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individuals

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  1. yes. yes. yes. yes. yes. learn the 6B[m] / j.C CH combos, it will definately help you against tao, as it will with anyone else.
  2. combo i use doesnt work on noel, so it probably wouldnt work on carl either, but i found an alternative on noel, so it might work on carl. 5b>5c>itsuuC>dash>6C> 2b>2c >j.b>j.v>D>airdash>j.C>staff return hit>6C>tsubame>6c>3C 2b>2c is usually 5c for me, but guess it doesnt work on small chars. idk if u can fit in a j.b before the j.C. if done right puts him in the corner, so u can do shinshin or stick super to apply some pressure on their wakeup (strategy used on anyone really...) but if you keep carl in the corner pressured, nirvana will just be colored pixels.
  3. be aware of nirvana as far as anything non combo related, which goes in zoning i guess. if its behind you and carl is far and he tries to atk with nirvana, just jump backwards and give it a whack if opponent is good at carl only combos.
  4. yea if you are putting the pressure on just dont do 5C and do a 6A, which can be linked from 5B and 2B (with staff)
  5. awesome that makes it work for me.
  6. im sure someone can give a better answer, but as far as anti airs i usually throw itsuu A, 2C, j.B, j.C, or air throw. 2C works the best for me since u have a little extra time since u can do it on the ground. j.C is great if you anticipate it because it takes a bit for the attack to become active, but if j.C counterhit lands you can go straight into a combo
  7. i cant react to jumpins fast enough to do itsuu A, so i just do 2C. i actually do 2C a lot. and (well at least for the tager i played) my matchup was sledge happy so i set staff and sent it his way which baited his sledge, easy to punish afterwards.
  8. so i guess you can only use it to punish an atk that has uber long recovery @___@ or as LK said, japan will find a way.
  9. http://www.youtube.com/watch?v=tgcQD5elWYA at 5:37 litchi does a combo where she is standing on the staff (req for astral heat) so maybe u can do the AH right after one of the hits?
  10. yea that throw loop is pretty fun. i usually do it after itsuuC and when my opponents predict it, i throw a j.a or j.b or two then do it. i usually never do it more than twice in a row (assuming they dont tech). but now it barely works. you just gotta do it when you think they're slacking and not trying to tech out of your combo after every hit haha.
  11. omg that is awesome @___@ indeed she is cute
  12. that is actually super quite interesting. how many times where i have acornered opponent staffless and cant do a decent combo @___@ cuz my arsenal is limited. but this...is amazing!
  13. at the bb cabinet around here its mostly me and my friend and another guy that doesnt come as much. at least when im there. but my friend plays jin, so i have plenty of practice with that matchup. eh, if i think about it its kind of hard to realize what i actually do against jin specifically, since only other decent skilled matchup i went against is arakune, and thats a totally different fight. i think poizonous is right about j.c with staff, i dash in with that a lot when i anticipate icecar to get the CH and put him in corner.
  14. yea i think her airthrow is great, though if the height isnt right i cant do the followups well. or that could be me.
  15. hmm..i use 2b a lot, but it really is slow. i use it out of range to get afree hit if opponent happens to come into range. sometimes i use it after 6b at long ranges.
  16. question..with litchi's distortion drive (holding manten), how do you make it move more than the initial one? and alter its direction, max amount of times u can move it..etc?
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