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magz

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  1. まなかん(ライチ) vs DIO(カルル) 2 matches Brand new DIO video this time against Manakan's Litchi. 00:40 Aerial into 8D (possible loop followup) 00:48 Really cool combo utilizing 3C + Teleport IAD j2c OTG Allecan 2C 8D into possible loop 01:05 Possibly the best/safest way to move Nirvana (via air dash) 02:30 8D corner pressure escape trap 03:28 3C IAD j2c OTG Allecan 2C 8D Loop into Possible reset using 5C? 06:43 Random 8D shockwave into 2c8d loop into air throw attempt (easily techable though). 09:20 Combo into 623C + 2D into an untechable ground bounce with possible followup air combo. Aporo Carl vs. Some Jin + Ragna and Litchi Starts at around 3:30. Not much interesting. The Jin doesn't put up a real fight. 8D jump trap was nice. What I noticed moreso from this video is that 5C on hit has a ton of pushback and 6D can connect with it from quite a ways due to the hitstun. Oh, and the burst into 8D at the very end before it got cut off could be useful. Continuation of Last Match 00:57 6C at the end of Con Fuoco on hit to give more time for Nirvana to recover to allow for continued combo after Con Fuoco. 01:07 I was questioning it before, but it seems to be pretty popular to go for crossup IAD j2C (allecan?) after doing the 6D loop. 01:53 6a hit something! AMAZING! 01:55 6c after confuoco on hit into super to prevent burst. Missed 2D followup. 8D into 2c8d loop should work here too iirc. 04:40 j2c allecan into 5b 6b 623c. 05:20 Use of 214214D during 2c8d loop to prevent burst. Last Part of Video
  2. IIRC there isn't anyone amazing other than Isa and Ogawa. Ogawa doesn't play until he gets knocked out right before top 4 (alongside Isa). I was hoping Shachou would get past the first round but unfortunately that wasn't the case. Just depressing. At least Ogawa vs. Nanashi was pretty cool.
  3. 08 is just depressing.
  4. An escapable unblockable setup during sandwich pressure (best used during combo as a reset IMO): 2A > 5A > 3D > 5B(jc) > J2C(allecan) > 2B > 3C > 2B > 2C > 8d2c loop.
  5. DIO's Carl vs. Buppa's Jin Interesting stuff concerning 8D throughout the video. 2 matches. GUCCI's Noel vs. DIO's Carl Beat count doesn't seem to affect techable time in terms of 2C 8D loop. フィオ(タオカカ) vs DIO(カルル)
  6. Nice Carl This Carl player (Mekasue) uses preemptive 8D to catch his opponent if they try to jump back out of sandwich pressure. 3:45 I don't know if it's been noted before, but 5B is jump cancelable on block. Interesting Note: The Noel player is an American Arcana Heart player. Another Video Same Carl 3:45 Crossover j2c allecan'd comboing into 2b 5c.
  7. asdf Edit: Unlike Rachel's j2c, Carl's allecan'd j2c doesn't seem to have much if any landing recovery. Will test more tomorrow... Edit 2: Updated combo listing... *Move Damage 41236D…1500 63214D…1500 2D…1000 6D…1200? 4D…2 Hits 950 623D…950 3D…650 Average Forward Throw…950 2A > 2B > 6B > 623C > 5B > JC > j.B > JC > j.C…1500 632146C 2500 *Carl-only Combos 5B > 6B > 623C > 5B > HJC > j.B > JC > Throw or j.BC [j.214C?] 2B > 3C > 2B > 2C > 236A > Vertical HJ > j.B > JC > j.B > j.214C  (3C)┗IAD > j.2C AlleCan > 5C > JC > j.AB > j.BC [j.214C?] 6A (CH) > j.B > JC > j.BC > j.214C and/or 623D Forward Throw > j.2C Allecan > 2C > 236A~ Reverse Throw > 236A > 5C > JC~ Air Throw > 5C or 632146C or Air Throw *Nirvana Combos 2B > 22D > 3C> 236A > 2B > (2C>8D)xn Forward Throw + 22D > 236A > 2B > (2C>8D)xn Reverse Throw + 22D > 236A > [2B OR Move Nirvana Closer] > (2C>8D)xn Air throw > 41236D~ *Carl Enemy Nirvana (Sandwich Combos) [Dash or Walk Forward > 2A > 5A > 5B > 5C > 6D]xn [be sure to hold D before Nirvana deactivates if you want to loop properly.] [j.C > 5B > 5C > 6D]xn (See Above) Forward Throw > j.2C > (2C>8D)xn [Might need to allecan the j.2C] *Super Combos ~ 5C > 632146C [spacing/timing dependant.] ~ 3C > 623146C 2C > 214214D Ground Throw > 214214D > (2C>8D)xn Air Throw > 632146C Nirvana Throw (63214D) > 632146C > 214214D 5B > 5C > 236236D > 5C*N > 5B > j.B > JC > j.BC [214C]
  8. It would be important to note that this move has full superarmor throughout the entire move AFAIK. I don't think I've ever seen Nirvana stop once she's started. Even if you are hit, thrown, or killed, she continues attacking. In regards to Allegretto Canceling, this was taken straight off the J-BBS: "低空で J2C>J214C(アレグレット) をするとJ214Cが出る前に着地できる、通称アレキャン" When doing low J2C>J214C(Allegretto), before J214C comes out, you can land. Nicknamed arekyan. So that's definitely what Murasaki was doing in that video. If you check the comments, one of them refers to allegretto cancel as well. Edit: In fact, just now I tested it. You don't even have to be that low to do the cancel. It basically allows you to use J2C like Rachel's J2C which is pretty freaking awesome.
  9. My apologies, I had assumed it to be that way. I'll try testing it out this week since j2c's a really useful move when it doesn't bounce. Edit: I think I've figured it out. Also, on page 1, Allegretto and Cantabile should be switched. That being said, the trick is what's called "アレキャン" (are-kyan) a.k.a Allegretto Cancel. My assumption is that by canceling j.2C on hit into Allegretto, if you're low enough to the ground, you will hit the ground during the startup of the move and thus using Allegretto's movement-canceling effect to land instantly instead of bouncing. Of course, this is just theory crafting until I can test it myself. I'll probably try it today and see how it goes.
  10. I meant it for the part where he did 6b over 5c on hit.
  11. The use of j2c during the 6D sandwich loop/mixup seems to be very effective. It seems that, at a certain height at least, you don't bounce up from hitting with j2c and instead land. I don't know about the usage of 6B over 5C but perhaps it can be useful for reset purposes and that's why he chose it. 2:08 - Also, the baiting of his opponent with Nirvana into crossup j.C into 6D loop was also nicely done. If memory serves, Murasaki (Carl in the vid) was a Bridget player in AC?
  12. In regards to the range, Carl has the longest kara throw in the game with 6B + C.
  13. Using moves depletes Nirvana's gauge a little. She regains health when not in use.
  14. Definitely need to get this tested. Something to note in that video: @1:23 DIO does a blockstring into 5C but he activated Nirvana too late. 623C comes in handy in a situation like this as shown in the video so that you can hold your opponent in blockstun for that second longer.
  15. The way I thought it worked, was that the input you did last before letting go of D is the one you are choosing. Am I mistaken? With that logic, I would do 2A 5A 5B+[5D] 5C ]6D[ (the instant after you release 5C). Also, if this logic holds true, you could hold D along with any part of this string, for instance: 2A or 5A and that would get rid of any activation startup as well. Of course, this works only if the way I described the input system for Nirvana is correct. In regards to holding D down before Nirvana finishes a move, it would be really easy to test, but I never gave thought to it -.-"
  16. 5b has some good range, but it doesn't come out as fast as 2a or 5a. It looks like 2a doesn't have that great of a range though. I primarily go for the super jump. Interesting combo off of 2A that eventually should net a "knockdown" after the 8D. Seems a little easier than the other combo that leads into the 2C 8D loop at least.
  17. During pressure try to use FD and IB and see if there are holes in your opponents blockstrings. You can't just IB everything though. Use a combination of FD and IB to get yourself in a better position. If you can squeeze in a poke, go for it. However, there are more safe options. Two options I use normally after IB are sj. FD jump AD (don't know if 1 frame jumps exist anymore, but just to be on the safe side) and roll. It does have invulnerability, just not full. My guess, as stated earlier, is either foot or knee up invuln. Will have to wait on the frame data to know exactly during what parts though. Another possibility would be FD 22D if you push your opponent out far enough, there might be a gap where you can teleport nirvana to you. @Jin Leonheart: I've been speculating with that as well and, if there wasn't a mechanic that was implemented specifically preventing such a thing, I don't see why it would not work that way. In regards to invulnerability, I would assume there to be some specifically for the situation you described. I haven't had a chance to test it out myself though.
  18. Longest kara throw? Get hype. 4k damage loops aren't looking so hard now. Thinking about it now, 6B's hitbox is ridiculous.
  19. I was curious about that too, but it's a direct copy/paste of the combo from the bbs. It might work though. My guess is that the notation 2D refers to 2D actually hitting (rather than you inputting the move) after you hit 5S during your 236A because the gap between 5B 236A would seem to big IMO to hit a 2C after.
  20. Perhaps it was the stagger into knockdown that 6C was doing this weekend when I tried it. I don't know whether or not it was full charge or not though. Will test if BB is up at SJSU today. Edit: Interesting combos from the BBS - "close 2A 2B 3C forward SJ 2C 214C land 5B j.B j.C 214C" It's apparently character specific and from the looks of it the damage isn't very high. Would be interesting to see the damage comparison between this and 5B 5C 623C [5B] j.B j/dj.C 214C for non-meter combo without nirvana. "2A>(22D)>5B>6B>623C>5B>(236A)>2D>[2C>8D]*2or3" -After the teleport lag ends, hit 2D. -Throw out 5B as late as possible. There should not be a gap if you hit it right. -2d should be "mashed" during 623C (or is it during 236A? The original poster said j.214C as the move, but that can't be right...) around when the opponent is being pulled back. -Before 8D you will need to move the doll closer to Carl. [Perhaps something like [6D] ... 8 ]D[?] -It's possible to do 3 loops, but 2 is safer. -Damage for 2 loops is 1800 and 3 is 2200. -Starting the combo from 5B won't work because the 22d will be too late. I didn't even know that 6B comboed into 623C but if it does, then this opens up a window for the 2C 8D loop from a 2A which would be great.
  21. DIO (Carl) vs. Shadow (Bang) - Great pressure on DIO's part. 5C seems to have a ton of block/hit stun. DIO (Carl) vs. Manakan (Litchi) (2 Matches) - 5C (through the doll) 623C is a pretty neat trick if your opponent has the wrong spacing. A question this video brought to mind is: what is the best guard break punish combo without nirvana with/without 50% tension? My best guess would be [5B] 5C 623C Air Combo or [5B] 5C 632146C with 50%. At around 5:09, DIO does j.B j.C (I assume it to be bc, although it's very hard to see) during a blocked con fuoco. If that works off IAD it'll be a pretty useful tool for pressure. At around 6:01 DIO IAD's back at the start of the round and throws out a 623C on landing. During the 623C, he uses 6D to both protect himself and attack the enemy. It's stuffed by Litchi, but the second time around he nets a CH 6D which staggers into a knockdown. Since 623C appears to be his longest reaching move other than his overdrive, it is highly suited to this kind of trap. Other options when baiting include anti air (8D/623D) and super armor (4D/41236D/63214D/236236D). This type of offensive looks very promising IMO. In regards to the throw loop, based off what fubarduck has stated earlier, 8D has two hits and the aim when doing the loop is to hit the opponent with the latter of the two hits? Furthermore, it doesn't seem to matter where the 8D hits the opponent (in front of or behind) just so long as it's that second hit. 六チャリ店員M (Litchi) vs. Dio (Carl) At around 00:30, I can't see very well, but is that a jump cancel on blocked 5B? 2:48 - It would seem 6A has a bigger hitbox than I would have thought. Here it hits directly above and a little behind carl's head. 3:01 - DIO does a low IAD j.A j.A j.B. I don't know about the guard stun of j.B, but if this string could work with j.A j.B j.C or (as above) j.B j.C it would be great to reduce the chance you'll be punished on IB'd iad j.C. 3:39 - Trading with 632146C seems to be extremely in your favor since you get control of both your own character and Nirvana. Hopefully this wasn't just a one-time thing and the move actually has enough startup invulnerability to work in such a manner. Lastly, I didn't have time to test it, but does 6C always cause stagger into knockdown on hit or is it only on full charge?
  22. Carl on TRF (2 matches) Carl vs. Taokaka (Cam recording) From the first video, it would look as though, distance-dependent, you could use 623C and it would be safe in a blockstring. The Carl in the video tended to follow it up with con fuoco (41236D).
  23. I also tried using 6a anti-air today. It seems to have a very small window of active frames and I can't say anything about it's invulnerability (because it doesn't seem to have any)... I also hope it's a timing issue on my end -.- Some new videos on nico: Carl vs. Noel Carl vs. Rachel
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