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4Corners

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Everything posted by 4Corners

  1. I wish CO still played GG. I miss Zappa, so much. D:
  2. I said thaaaaaaaaaaat. D: Zoooogz, move to Colorado already. Phae is coming to NDK this weekend! Now I get to see how Cali Carls roll. Wooooooooooooooooooo!
  3. :D :D :D! Carl player, right? Hell yes I"m down to play/drive/whatever. I went to FR and brought my stick, airport security will be fine with it. If not, we have a billion, so no worries. Bring a universal remote, if you can. Looking forward to meeting/playing you! Text/Call/Whatever me at (720) 496-8156 if'n you need info/a ride/when you wanna play/etc. :D
  4. She has REALLY small feet, and you're hitting too early into the 6d. I took this to training mode. Easiest way to avoid it is to roll, then wait for just a second, then 2a. Or just avoid 2a after the punch and go for mix-ups. I'm trying to keep myself from doing the same loop more than once, unless I want the opponent to go on auto-pilot for defense. Then I like to repeat the same pressure once or twice, and end with a tick from 2a, 5a, or RC 6b. Good times.
  5. ^pretty much what he said. Learn a ground loop or two (which also double as pressure strings!), and then get to work on the summon combo. Also, learn how to do dankass loops. I'll post a video on that in under a week. :D! Also, I'd suggest learning 2a, 5a, 2b, 6b instead of Zoog's 1st combo. It has 3 lows in it, which doesn't really matter much against people that just block low constantly. The advantage to using 5b over 2b is that you can jc it for quick cross-ups or stupid combo/pressure strings. I also like 2b because people seem to react to a tick offa 5a less often if they're watching for a low. Just my 2c
  6. Yeah, I'm fairly fond of 2s. Then again, I have madd love for the ghosts. STOP POSTING HERE! I'M TRYING TO FORGET ABOUT HOW MUCH ZAPPA MEANT TO ME, AND MOVE ON! WAAAAAAAAAAAAAAAAH!
  7. I'm sorry. I feel that, hardcore. My stick is kinda mushy right now, so I drop a lotta stuff, but I'm used to the feel, so I'm not faring much better on anyone else's stick, either. Gonna fix that today, methinks. EDIT: For those not in the know, you can make Carl's roll throw invincible! Just input 1ABC a little bit before you enter someone's throw range, and voila! Untechable counter-throws are teched! lol, defenseinthisgameisstupid
  8. Good shit, Zoogz. How the HELL do you fight Rachel? I was losing to a Rach that didn't even combo properly with her, simply because I got zoned out. D:
  9. Tofu, we should plaaaaaay. I need to fight a decent Tager.
  10. That sucks hard, Zoog. Why? Cuz NC is scrubalicious, or whut? Also, does that mean you actually know RyyudoYHB irl? He goes to a lot of NC/SC animecons. Either way, just move to CO. We have a pretty healthy scene, and two Carl players would be tiiiiiiiiiiiiight. We need to superjump while telling Nirvana what to do. It's like Mahvel all over again.
  11. Nice stuff. Imma hafta try that.
  12. That's still a fuckton of damage, either way. :D EDIT: j.a*n is pretty cool. :D
  13. I dunno for sure. Posting from my phone, soz I can't check right now.
  14. If you have any aerials with anything resembling range, that would be the way to stop him.
  15. Adding on top of Feri's idea, I decided to test something: Intentionally getting the 8d clap to hit so that they fast fall every time after a grab break. After messing around for a while, I think I've decided that break>8d (dash in) 5b jc j.b, j.c, 8d (land) 2c 8d is optimal for damage when going back into throw loop. If you can get the 8d to hit twice even once, it does around 3.2k, not including previous or following damage. You can do another rep to make it come out to 4.6k. If you have 50% meter, you can also follow up with (2c 8d)*2>uppercut super after the 5b reset and it'll do about 6.5k damage, if you do it right. tl;dr - if your opponent has bursted and you have 50% meter, there's no way plausible for them to survive the next combo. Nirvana with 1/3rd health can do 6.5k damage. 1/6 health= 5.2k damage if you get one double-clap, 4.3 with no double-clap. And that's without the 1k or more that lead to the reset being ignored. Now double that. See how easy it is to kill opponents that burst? The throw loop from 2a actually has a lower damage/Nirvana health ratio than the reset combo if you land even one double-clap (using 4 Nirvana moves in each combo). Get lucky and have them throw-break into the clap that makes them plummet, and you'll be scoring 4.2k off no meter, which then leads into 7k after just 3 claps. One more reset, and they're done for. I'm starting to think that against any Carl that cannot do the loop 100% every time, you should never ever burst. All you do is make Carl's job easier. Hell, even against good Carl players, you may be better off never bursting. Without barrier, he can control the ground, air, has easy pressure that leads to big damage, and he can kill you in less than 3 seconds if he has meter. Don't forget about canceling pressure into super when your attacks stop connecting. Burst gets nommed, they eat 4-6k, and you either get a loop or a sandwich. Nasty. EDIT: I also have a Carl combo that takes 100% tension and is corner-only. Damage is crap, too. Good news? It burns 8 seconds. Chances are pretty high that if you have them in the corner, you've already burned some time without Nirvana. Pretty much just summon her at any point in the combo to go into the corner loop. ...3c xx gear (wait) gear, sj allegretto I think when all is said and done, this combo will do about 2.5k. Not great, but if you're waiting for Nirvana, this is the shit. There might be a way to extend this even further. Really, I think that all Carl-only combos should be used to regain Nirvana's health, not to do damage. Let's find the longest strings we can, eh?
  16. If you're talking about moving Nirvana during 2c, 8d, all you have to do is hold 1 instead of 2. Voila!
  17. I'm fine with a free summon off their offense. :D
  18. I like this. :D
  19. What moves should I be looking to punish? I'm startin' to feel you guys on needing to block more. I failed to at the last tournament and went from having 1st on lockdown to getting 3rd. Gaaaaaaaaaaaaaay.
  20. This. After I let my defenses down and die to one pot buster, I start playing like an asshole. j2c while magnetized is too much fun.
  21. Here's what I do vs Tager, and something you should watch out for: At the very start of the match, I ALWAYS sj or IAD backwards, to get the fuck away from Tager. After that, I wait for him to approach. Most common way I've found to get Tager players to try and "rush" in is by turning Nirvana on and off repeatedly to make the Tager players whiff. After a while of attacking without damaging anything, most people get impatient and come after Carl. Every last Tager I've fought approaches by jumping/sjing. I just watch the jump arc, get in place, and force them to block a 5c. After that, Nirvana does her punch, and I start pressure strings until I get a hit. Once that's happened, loop, blah blah blah. Also, if you're fighting a Carl and you get electricity, pleaaaaaaase don't throw it if Nirvana is between you two. It's the dumbest thing you can do in a match. All any Carl has to do is press d, and the only thing you had that was scary for him is gone.
  22. I'm down for just BB. Or something dumb like BB+GG. Just not a billion games. Even though it's fun, it limits the community that has the most potential to grow.
  23. Whereabouts/what time?
  24. ^^^I'd do it. Maybe the springs should have a gathering soonish.
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