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4Corners

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Everything posted by 4Corners

  1. IS STILL UR FRIEND! Nu is good, though. =(
  2. Your AA is pretty good, jaja. I should prolly see if I can duck under it with karacan. Or I could just chicken block. It's great in this game. I can beat Nu's 2c without Nirvana while coming from the air, so not everyone can just AA me at will. Heyyyyyyy What is Noel good at? I've seen she can do damage, but she seems to have problems with her range. Is that really the case, or whut? Still have NO idea what's going on with her.
  3. superjump is ur friend
  4. That's cuz you don't have an aerial kara-can, and a lagless dive kick. :D :D :D
  5. Get better. Scrub. jkjk, there are no Nu players in Colorado. D:
  6. Roll through her tk overhead>win the match! Carl's cool, guize.
  7. Hay guize More random stupid info In the throw loop vs Jin/whoever else, you have enough time to shut Nirvana off and turn her back on during the 2c segment. I know that it's a little late into the loop, buuuuuuut every bit of Nirvana health helps, amirite? I personally like doing that, then going for an whiff reset after the 2c8d airgrab>airdash>airgrab part in order to conserve Nirvana's health, build meter, aaaaaand, if they tech, land them right between you and Nirvana. I'm not a real fan of RC grabs unless it's GUARANTEED to kill them. Seriously, with Carl the difference between 7k and 9k is tiny, and I'd rather have 70 meter and one combo to go over 30 meter and one combo to go. Just a little bit more time spent pressuring=enough tension to unblockable. It's also easier to defend yourself as Carl with meter. The more you know!
  8. http://www.youtube.com/watch?v=_kTYcKLLeis&feature=sub Guys, seriously, what the hell have we gotten ourselves into?
  9. ^ IB and roll with throw invincibility imbued. If she takes to the air, you can get out. I dunno why you'd even bother summoning Nirvana in that situation, unless you have meter to do punch rush. Even then, that's a waste. If you're in the corner vs her with no meter, though, you honestly just deserve to lose. One basic Carl combo should net you enough meter for burst. If you got bursted into the corner, then jumpblock and intentionally get hit by something that they can't follow up properly. Voila, you're out! It's really the same as getting away from Carl's pressure. Litchi has really good corner pressure, but, like Dizzy, if you wait long enough, you'll get out. But who knows? Maybe you're fighting toptier Litchis and I'm not.
  10. Against who? You only want to release it before if you're going for a sneaky reset. Against Tager, the input is as simple as [j.b+c~7/8d]*n, until you want to do the reset. Then you can do the 8d a ~little~ early, and do the grab a little late in order to make it whiff. Against most anyone else, you have to airdash, 8d early, and then airgrab. Problem with this reset is that it's easy to see coming, and all they have to do is tech late to get out. Ghei. EDIT: Against people who don't know how to fight Carl, and people that aren't actively looking for it, yeah, it does.
  11. Jumping is pretty good in this game. Especially if you have Litchi's j.b =(
  12. Be creative in getting to the throw loop, but dun waste meter. This is a wall for a lot of players. Phae has a lot of cool tricks, but, to be honest, his damage output is meh, since he doesn't throw loop much. Because of this, I was able to take rounds from em. Friendlies, of course, but still... Carl is THE play to win character. Has anyone noticed that Kyaku plays like he's out for blood v kune nowadays? Also, vs fumo, he ibs/blocks the 2a, and does gear super to force blocking. That's dirty.
  13. Be creative in getting to the throw loop, but dun waste meter. This is a wall for a lot of players. Phae has a lot of cool tricks, but, to be honest, his damage output is meh, since he doesn't throw loop much. Because of this, I was able to take rounds from em. Friendlies, of course, but still... Carl is THE play to win character. Has anyone noticed that Kyaku plays like he's out for blood v kune nowadays?
  14. The little extra wastes a lot of Nirvana meter. I only do extended ground loops if I smell a burst. That and throw looping nets you retarded amounts of tension. Ground loops are a good way to compensate for not being able to do complete throw loops, though. Esp any j.c or j.2c variations. Looping ragna is super easy, though, so I dunno why you'd give him any chances to meter build.
  15. I pretty much creamed my pants when I saw how many new bide they are. I want more Mecha-Sue! Kyaku's Carl is too cope nowadays. DIO isn't really showing that well anymore. Comparitively, at least.
  16. Wtf is all this talk of ground loops? One rep, then throw loop this man. I just started learning Ragna, so I figure I can post some tips from the Carl side of things. Also, anyone with XBL that wants to play this match-up this weekend/next week, lemme know. A good Carl isn't going to come after you very often. I try to secure the life lead, and then I just go hide behind Nirvana, making sure she's at max health for when you do approach. I'll take the negative penalty over approaching most times, unless I'm behind in health. Eventually, you have to approach, unless you want to lose by time-out. Then it's just one blocked move, and I can safely say "GGs" to 90% of players. The other 10%, I can still say GGs, just not as easily. Try to secure momentum in this match-up. You won't be doing any KAQN style pressure on Carl, since any good Carls won't burst/won't burst until they're pretty much guaranteed to be dead. If you can get the life lead, however, you can force Carl to approach you, and not too many Carl players seem to have this aspect of their game down. Milk the moments where momentum is in your favour. All he needs is 1-2 of those moments (3 if you have meter) and it's GGs. Also, when pressuring him, be careful. He can roll through any aerial continuation of pressure (g.h). If he has meter, he can either CA>loop, or burst>loop, and drop the loop when you're at one health, then force you to block and kill you with Gear chip. Hell, he can do that without meter, since he'll get it from the clap loop. Mappa punch is pretty good in this match-up, but don't go bein' stupid with it. IB blah blah, or (I think) rolling through it will ruin your day. Carl's madd gay. Ragna is a G. Is why I wanna get decent with Ragna.
  17. JMT, he can do it off anything. I mean anything. Carl doesn't "play for the loop", per se. He plays until he gets it, and then he wins. Or he doesn't, and he loses. Simple as that. It's a zoning match. Prolly will be with or without the loop, since Carl doesn't like being carried across the screen by combos and landing in the corner without Nirvana.
  18. It could be, yeah. Are you in CH state during it? I like to use 5a/b, but that's just personal preference.
  19. It's easy. Just spam. Nah, I dunno. I've never once fought a Venom. I'd guess you just poke him and stuff, but I dunno. I'd prolly prefer ghosts or dog in this match-up, to get past his walls o' balls.
  20. NVGA had no say in the VGR. All they did was give winners of tournaments free admission to a C3 event for their respective games. NDK runs their game room, not NVGA. NVGA does a few things wrong. Casual set-ups isn't one of them. Honestly, Greg should have told the NDK staff to fuck off.
  21. Nah, I've fought Hakus that IB and shiz. I just freestyle the hell out of my pressure. I've found that 2a and 5a tick throws+8d/srk are fantastic in the second rep of pressure. Worst case scenario, he guesses right and techs the throw and the 8d whiffs, resetting the scenario. Best case, he either tries to jump out, or just eats the throw, leading to 6k damage and the situation being reset. Better yet, they start second guessing themselves, and just end up eating a 5b>whatever loop. Seriously, guys, we have a robot and a jump cancelable 5b! Why do we need to do canned pressure strings? And when Carl has meter... :D :D :D buuuuuuut, it might be that they haven't bothered to study fighting Carl much, since they think he's garbage without the loop. lololol Miso, how good are you with Haku? Maybe I can get over to a friend's house sometime and play ya on PSN, and see what a Haku that isn't clueless can do. I'm only good at making my theories sound invincible. I'm still working on alle-can teleport combos, cuz I had a crappy stick that ruined my positioning.
  22. ^this post is confusing me. Maybe it's because I just woke up.
  23. Ah, I didn't know it had that much invul. It felt like less when I was testing this. Also, I thought you guys were trying to get the clap to miss entirely, so I thought you'd tech super late, then do the super. If that were the case, I ~think~ you can super flash buffer an srk/fermata, for retarded damage. All Carl needs is to hit with pretty much any move, and he gets the loop. I could be as simple as rolling through a move and starting it. j.b is pretty good, but I've stopped going anywhere near her if she's in the air first. Rolling through her aerials/avoiding her being the one to make contact seems pretty important to me. I kinda forget about IBing generating so much tension, since I kinda freestyle my pressure and normally get most people to eff up in one or two reps. Some people are really on point with their blocking, but then you just grab them after a 2a/5a. Buuuuuuuuuuuuut this is just my experience, and we're theory fighting. Our Litchi still gives me some trouble, but I feel like it's more him than the character. I dun really know what Litchi has in this match-up now that I know it better. Her air priority is nullified if you get up there first/have Nirvana nearby. You can outpoke/turtle her, and going solo until you have her in a bad position really isn't that hard, since you can afford to mess up REALLY badly 3-4 times. Staffless litchi has some stuff, but she apparently doesn't want to be staffless in this match-up anymore, so I dunno. =( I need to get out into the wide world and fight the people that think the super breaks are game-changers vs Carl. It's like they forget about that he still has mid-screen unblockables, ability to maneuver past a LOT of set-ups, and just how dumb Nirvana can be. That and a pretty simple combo (not throw loop) that does 4-7k damage (depending on how you start it) and gets 60% tension, on top of putting them right into the throw loop. He's a glass cannon, sure enough, but he's a glass cannon that can vaporize a city. lololol I just lurve Carl. Okay, so what specifically does Litchi have in this match-up, staff and staffless?
  24. I know for sure it works on Tager. He's too big for his own good. I haven't had the chance to try it vs Nu or Bang. I'm pretty positive it works vs Litchi, though. But yeah, Carl's an asshole. Hell, you could do it vs Jin and crew when you do the airdash after the 2c grab part of the loop. I do it sometimes. Other times, I don't. Any time you wanna RC a throw, think twice about it and consider just whiffing the clap. Vs Kune, I think you could prolly do it whenever you want, too.
  25. Doesn't Carl's j2c/allegretto beat out 5d, though? Again, not much exp vs people that know what they're doing.
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