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Zoogstin

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Everything posted by Zoogstin

  1. Thanks man. GGs to you as well. Someone has to make use of the stuff that we type in the Carl threads.

  2. If you instant block bang's sweep, you can vivace his next move usually (namely his firepunch special move). If he does the fire punch special after a sweep, you can IB the sweep and gear super him (saw it in a vid).
  3. O____O Oh noooo
  4. I agree with Niko. Carl is gonna take weeks of practice. For me his execution barrier is still a pain. Also learn his teleport combos first. That is more important than any other Carl/nirvana combo because you need her to be where you are unless you know what you're doing.
  5. It seems that you inputs and their sequences are correct so it seems like you just need to practice more. I try to do the 22D input as soon as possible after that 3C so maybe that'll help prevent you from superjumping so much. As for allecan when you're not summoning nirvana. If the opponent is between you and nirvana and you're nice an tight together you don't really have to airdash. If you do airdash, jump backwards before airdashing forward so you don't accidentally crossup your opponent. If Nirvana is able to attack immediately I do j.2C - j.C - 2D combos. If she's still in revcovery of a previous move when I 3C the opponent I j.2C allecan j.B j.C into an 8D. By the time i do the j.2C allecan j.B j.C nirvana will have recovered enough to do the 8D.
  6. Here are some juggle combos that I would like to contribute. I even have a 4D combo I've been working on. All of them do at least 50% damage. Blockstring/combo but reset with: 4]D[ - vivace A (for crossup)- *4D hits*- vivace A back to original position - 5C/5B - j.B - j.214C - 8D - IAD - j.2CD - j.C - *2D hits* - j.2C allecan - 5C - volante - j.2C allecan - j.B - j.C - 8D - j.2CD - j.C -*2D hits* - j.2C - j.214C - 8D - 214214D. About 29 hits 3D airdash reset: 3C - airdash - j.B - j.C - 2B - 3C - 2]D[ - j.2C allecan - *2D hits - j.2C - 5C - volante - j.2C allecan - j.B - j.C - 8D - j.2CD - j.B - *2D hits* - j.2C - j.214C - 8D - 214214D. About 30 hits Unblockable combo: 2D combined with 3C/2B/6B - j.2C allecan - 5C - volante - j.2C - 4]D[ - 5C - j.B - *4D hits* - 66 - 5C/5B- j.B - 214C - 8D - IAD - j.2C]D[ - j.B - *2D hits* - j.2C - 214C - 8D - 214214D. This is the strongest combo I'm physically capable of doing right now. Fermata combo: j.2C allecan - 5B - 5C - 6]D[ - j.C - 2B - 3C - 214214D - 5C - j.B - j.214C - 8D - IAD - j.2C]D[ - j.B/C - *2D hits* - j.2C]D[ - j.B/C - *2D hits* - j.2C - j.214C - 8D - 214214D I've got more but typing these combos out are annoying. But these are combos that I do, or atleast attempt to do =/. Carl's hard.
  7. Hey I've only used it once since I got CS. Shows how much I trust it, but the thing is if you know the blockstring you can technically use it.
  8. Seriously man, its okay to block. Roldy gave you some nice options. You can't expect for it to be so easy that you can do an attack everytime Ragna does a special during his blockstrings. The only consistant move that I can think of is IBing and then do Carl's Gear Super. You will get hit but Ragna will take a hit from the full super if he doesn't RC the attack. Other than that you should worry more about how to get away from Ragna when he does a special rather than how to beat it. There are times for both and then there are times where you should be patient.
  9. Honestly I just do the input quickly after the 5C. Just concentrate on holding forward after the 5C so the 6D will come out. On occasion I'll activate nirvana by holding D before the 5C but I still don't do the 6D until after it.
  10. Which account? I was in two different locations.
  11. Check it out this guys has some interesting ideas in his videos. http://www.youtube.com/user/LaetabilisCantata#p/u
  12. From the videos that I've seen, yes.
  13. Carl wins...
  14. I almost exclusively use 5C to catch people after a 4D crossup. Although I haven't practiced on Tao yet, 5C works on all the other characters I'm practiced on when I do the whole 4D vivace crossup. You know the whole Vivace A *4D hits* and Vivace A again thing? Well make sure you don't do the second Vivace too soon. Its a screen position thing. Carl's Vivace affects the camera and where the camera wall is. Simply put don't do the second Vivace too soon. Then the opponent should consistently cross you up and 5C will work.
  15. Seon look for Zoogstin. I use to be Novalanche and bebe0330
  16. yeah you're completely right about that Kyle. I've seen combos work and fail at the same hit count based off of the starting moves.
  17. Zong I meant to give you credit in my post about that but I forgot. I was basically agreeing with you on that. They must be doing 2D mad early. I was practicing 4D combos yesterday. The hard part is catching them when they come back at you when the hit count is already 14 hits or higher so I haven't gotten to far with it yet. I can do volante combos fairly well. But anyways the way I see Carl's juggle combos is like this: Its basically a "Build-Your-Own-Combo" kind of thing. For instance: 1. [2D combos] (j.2C j.C 2D) or (j.2C j.B 2D) 2. [Volante combos] (j.2C allecan 5C volanted) or (j.2C allecan volante) 3. [4D combos] (j.2C allecan 5C j.B 4D) or (j.2C allecan j.2C allecan 4D) 4. [8D combos] (5C j.B j.C 8D) or (j.2C allecan j.B j.C 8D) or (j.2C jC jcB 8D) 5. [Allegretto into 8D] (j.2C 214C 8D) or (5C jB 214C 8D) or (j.2C j.C jc.2C 214C 8D) Now from here (after you've learned a couple of combos from each group) you would make an exhaustive list of the things you could do from there. The pain here is knowing what combos only work with low hit counts (say 10 or lower hits) and what still works with higher hit counts (10+). For instance lets just say you started off with 3C and its C-O-N 3C - 1 (insert 2D combo) - 2 - 3 - 5 - IAD - 1 - 4 or 3C - 4 - 2 - 4 - 1- 5 This is how I develop my long combos and I honestly believe this is how the japanese Carl players are doing it. Its trial and error to see what works and what doesn't but its just a matter of "where can I put in my volante combo and where should put in a 2D combo" Confused?
  18. You mentioned a lot of "if's" and "unless's" in your post. That could be a good start. Start using "pro combos," start "tricking" him. -Vivace is not useless in getting out of pressure, but you do need to use it wisely. -I don't mind using volante against him because he's all distracted with hitting it. That way there's more time he won't come at me. =D -If you're resets are becoming predictable, then you need to develop more. Carl has too many resets for some one to catch on. -One reset would be to tick throw him. Especially if they're counter-happy. -You need to learn Carl's more damaging combos. You can't rely on the easy stuff against opponents who can kill in 3 combos. Now at the end of the day even if you do all these things Hakumen will still be a pain. But atleast he'll be a 6-4 pain. =/
  19. Ever heard of the 2D loop?
  20. NO no no Whenever possible you get nirvana in there to do combos. I saw your post in the other thread which is why I made that post asking about carl/nirvana combos being posted. Guess I'll get started on that list. In the mean time go here and watch to your heart's content. youtube.com/autonomousR
  21. Kyle, Zong! Tell me if I've missed it, but has there been an in-depth explanation of Carl and Nirvana's juggle combos? I've seen 2D loop combos but quite frankly unless you started off with an A attack, 2D loops are obsolete. As you both know the best options are to incorporate 2D, 8D, 4D, and 421D in the same combo to get maximum damage, but I don't think we've ever posted any actual combo list for people to follow (this is partly because you make up the combo as you go). If not I was thinking of making a combo list as well as explain why these moves are so important since I think I have a grasp of it. I'm seeing a lot of Carl solo combos but no Carl/Nirvana juggle combos that are not 2D loops.
  22. I posted a link in another thread several days ago. http://dustloop.com/guides/bbcs/frameData/carl.html
  23. I didn't mean it like that was some new revelation.
  24. while tager is not necessarily bad he's not solid in the sense that he can't zone or play keep-away. Either the opponent does their darnest to stay away from him or they have a field day and dance all over him with rushdown.
  25. Supposedly the matchup is now in Carl's favor. Jin's pressure got nerfed just a tiny bit. Nothing much though. Jin is by no means "free". Especially now that Jin has the advantage when it comes to air-to-air with his new j.C.
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