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feri

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Everything posted by feri

  1. I guess if he doesn't want to play BB any further than casually then Carl would be an incorrect choice.
  2. To answer your question, stick with Carl. If you have enough motivation you will practice and with that practice you'll get rid of you inability to perform. Join your local scene! They will (should) hopefully teach you the basics. Also, you didn't need another thread for this. Its looked down upon to make an entire thread for such a small question.
  3. Going to take a stab in the dark here and say its that EX dizzy Overdrive that makes her go invulnerable for approximately 10 seconds.
  4. feri

    CS Mechanics

    They also removed the time aspect reducing hitstun so these longer combos are now possible.
  5. Hit Tager when he sledges through Volante/623d. Something is wrong with the way you tech out of the stagger/hitstun of tagers 5d.
  6. How does that help? It wont airdash out. The airdash is there for a reason. There are alternatives to learning the correct timing but this is a solid universal (almost) escape method for badly timed (delayed 8d) clap loops.
  7. It is your fault for trying to 8d late. Bang cannot legitimately escape throw loop with j.d as the GP on the move is active AFTER frame 4. Just go to prac mode and try the above test. It will IMMENSELY help with your timing and correct your spacing too.
  8. You don't need your brother to help you out with finding correct throw loop timing. Here is how. - Play using Carl in practice mode with opponent set as Taokaka or Noel. - Record the opponent doing one input of throw followed by a mash of forward (it might be backwards, I forget since it was long ago that I did this) inputs for about 3 seconds (mash like you've never mashed before). - Now try to throw loop them but when you grab simultaneously press your playback button and watch in horror as they will escape if you did it incorrectly. EDIT Please note - Once complete record a small section of throw loop and test it against both delayed tech/instant tech into airdash. With the delayed tech you want to be teching so late that you miss and work backwards. - Repeat last 2 steps until perfection of the technique. To clarify simply (not really) WHY throw loop works is a basic combination of a few things to make a whole - Throws do unprorated damage when placed in combos. - When throws are broken the proration on combos are reset. - The ability to place throws in combos. - Nirvana has lots of life to do many claps. Repeated claps life cost do cumulative damage to her health. If reactivated this cost is reset. - 8d is unblockable in the air (You cant barrier block it, it wont help). - 8d will continue to execute even after an opponent throw breaks. - 8d is active for a long time (to allow for the opponent breaking the throw early/late). - When an opponent breaks a throw they move backwards. - The opponent has about 1-2f of invulnerability after throw breaking, and in that time they have no viable option to escape the impending clap. - Its possible to combo if the opponent decides to not throw break. - It is almost always possible to combo the opponent after they throw break, thus resetting the loop. And while its not important but it must be noted. - It is sometimes possible to combo the opponent after they throw break and proceed to burst.
  9. To simply put it moves with high Proration Point decrease the hit stun and air untechable time. Also, should I bother messaging here anymore.. I kinda quit playing Carl months ago It kinda feels wrong since I don't main the guy and I'm just regurgitating all the info I learned ages ago. Another random unrelated note - Australia has BBCS fuck yes!!!
  10. Sandwich loop 6d 236a (they are now mashing the wrong way so laggy moves will come out) > punish them Also, 5b IAD j.2c karacancel (needs testing). Play Carl enough and you'll know when it will reset or at least approximately when it will reset (like CT sandwich loops on the 3rd/4th rep). You can also intentionally delay gatling to force a reset/do gatlings that don't combo (5a > 6b?) work too.
  11. Easy. A/2a increases the PP like crazy lol.
  12. Yes, I also knew. How long is that 623d CH untechable time now? Shit looks great.
  13. If you want to end with 214b then you have to keep hits down to a minimum. Remove unimportant buttons here and there and it will make all the difference, I swear. Examples for your situation. 2C j.B j.C JC j.C j.214B 2C j.C JC j.C j.214B 2C j.C j.214B < I believe this is what your looking for. Also, 6C 66 j.B j.C j.214B could work.
  14. Some notes. Your jumping startup times I think may be incorrect, check your figures. There are plenty of command normals using slash. For Ky's air normals imo. j.p - burst bait j.k - pre emptive air to air poke j.s - crossups j.hs - has air to ground uses Make note of move recovery in the air. It explains why j.hs or j.s isnt used as air to air because if it whiffs your forced to deal with large recovery on it while j.p or j.k would have recovered, giving you the option to airdash back/forwards or double jumping or even attack again should you want to before you land. Burst throw section is out of place (get rid of it). Also, it is an extremely inefficient way to punish a burst.
  15. With all those extra A inputs are you able to reset nirvana between each 6d? Is 3d unreactable enough to legitimately try an UB or am I going to find people jumping out when they see it start up. Not sure if this is mentioned elsewhere but its rather important but does nirvana turn off if you get hit when you do 421]d[. Or to put it simply, when is it guaranteed to come out?
  16. feri

    Bridget Q & A

    Its just OTG hits, nothing special. Plenty matches have opponents doing 2k > 2p x n > f.s (or millia lust shaker) to finish that last bit of health off from their opponent. If you want style points practice some dash split then start beasting people with f.s/6s into dash split combos.
  17. Xithmos: Airdashing on stick is the same as pad. Just move/tap it once then allow it to return to neutral before doing it again. Returning to neutral is the key. And as always do it slow to learn it then increase it in speed to see how fast you can execute it without a mistake. TE sticks are all the rage so you might want to look into getting one. Also, to answer your other question the majority of pad players at arcades use DABC because of the button layout similarity. Furthermore DABC is popular with Carl players but you should choose what you feel comfortable with executing so play with both and pick what feels right to you.
  18. j214d has some funky ground bounce and wont KD so 236d for rolling is kinda a non issue unless your opponent decides to not air tech. Might as well gravity and see if a 214d~c is possible if they block/air block that then tack on a 236d if safe enough.
  19. You said teleport works WITHOUT negative edge, excuse me. (by pressing and releasing the button in one motion means you are using negative edge regardless of your intention of using it or not btw)
  20. If you've always played stick then no shit you'll be better on a stick, and vise-versa. dasvanu: Your saying 22[d] will summon nirvana? That is a fairly annoying change that I hope wont interfere with input. Edit: Akiro 22d - the D input is pressed and then released 22[d] - the D input is held down 22]d[ - the D input is released at that point Functionally 22d and 22]d[ is the same, the minor difference is that it wasnt held in the combo prior to that specific point. I also have a custom stick w/sanwa parts that I prac on but my input on pad beats it flat out. Though really I'm all for people playing on whatever they perform better on.
  21. Is it me being crazy or does 6b have some weird landing cancel into specials only nonsense going on. Does 6b combo into 2c? cause 6b clearly combos into 623b (which is also 17f). Edit: NVM landing recovery is still part of the move which has special cancel and me thinking the move is entirely aerial is what happened. Though frametraps w/sekkajin would be hilarious since people button after 6b cause its neutral. Silly me
  22. If near corner 5b 5c 623b 5c 6c 6d ect or D icecar instead of 623b Midscreen 5b 5c 214b (1hit) RC into stuff (i'm not a fan of this but if you REALLY need that damage then by all means go for it). 3c 2b 5c has very short range in which it will all connect so it is not viable to do this off max distance 5c. Edit: Banger, 3.5k without a 623b 623a ender (assuming you dont spend another 25%) sounds a bit high. If anything a simple 214d 2c j.c 214b should retain KD but do barely any dmg.
  23. Agreed prophet. Also, the fully charged version of the move seems to have been cut down a good 30f or so I swear (im seeing fuoco into charged 6c unblox). Its all speculation though.
  24. Its not flashy, this is a staple bnb. Whichever hit you choose to do before you land must be delayed as much as you can. Buffer the first 6 just before you hit the floor and the second one as soon as you've recovered so you can start running on the first frame. Do not 'wait' to see yourself dashing to execute the 5b just 66 5b. The minimum dash will get you all the momentum you need.
  25. 2a 5b Vertical Jump j.b 8d works. *note clap is input when you JC 5b simultaneously. Edit: referring to the 3c link 2b 2c whiffing problem.
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