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cr0wley

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  1. I don't understand what you guys mean by the 2D in the 2D combos. What is 2D supposed to do if the staff is already placed from itsuuA and 6kote? 2D does the same thing as 5D and no matter what I do after ippatsuB, 2D just seems to make it do a normal 5d trajectory. I never even see people use a 2D in these "2D combos", most of them go straight into j. BC and things like that. Can anyone explain this to me? Getting good with itsuuA combo openers... just not understand the one in this guide.
  2. Should be j.C for jumping C and JC for Jump Cancel.
  3. 1. Her neutral/forward throw can be cancelled into itsuuA right away then that goes into 6C, 5C OTG into your combo of choice in the air. Back throw you can do itsuuA once she puts them up in the air and it's the same thing after that. 2. That's something I'd like to know, too... I can't seem to find any good midscreen itsuuC/3C[m] combos against Carl. 3. If you know that the combo is gonna end in the corner like that, which it usually will if you're at or a little past the middle of the stage, after chun, 2c you need to do j.B j.C D airdash j.B j.C land tsubame. You have to airdash pretty close to the D, as in don't let Litchi fall down much before she dashes. You also need to stick that last j.B out kinda soon to get the spacing right for the j.C. 4. j.B is definitely a good crossup and should be abused when you get the chance. Fish for counter hits with j.C[m] and the occasional 6B[m]. I don't like using 6B because it isn't as safe as the j.C. Get those CHs and combo them into the corner and then break the seal on those foo's. The short answer is that she can be played rush down or she could be played just outside of their range throwing out pokes and looking for combo opportunities, just keep your eyes open and if you see your opponent adapting to your approach... change it up on them and do a bit more of a zone style game. 5. I try to mix it up with tsubame, airthrow~combo, and the occasional j.A spam to lock them up. Anti-airing with tsubame isn't as easy as it seemed, you really gotta get the spacing right to get it to hit on the way back down.
  4. Yes, I know there are combos in the sticky... but not all of them. If you check, there actually aren't a whole lot of Carl specific combos in there.. maybe 3-4. Some of the combos aren't even confirmed yet. Like what would be a good itsuuC combo for him? I tend to have trouble landing that one in particular against Carl. I've had a few more matches against some good Carls and a big goal is to definitely not let him get you between him and Nirvana. A really good Carl will use his sweep to combo into her teleport and lead into a trap/loop setup from there.
  5. Finally played a decent Carl and made me wonder what exactly I should be doing in this matchup. He's probably the least played character right now so I figured it would be good to compile some anti-Carl stuff here. So to get things started... What are some reliable combos to use against Carl? Some of the standard ones don't work against him, so what should they be replaced with?
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