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Geminemi

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Everything posted by Geminemi

  1. Tempered - The one used for BB? I believe I put that on the shelf under the TV.
  2. Okay, Sunday should work. If you meant today though, that's exactly when I can't get on PSN since I have a group meeting thing.
  3. Ted: Tell me when you want to play.
  4. Kyle, if this is what you mean by jump loop, then I'll refer you to the following post: This means the jump loop (solo Carl, no robot) only works on Hakumen, Jin, Tager, and Hazama, and on Lambda, Litchi, and Noel with robo push. It doesn't work on anyone else. As far as I've tested, the corner doesn't add any additional characters to this. I tried doing the combo with solo Carl in the corner on Lambda and Litchi (who can be jump looped with Nirvana pushing), and it still didn't work. Of course there are a few more characters you could count in a fuzzy guard situation off of jump cancelled 5B (not 6B, since we established that you can't) such as Ragna. But as for the comboable characters, it's only the 7 I've listed above if I've tested correctly. EDIT: Hmm, now I see that you might have meant that already comboable characters (Hazama, Jin, Tager, Hakumen) can be looped only in the corner. This is probably true.
  5. Ah, thanks for the explanation. I thought I was just messing up constantly since I didn't realize how much shorter Ragna becomes in hitstun >_<.
  6. This is what I've gathered. You can use this combo (5B/5B,6B f.jump j.B j.C j.B land 5B etc.) with solo Carl on only Hakumen, Jin, Tager, and Hazama for an extended BNB/gatling. Works off of both 5B and 5B, 6B. With Nirvana pushing the opponent towards Carl in a sandwich situation, you can make the j.B (and therefore the rest of the combo) connect on Lambda, Noel, and Litchi, after both 5B or 5B, 6B. So in short, the combo always works on Hakumen, Jin, Tager, and Hazama, but also on Lambda, Noel, and Litchi when Nirvana is pushing them towards you. I'd appreciate it if someone could confirm all this. I'm not sure about Ragna in particular; I was able to get the first j.B to connect but it wouldn't combo.
  7. Dio participated in SBO under the name "Tsubaki", but I've never heard anything about Dio being a girl.
  8. Yeah, basically what The Light and Zoogstin said. Green throws unbreakable (like the Tager busters), but still purple-throw breakable (unlike Taokaka's pounce super, which you can combo into).
  9. I think it would make sense to at least give Anima the same breakability properties as Tager buster, since it's easily Carl's worst move.
  10. I think this is incredibly stupid as well. The general consensus of online players nowadays seems to be that Carl players who use the throw loop don't deserve respect, despite the fact that it's the most technically challenging thing Carl has against some characters (especially online). If they still complain after being clap or sandwich looped to death it can't really be helped.
  11. Thanks for clarifying. Indeed, the proration is pretty horrible in normal circumstances so its uses are pretty confined. I think I'll just use this as an alternative to counter throws against failed psychic counters. Considering Hakumen's hitbox I'd say this tactic is pretty much meant for him. As for Rachel, you're probably right, but I'll still go for 2-hit whenever I can (like when I catch her with an 8D for example). Also I am somewhat curious as to what you meant by "us, we all". To be honest it makes me feel a little... out of the loop XD. I guess I need to lurk more.
  12. Sorry if this is common knowledge, but has anyone noticed how amazing 2-hit clap volley ball loops are? http://www.youtube.com/watch?v=a9TP9El_tHM#t=1m20s 6.2k on Hakumen. In training mode I've managed to get 7.3k damage on Hakumen with a meterless combo starting with 2C. I realize that this damage doesn't really factor in the usual proration from pokes leading into the loop, but it's still pretty useful to know. I had all but ditched volleyball loop for ground loops and resets against the throw loop escaping characters. EDIT: If I'm rehashing long-discovered info, please tell me. All 2C's must be done as late as possible, with the first 8Ds delayed a bit. And Nirvana must walk towards Carl throughout the loop without getting in front of the opponent. I can get 7.6k sometimes now without meter. I'm wondering where it would be best to insert 214214D super. It seems that when Hakumen gets hit twice separately by the bubble, it has a little more hitstun than when he gets hit by Nirvana's clap and the bubble simultaneously, since I can get one more rep of the loop when the former occurs. EDIT 2: I just tested it on Rachel. It's harder to do on her, but with 3 double hits and a super I managed 7.4k damage.
  13. Separate that line into two different battle quotes. "Neesan" is Carl calling to his older "sister" when he activates a clap and "Osoi desu yo" is "You're slow" with a bit of confidence to it, directed to the opponent (presumably meaning, "haha you missed the tech frames"), and said when he successfully pulls off an air throw. I believe the official translations are "Ada" and "Too slow~".
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