 6]D[, 6C, 2A, 2B, 5B, 5C, 8]D[, j2.C, j.A, j.A, j.B, 3]D[ If your starter is 5A or 2A (Max one more A after the last A in the begining) 2A, 5A, 2A, 2B, 5B, 5C, 8]D[, j2.C, j.A, j.A, j.B + 3]D[ If your starter is 6C (Max one more A after the last A in the begining) 6C, 2A, 5A, 2A, 2B, 5B, 6C, 8]D[, j2.C, j.A, j.A, j.B, 3]D[ On NCO (Max one more A after the last 2A/5A string that continues from Vivance A) 5B,6B, 6]D[, Vivance A, 2A, 5A, 2A, 2B, 5B, 5C, 8]D[, j2.C, j.A, j.A, j.B + 3]D[ After any j.B + 3]D[ Unblockable: j2.C~Allecancel 2B, 5B, 6B, 6]D[, 6C, 2A, 2B, 5B, 5C, 8]D[, j2.C, j.A, j.A, j.B + 3]D[ - Unblockable Loops for After any j.B + 3]D[ Unblockable: j2.C~Allecancel 2B, 5B, 6B, 6]D[, 6C, 2A, 2B, 5B, 5C, 8]D[, 8j.A,(Second hit off 8]D[) j2.C, j.A, j.A, j.B + 3]D[ - Unblockable Loops for j2.C~Allecancel 2B, 5B, 6B, 6]D[, 6C, dash cancel 2A, 2B, 5B, 5C, 8]D[, 8j.A,(Second hit off 8]D[) j2.C, j.A, j.A, j.B + 3]D[ - Unblockable Loops for Need standing position, CoN 5B, j.2C, j.B, j.C, 5B, j.2C, j.B, j.C, 5B, j.2C, j.B, j.C, 5B, j.2C, j.B, j.A, j.B, Jump Cancel, j.A, j.A, j.B +3]D[ Need standing position, Corner Only, NCO 5B, 5C, j.2C, j.B, j.C, 5B, 5C, j.2C, j.B, j.C, 5B, 5C, j.2C, j.B, j.C, 5B, j.2C, j.B, j.A, j.B, Jump Cancel, j.A, j.A, j.B +3]D[ - Dificulty of doing the Unblockable Loops: S: : (Arakune, Ragna, Tsubaky and Makoto need a very strict timing that permit input the 8]D[ very very early in the 2B after 6C, 2A. Taokaka need dash cancel 5A/2A after 5C. Tager need the j.B, j.C loop and the Jump Cancel j.A, j.A. J.B + 3]D[ Setup.) A: (Bang need both hit of 8]D[ and doing the j2.C almost too close to the ground) B: (Kinda strict timming) C: (Relaxed timming) Chars that until now this loop doesn't work, in this case i recommend using the Universal Unblockable. You can spend 50% meter for a Rapid Cancel and do this again, then after the j.B + 3]D[ UB end it with a big dmg combo. *Keep in mind that in any Unblockable loop you should deactivate Nirvana after 6C and activate after 8]D[ for better results. ** Almost with all the character in this game you will only need two Unblockables, max three, and then a good combo after the UB for deploying all of his life. *** Best combo after any j.B + 3]D[ UB: 5C, 623C (Cantabile), 5C, 421]D[ (Volante), j2.C~Allecancel, 5C, j.C, 4]D[, land, 5C, j.B, j2.C, j.B, j.B, j.C, 2]D[, land, j2.C, Allegretto, 8]D[, 214214]D[ (Fermata) - Total DMG: 5289 aprox. If you have another meter to spend you can add 3C, 632146C (Gear Super), 8]D[ - Total Dmg 6124 aprox. **** Remember that the j.B + 3]D[ Unblockable is DP safe. You only need to do option select Unblockable + Barrier ***** Hakumen can always escape with a counter move. In that case is best to alternate the j.B + 3]D[ with j.B + 63214]D[ (Anima) or even 2]D[. ****** You can´t do safely Unblockables all the times again μ -12- because of his Origins move (623C). For this same reason, this is her only safe option so i recommend alternate the Unblockable with baits options. *******The reason why the chars that i listed as ´´ doesn't work the Unblockables Loop`` is because the 8]D[ hit them almost instantly or just doesn't hit them. If you delay a lot the 8]D[ this only make that 8]D[ hit them two times very quick and not letting you continue the combo. Why i listed this, because is your homework as Carl user to discover a way to doing a Unblockables loop in this characters. PD: I hate that the only way of doing more than one UB at Tager is using that loop, is hard the Jump Cancel, j.A part. PD2: If only i did have a hdmi capture card, i would gladly do a combo video showcasing this and setups that deploy all the life of the opponent.
  2. That happen me the other day when i was playing, and when i notice was WTF? how i did that XD Mmmmm... it seem that you can do the same using a nirvana move, for example instead of 5]D[ you can use 8]D[.
  3. Im getting anoyed by Tager. He just can smash any button and beat all of my normals.. I miss glide toss. Also doing the loop on tager and end it with UB is hard.
  4. Im pretty sure that the Kara throw still work, i tested it myself.
  5. Im not so sure if this matchup is even. But i will tell you this, if Carl can put Relius on CoN, is very probably that the match will end quick. Doing the Unblockeable loop on Relius is wayy too easy, also with just two UB and a combo you kill him.
  6. I usually get hit for trying to punish so early. Thank you!
  7. Is there a way to beat sledge hamer in Sex with Carl? im starting to get anoyed with that move, speacialy now that we don´t have glide throw.
  8. Double post FTW! Second day with this game, so i wanted to do another combo clip. http://www.youtube.com/watch?v=PhPwKT3N6ns I hope that you like it.
  9. The only thing that prevent us for being broken is that fermata consume a lot of nirvana gauge... That is a hugee nerf!. Also, i hate 6B not being jump cancelable.... First banch of matches with Carl and it feel very very weird.
  10. This is the combo clip that i posted in the BBSEX Carl changes topic. http://www.youtube.com/watch?v=j18GE64qtHM I hope that you like it.
  11. Okey, i will post it there.
  12. First day combo with this game, i hope that you like this combo clip. Enjoy. http://www.youtube.com/watch?v=j18GE64qtHM
  13. I think that, this vid represent the only thing that i can say right now.... http://www.youtube.com/watch?v=VLnWf1sQkjY
  14. Im pretty sure that Carl almost from everywhere on the screen can deal 5K, without distorcion and just using an acceptable amount of nirvana meter.
  15. Carl on BBSex is soo nice. We almost have CS1 damage and nirvana gauge and also we can do CS2 UB!. Also, now 5A, 2A and j.A deal 300 dmg, that is sick! >_<
  16. But 6A seem to be the same here on sex? the only nerf that got, if that is more easy to punish on whiff.
  17. Volante and 4]D[ Combo: 2]D[, j2.C Alle~cancel, 5C, 421]D[, j2.C Alle~cancel, 5C, 9j.C, 4]D[, 5C, j.B, j2.C, J.B, J.B, j.C, 8]D[. Variation of Volante combo 2]D[, 5C, j.B-j.C, 421]D[, j2.C Alle~cancel, 5C, 9j.C, 4]D[, 5C, j.B, j2.C, J.B, J.B, j.C, 8]D[. With Brio as starter: Sj.B, j.B, j.C, 421]D[, (land) j2.C Alle~cancel, 5C, 9j.C, 4]D[, 5C, j.B, j2.C, J.B, J.B, j.C, 8]D[. After a Cantabille: 5B, 623C, 5C, 421]D[, j2.C Alle~cancel, 5C, 9j.C, 4]D[, 5C, j.B, j2.C, J.B, J.B, j.C, 8]D[. On corner NCO: 2]D[, j2.C Alle~cancel, 5C, 421]D[, j2.C Alle~cancel, 5C, 8j.C, 4]D[,(land) 7j2.C, 214C, 623]D[, (land) 5C, j.B, j2.C, J.B, J.B, j.C, 8]D[. I performed all of this combos on Cs2, you can end all of them with fermmata dealing 5K or more, especially the last one. On BBSEX this type of combo deal more dmg and you can add more hit, without metter this type of combo on sex deal almost 5K. Also all of this combos give you like 45% heat meter, pretty neat huh?
  18. The only doub that i have, is in Cs2 6C lv2 is plus 2 frames?, the new dash is pretty neat. I love that now we can pressure without nirvana thank to the dash.
  19. I suppose that the only reason why is still good is because all nirvana moves got buffed a lot. But still, kinda annoying that ours normal's are worse, especially when Carl doesn't have good normal in general.
  20. So... now ours normals are worse than CS2? kinda sad..
  21. Volante loop? well on CS1 you can do 5 or 6 reps, giving you a total dmg of 5k+ only for doing that. You can deal more if you use some DD move. On Cs2 is another history, volante combo isn´t as good as Cs1, because on CS2 volante have repeat proration and you can´t conbinate a lot of nirvana move in one combo. So, what do you need to do en CS2? you just need to use it only ONE time, that way you can optimise the dmg. If you do volante combo and 4]D[ combo plus 5C, j.B, j2.C, j.B, j.B,j.C, 8]D[ and manage ending this with fermata, you will deal almost 6K or a little more. I posted a vid of that combo long time ago here. About Jin... i really hate that matchup, because the motherfucker just can keep running away from me and i just can´t catch it. And the worst part is, air to air i just loose against Jin. The same goes for hazama, that fucking matchup is driving me insane... i just can´t understand how is possible that all his normals beat mine without problem and if that doesn't happen, we both end in CH state but hazama recover faster and can land a 5K or 6K combo for free. I just don't understand how this matchup is on Carl favor.
  22. Mmmmm... well now all his BNB focuss on Volante combos and 4]D[ setups. That is because, now you can do teleport, 5C, j.B, j.C, 2]D[, Vivance, volante and 4]D[ setups into loong combos!
  23. That is Ranrero, えーすけ,... maybe can be Eesuke, because both of them play at Acho. Still, im pretty sure that is Ranrero because Eesuke play with Carl regular color. PD: That why i always say that Kyaku, Ranrero, Eessuke> Dio...
  24. Discuss! http://www.youtube.com/watch?v=MpyQRROWJHU Feel the powa! Carl POWA!
  25. Errr..by the way Kyaku wins more than Dio.. Also, remember how he manage to qualified to the last SBO? He manage to qual in one of the toughest spot, ocveing most of the top players by himself. You know? i always wonder that. If people who fight against Dio know how to play against Carl. Still, i can´t belive that most of you ´´ Carl users`` prefer Dio against Kyaku, Ranrero, Eesuke or Nishi nishi.
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