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Everything posted by Zoogstin
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8D is legit too. If necessary I'll do 8D and push nirvana forward a little bit and then I can do into a nice juicy combo.
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Dale all I can say is cheer up and keep practicing. Before you get better at anything you have to understand that we don't think bad of you at all.
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I like 6A...
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I'll try to make it out there.
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Carl really doesn't need anymore improvements. He's retarded enough as is.
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thanks for the info soujiro. the thing is I've never had a problem with 2D being too far, just 8D. 8D being too far is usually my reason needed to do the 2nd combo. =/
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I'm fine with that no, complaints. We have a few more loke tests to go though. We'll see how things change.
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I might actually come through.
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I'm having trouble deciding what do after after a 4D in a combo. I need to rant. What I usually do is 5C j.B 214C into 8D. Its easy to do which is what I like but the height at which it sends the opponent towards the 8D makes the opponent susceptible to that stupid fast fall that 8D can sometimes cause. That and sometimes nirvana is too far and the opponent recovers before they hit the 8D. For the most part I have a lot of success with this but the aformentioned problems are annoying regardless. The other option is the 5C sj.B jc.2C 214C into 8D. This is harder for me to do especially when I'm on the left side because everytime I super jump I can't help but do 2369 thus I risk doing a vivace instead of jump B. That and while on the left side my hand gets retarded and i can't do the jc. 2C properly. But the main problem is that no matter which side I do it on I often get the opponent too high and have them sore over the 8D. The only way to correct this is to properly monitor your opponent's height after the wall bounce and you want to hit them with 5C as low the ground as possible. I find this annoying because I don't want to have to put up with MORE places in a Carl's combo where I have to monitor spacing. The volante and 4D parts of his combos are annoying enough. The good thing about this alternative is that it does a little bit more damage, will always send the opponent far enough to hit 8D, and it almost always puts the opponent in the right position so they won't fast fall from the 8D. So in conclusion: 5C j.B 214C into 8D have situational problems that seem out of my control, while 5C sj.B jc.2C 214C into 8D has an annoying executional boundary. What are your guy's preference?
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I completely agree with you about Dio, Zeero. Its because of that I have hopes, dreams, and beliefs that if I could play as smart as Dio but have the execution of the a-cho Carl's then I would be unstoppable. Perhaps it is a law of nature where you can only have one of those attritutes to a large degree but not both. =/
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I have my own issues. If volante doesn't come out I usually get 2D or I let go of D too soon and nirvana simply deactivates then activates and then does volante, of course at that point its too late But it doesn't happe too often. I used to have your issue Zong but that was when I was on the left side and I was trying to use the allecan motion as a shortcut for volante. At this point I think what I'm doing is 5c and then volante. Or I may be doing 4C 21D instead. IDK. Quite frankly I've been doing this combo for so long now (atleast 3 weeks) that I don't even know what order I'm doing them in. The volante just simply comes out and I continue on with my combo no problem.
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I always thought they did it for the sake of conserving energy. Thats why I do it atleast. Everynow and then I still get anima but people should deactivate her if possibly.
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Learn a ground combo...
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In the corner you can do a combo into the dog's 2D then 214D into 236P for an 8-orb combo. Other than that no. You just use it as a mixup since its an overhead and then go into a summon.
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These are some great matches geez. We have 8, 12-minute long videos full of 3 out 5 matches. My morning is set.
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I feel its pretty even in my opinion air-to-air wise. Carl has a fast j.A and jump back j.B is still good.
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I haven't watched the vid yet but when I see Mitsurugi's name in the title I know I'm about to see some really good play.
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Kyle after you left Omni and I had a relatively long set of battles afterwards. My conclusion: As of right now I think this matchup is 5-5. Like Noel (another one of his even matchups) she's fast Like Ragna (another one of his even matchups) she hits like a tank. The thing is she's just as screwed as everyone else who is sandwich. Of course you have to bait stuff though. But like Ragna, with good defense she really has a hard time hitting you. Interms of the "Poke War" I think thats even as well. She for the most part will anti-air you ever time though, but you 6A can compete with her aerial attacks as well. Run away and use Nirvana as a wall like in any other matchup.
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you are correct. As for the volante combo. I actually input the volante after the 5C.
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I'm pretty sure its an NC State Game. As of right now, I'm free against Tager. I gotta change my zoning strategy....
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Doh gosh! Be afraid... How's it going man?
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more vids from autonomousR have been posted...
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Yeah I fought ATG. But the thing is I don't think he was playing the matchup appropriately. The fact that he rushed me down so much (almost recklessly sometimes) made things easy for me. It was from fighting him last night that I developed the opinion that this fight would be harder if he was more patient.
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I fought my first good Litchi tonight and i agree...
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Not all of them. Pick and choose what you like and make up your own as well. Not even I do all these combos. Some of them I've never even practiced but they work. Most of Carl's best and most damage combos literally take more than 15 seconds to complete. You should know atleast a couple. However just doing an abbreviated version is a great start. That's what I did at first. Like I mentioned in the previous quotes, some of these combos I haven't even practiced so I couldn't tell you how much damage they do. However I can tell you this: - 4D does more damage than volante - If both 4D and volante are in the combo than you can expect more damage than a combo that only uses one of them. - With that said, the more C moves you use (5C, j.2C, j.C) the less the B moves you use (5B, 2B, j.B) the stronger the combo will be.