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4Corners

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Everything posted by 4Corners

  1. No, it doesn't. Carl is a terrible character without it. Srsly.
  2. Hey While we're at it Why does Bang have guard crush loops and set-ups, while we have nada on that front? Imma mess around today and see what I can get.
  3. I wanna be helpful, too! So I took notes of all the variations in the "Carl's Loop On Everyone" video. I've decided to use my own abbreviations, since it's a LOT to write out otherwise. If there are better variations out there, let me know (more damage in less time, more burst proof, less Nirvana meter conserved, etc). Also, Kyle, you should edit the first post to contain all this info+your variations and stuff. mmhmm. Basic notes! w - whiff: make it so that the 8]d[ in j.bc+8]d[ misses the opponent h - hit: make it so that the 8]d[ in j.bc+8]d[ misses the opponent r - reset point: point in the loop where you actually do something other than j.bc+8]d[ j - jump: Press 7,8 or 9. Seriously. dj - double jump: Press 7,8 or 9 while in the air l - land: touch yo' pretty little shoes to the ground mNf - move Nirvana forward: [d]+6 (no release) iad - instant air dash: either press 9, 6 or 6,6. Can be buffered for greater ease! jc - jump cancel: Interrupt a move with 7,8 or 9 ac.r - alle-can reset: j.2c~alle-can, 8]d[, land, 7,8 or 9+bc 6a.r - 6a reset: 6a+8d 5b.r - 5b reset: 5b+8d 2c.r - 2c reset: 2c+8d air: Aerial grab: Done by grabbing immediately after a clap hits. --- Tager [j.h (mNf)>air w, land]*n Bang [j.h (mNf)*3>iad w, land]*n Litchi j.w, dj.w, land> j.h, 6a.r ,jw, dj.w, land>j.h ,air h ,air h ,air w , land>j.h, air h Nu [j.h>iad w]*n Arakune j.h iad h, land, 6a.r, jc.h iad h, land, 5b.r, jc.h (follow up, grab low), iad h, land, 2c.r, j.h, iad h, land, j.h, iad h Jin j.h, iad h, land, 6a.r, jc.h, land, 6a.r, jc.h, iad h, land, 2c.r, j.h, iad h, land, 2c.r, j.h, dj. h, land, j.h, iad j.h Taokaka j.h, iad h, land, 6a.r, jc.h, land, 6a.r, jc. h, iad h, land, 2c.r, [j.h iad h land]*3 Noel j.h, iad ac.r, j.h, iad h, land, 6a.r, jc.h, iad ac.r, j.h, iad h, land, j.h, dj.h, land, j.h, iad h Ragna Just space the claps accordingly. If you accidentally hit him, dj reset fixes everything!
  4. Umm... what? Virtually any match-up where the loop is guaranteed death is either even or in his favor. Kune v Carl is 5-5. Carl vs Bang is Bang's worst match-up. List goes on, mangz. Learn the loop, love it.
  5. Don't press D and a direction. Release D while pressing a direction.
  6. Hold the D button. She'll stay on. :D
  7. What I do for input is: j.2c214c The difference between this and j.2c>j.214c is that immediately after you input 2c, you start the 214. Press C once you actually hit the opponent (while still holding 4) and you should fall through them perfectly every time. I'd also suggest learning this combo: 2a+[d], 2b, 3c+22]d[>(cancel 3c with VivA+[d])>link 2b (start moving Nirvana towards you for proper spacing)>[2c, 8]d[]*3>throw loop Though for this combo, 2c>8d loop should only be used as many times as necessary to get the spacing right. No point in wasting Nirvana's health on prorated damage. The benefits to this are that it's less technically demanding (for the 2b link portion, just hold 2b. You should get it almost every time). The drawback is that if you're doing a far 2a, the roll won't go behind them. Especially Tager. Still, for how little technical demand there is with this combo, it's worth learning. EDIT: FUN FACT! I normally refer to alle-can as L-canceling, due to the similarities in nature between alle-can timing+applications and Melee's own L-Canceling, where you press shield right as an aerial attack lands on the ground to cut the landing lag in half. THE MOAR YOU knoW!
  8. I'm pretty sure your problem is spacing, not timing. Whenever you go into allegretto from a j.2c, it's because you're high up enough that the allegretto didn't drop you to the ground. Whenever you get an allegretto instead of an alle-can, it's because you're too high up. This is either because your IAD isn't "instant" enough, or because you're doing it too slow after the 2c, and getting it during the bounce (I guess?) Also, ALWAYS practice the full combo. Carl's combos are overall difficult enough that you may as well work on the whole thing. I mean, yeah, work on individual loop timings until you've hit them once or twice, or just 3c+teleport>alle-can, but only do it enough so that you see where it fits and how. After that, return to doing the full combo. Just mah thoughts.
  9. Do 9>6,6. I ~think~ 9~6 might work, but I always double-tap to confirm the dash. Also, heya! <----Izzy EDIT: Carl on pad is a nightmare to me. Good luck.
  10. I have it on 360. IzzyInfamous. :D!
  11. Ignore what I said about 5c. Don't hop around like a moron, or Carl WILL IAD>grab>loop/clap you/whatever. Umm... The loop isn't that hard to do on him. You just hafta do 5c instead of 2c. So yeah. Don't let him make contact. lololol
  12. Hey Kyle, can we get a thread that just contains Carl's character specific loops, with updates and all that jazz? Also, what are the most damaging combos that can be landed on Rachel and Haku regularly?
  13. Sooo... ummm... any way we can keep Ragna in it if we tweak the loop?
  14. Sticks in general make fighters easier to play. Only makes sense that a technical character would benefit from it.
  15. Yeaaaaaaaah, that's what my friend started doing. So I started doing something pretty nifty. I think it works on the whole cast, too. I grab them so that it's at like... Slighty above Nirvana's head, and just short of a character distance away. What this does it it makes it so that if they tech early, right as they're ALMOST able to tech towards/away/try to do something to get away, the clap hits them. Like... it's pretty close. BUT If they tech late, the very edge of the circle nails them, and the reset off that is SUPER easy to do vs most the cast. If they don't tech, the clap misses them, they bounce, and I regrab. GGs, I guess. Works against all the cast I've fought. It also means that if Rachel does the wind the wrong way, she gets reset pretty easily. I dunno about Haku's counter, though. Haven't had one do it yet.
  16. You're from Alabama. Don't say sensei. I will fly over there and do you in. /endinternettoughguyroutine
  17. I'll play you, but I drop loops on XBL like it's nobody's business. The timing change kills me. D: That and I'm still pretty new to negative-edge combos, as well as having OMGNOLIFE and OMGNOSHIELD! But I've only fought scrubby Tagers so far, and that's just as much of a free win. :D! We should play sometime. Maybe we can both start learning this match-up.
  18. Oh, alrighty. Cool. I'm IzzyInfamous. He's RyyudoYHB... I think? Whatever, I'll just make a room and invite both of ya sometime. Thanks! Can Tager get out of the loop by breaking the throw and buffering a super? The Tager boards were talking about it.
  19. Aside from alle-can, summon, and the clap loop, the Vivaces are Carl's best move, I think. Definitely his best defensive technique. I need to stop jumping so much. I think that's part of why I'm losing to my Litchi friends. Zoog, think you could play him sometime and I could watch? It would be super tight to see how a good Carl deals with it. Or a better one, at least. That reminds me! Who else just chills in crouch block with Carl after a knockdown, and then follows their tech-roll with either IAD j2c alle-can or does a meaty 3c into Nirvana pressure? You can prolly follow forward rolls with vivb+summon for instant pressure, too. Then again, most knockdowns lead to 2b, 2c>death, but whatever, you knamean. EDIT: OH! Just thought of something. You know how OTG 2b,2c doesn't combo after 8 or 9 hits or whatever? Why not use an alle-can as a reset? Most people tend to block low after a small tech (if they don't IAD away/towards you), especially against Carl. Hrm...
  20. Hey, any chance we can get a video of that universal loop from someone? That'd be really super tight.
  21. For realsies. Is there a list of air unblocks?
  22. Oh, okay. THANK YOU SO MUCH ZEERO! I LOVE YOOOOOOOOOOU!
  23. Umm, guys, we might have a problem. Instant Barrier Instant Barrier is the combination of Instant Guard and Barrier. By using Barrier to defend an attack within 8 frames, your character gets even more benefits: 1) Recover from guard stun 9F quicker in the air, and 4F quicker on the ground 2) The hit back effect of the attack is greater 3) Able guard the air unblockable 4) Fixed 3% increase in Heat Gauge everytime you use Instant Barrier 5) Immune from Guard Libra reduction 6) No chip damage --- Does this mean what I think it does? If so, I'm tempted to say fuck it and pick up Carl in the next iteration.
  24. Sounds good, Zeero. Maybe explain his AA game (lol) and how to escape pressure/switch momentum. Umm... IBing and FDing, maybe? Also, show just how much damage Carl takes after a burst, so people know not to burst with him EVER unless there are no other options.
  25. Delay the tech and then super? hrm... I wanna test this to see if tager can get out nao. EDIT: Keep in mind that the super has to come out on frame 1 of your invul running out. Active frames on the clap'll catch you, otherwise. EDIT 2: Wait... these aren't the Tager boards. Wtf?
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