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4Corners

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Everything posted by 4Corners

  1. What should Carl be lookin' for? Miiiiiiiike, come post in the Carl match-up boards. We need someone who knows something. Seems most Carl players are theory-fighting right now.
  2. Well, first tip is to drop Kune for Carl. Carl's gonna be top tier in one iteration anyway. Or all of them. Now, seriously, I'm just giving you random info. I don't know how accurate it will be in the long run: 1) Carl isn't very mobile. Outside of his kara-canceled IAD and just plain walking, most of Carl's movement options leave him open. 2) You can grab him out of his roll. I think you can also hit him low out of it. Figure out what you want to do about that. 3) He doesn't have a great poking game. If'n Kune has good footsies, play a little. Be careful of his 5b and 5c, though. A CH 5c can mean game over for you, as can any time Carl makes contact with virtually any move. 4) You're one of the harder characters to get into the loop, due to the standard alle-can set-up (apparently) being virtually impossible to pull off on him. Use this to your advantage. Don't get between him and his sister if you can help it, because the loop is REALLY easy to pull off when that shiz happens. That and the obscene amount of mix-ups and pressure he has at his disposal once you're sammiched. 5) For throw-breaking the loop, be careful. Pay attention to how much life Nirvana has. If her life is super low, just eat the loop, because a reset will end up doing more damage anyway. Then again, if their spacing is off or they're incompetent, just go for the throw break. I ~think~ that Kune is harder to reset than most the cast, but I'm not sure. That's my two cents.
  3. 2a,2b,22d,3c> jc. IAD j2c alle-can> [2c>8d]*3>throw loop. Guaranteed 0-death if they have no burst/aren't carl,ragna,hakumen,rachel/you don't mess up. Pretty much the best combo for any situation ever.
  4. Just block it and either trip him or grab. I think, anyway. I'm prolly lying.
  5. Alrighty. Do I do the alle-can as 214 or 236? I'm not sure if the inputs change after the cross-up. What is an alternative combo vs Kune and Haku? Also, if you space it right, can't you [airthrow>8d>land]*n on a huge chunk of the cast? I've been doing it with decent success rates in training mode on everyone except for liek... Bang. Well, I've only practiced it on a few so far, anyway. But yeah, what's the loop on Bang, or where should I position him?
  6. I'm having some srsly trouble with 2a, 2b, 22d, 3c jc. IAD j2c alle-can, [2c>8d]*3 Well, I'm notsosmuch trying for the 2c8d loop, so much as the throw set-up. Either way, I can't seem to figure out good timing for when to IAD and do alle-can. Am I supposed to be moving really fast, or what? I'm practicing on Carl since I figured his timing would be tightest.
  7. That's her AA, right? Umm, just don't go near it and leave Nirvana off when that shit's happening. I think, anyway.
  8. Guize, look at her frame data sometime. Almost all her moves put her in CH for at least 20 frames. Some go upwards of 50. Please tell me there's some way we can exploit this. I dunno what her 214d is, but it's got 51 CH frames. Only at a -3, though. Which move is 6DD? Cuz that's at a -30 with her being in CH for 45. GOgogogogogo1 ALSO! How do you keep from getting grabbed after being corner knockdowned? If I tech in place, I get grabbed. If I tech away/towards, I get grabbed. If I don't, I either get comboed or grabbed. I know I can just throwbreak, but the person I play will just start hitting me if'n I start waking up and grabbing immediately. Halp?
  9. Kk, when I hop on later tonight I'll do that. ALSO! I don't want to make the v-13 thread yet, but I found out that her 4D (the overhead from behind) has TERRIBLE recovery. Is it possible for us to like... IB some things in her zone strings, then viva/vivb and fuck that hoe up? She's in CH state for like... 48 frames. Dayumnz. EDIT: If she tries for the blade that hits low, just IAD over it and punch her in the face, too. This is just me spewing info I'm catching on the nets, so good players are more than welcome to correct me.
  10. But the super is burst-proof for true finishes! Good shit, peppermint. EDIT: It's in the guide. Still, nice that you figured it out on your own! I'm having trouble comboing after an allecan. Any common problems/fixes you guys had while learning Carl? Someone should make a video showing every combo in the Carl guide. Also, happy 4th, Carl players! EDIT 2: Soooooooooooo, good news and bad news. You can summon Nirvana during Viva - good! The betch keeps getting in front of me when I try to do the throw>teleloop. D:< EDIT 3: Looking over stuff, I think that Taokaka would be a better second than Rachel. The only match-up I'm truly worried about once I get my stuff down is Nu, and Tao seems to get in and pressure her really fast. Jin will be a campy hoebag, but whatever. Maybe I'll just play Carl only and learn to beast the bad match-ups. Hrm...
  11. Wtf? Dave, you play Tager? Freakin' tight. I was hoping CO would get a decent player to pick up Robotnik on steroids. Hit me up next week, I gotsta play you.
  12. So I downloaded this entire thread. Two questions: 1) Any new Carl players want me to toss a zip of it up on rapidshare/megaupload? 2) After I finish reading through it, would anyone like me to make a megapost containing all the useful information and some of my own notes? Obviously, I'm no professor with Carl, given that I've been playing him for less than a week, but still, ideas are ideas, and Carl is a character that is meant to be shared. I mean, we already shared the 100% damage combo, so what more is there to do? A combo that takes both rounds instantly? lolololol
  13. I'd actually try putting the bot on L1/LB, and set grab to R1. But that's because of smarsh.
  14. 1) So, should I do what DIO/everyone does (and I didn't notice until today) and backdash behind the robot, turn her on, then dash with her on? Doesn't that only take projectile hits for me? I can see some of the advantage behind it, though, since it actually allows me to do jump-ins if I start them with srks and claps. Hrm... 2) Yeah, I've been learning that walking really isn't all that bad. Carl is super patient for his age. Dayumnz. 3) So is this just me messing up stupid stuff, and needing to lrn2play? Or does anyone else have this problem? Maybe I'm going too fast. Would Rachel be a good secondary, or does Carl handle v-13 decently? I'm asking because it seems like everyone and their mom is maining nu in CO.
  15. God, I would never play Carl on pad. So, a few questions: 1) How the HELL do you fight Litchi? She can just zone the robot, so having it active outside a combo seems near-pointless. I try ducking 6b with 3c, but it's tricky, and pretty much feels like a gimmick to use on weaker players. 2) How do you approach? This ties in with the Litchi thing, kinda, but I see it being a BIG problem for me. I'm either approaching with airdashes into grab/j.c/j.2c alle-can (which I can't combo from yet, and have a hard time using properly anyway), or I'm trying to use his freakin' RETARDED dash that just gets me hit. Is he meant to just move INCREDIBLY slow and walk everywhere, or what? 3) 22]d[... how the HELL do you do it? I try doing it, and it either does 2]d[, 3]d[, or ignores my input altogether. I also end up with random SRKs and crap like that when trying for whatever. What gives with this game? I can hit my combos every time in GG, and never have a 236236 become an SRK, or, worse yet, a hcb>f motion become a srk in the opposite direction. I don't get it. D:
  16. Hey guize. I see liek... a billion zapps players here. Why did we pick this guy again? But ummm, could you use vivace B for AA? It doesn't hurt them, but it gets you out of a bad situation, amirite? Also, which combos/loops/pressure strings are considered his BnB right now? I've got down some of the combos from CC101:RRR (I just wanted to type that), but I dunno which ones I should be spending more time on early on.
  17. S-Ko appears on Zappa's jHS, too. :D
  18. Is that a combo on crouching opponents? I'm having a hard time getting 2hs to combo to 236hs. When do you jc?
  19. Holy shit, that follow-up around 0:38 was sex. So was the ending. Wtf, best Zappa to watch ever.
  20. Phrek, you still do it for me.
  21. I was doing that, but it pushes me so far away that following it up seems a bit silly. D:
  22. So I generally end up wasting all my tension during my sword corner pressure. I do basic pressure strings into 236s FRC/RC, and repeat until I run out of tension. I know this is a dumb idea. What can I do instead? I know the sword doesn't quite bring the rape like the dog, nor can it lockdown as well as ghosts, but it has to have something, right? Also, what do I do when I land a 6hs midscreen? Fireballs can't catch the person in time. Is there anything?
  23. After reading a few things, it seems like I can also grab him. I tried messing around with Pot's 2s>PB tick throw, and found out that (unless I'm doing it wrong) you can squeeze in a Raoh upper, or grab him, or do your naked BnB combo. Hrm...
  24. Hay, guize, how do I beat Zappa? No, seriously, I want to know how you guys fight Zappa, so I know what to look out for. I'm asking over at the Zappa boards, but as Pot mains, I figured it would be best to ask here for the best things that can be done to Zappa, and what to watch out for from him. Thanks!
  25. Hey, I'm reading more about Potemkin now, and I'm learning a lot of things. Still, I am curious, when I block 2s, what do I do? It's obvious that he's going to Pot Buster (at least the one I'm challenging this weekend is), but is there any way to stop it?
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