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Zoogstin

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Everything posted by Zoogstin

  1. -___-
  2. To properly test the 8D setup I'd recommend recording carl as the CPU and you play the character who has to throwbreak.
  3. Thats one of the inputs I was using but my 8D keeps coming out too late. -____-.
  4. For the allegretto-8D corner combo I do allegretto and then slowly but quickly roll up to 7/8D. As for the dash allegretto. DO IT FASTER!!! I for the life of me cannot figure out a consistent way to do Carl's juggle finisher ie. j.2C-allegretto into 8D. I've come up with so many different possibilities and the best options that I got either cause 8D to come out to soon or too late. What are your guy's inputs?
  5. Carl's hard simply put. He takes a lot of effort. There's a reason why he's the least played character in the game. But ironically he's one of the best characters in the game and he's very rewarding. You'll see much return from the amount of invested time you put in him. It doesn't matter if you're new to fighters. You can learn how to play fighting games while learning how to play Carl. I just gotta be honest.
  6. Yeah I'm pretty sure height is a key factor. Its just that I'm getting the 5C to hit pretty often but not the Volante. I just feel that there should a law that states that if you allecan low enough for the 5C to hit then the volante should as well. -___-
  7. 5C is not the issue its volante. I can't get it out fast enough to save my life. Its either that or the opponent is too high I'm not sure which. I can't tell. I'll get once in a blue moon but the opponent always techs before volante hits.
  8. I'm having trouble with both thats all.
  9. wait so you don't combine the allecan and volante inputs ala 4214?
  10. Carl Frame Data now up. http://dustloop.com/guides/bbcs/frameData/carl.html
  11. ooo nice idea.
  12. No.
  13. Just don't airdash. Just do j.2C allecan. If muscle memory is forcing you to airdash than jump backwards a little bit then airdash and do j.2C allecan and you shouldn't cross the opponent's side.
  14. sorry still need some clarification. Do you mean the order is C-O-N but just really close to one another? Its the order that I'm not clear about.
  15. 1. IAD j.2 allecan, 5C, sj.B,j.c, DJ, j.2C allegretto or If Nirvana is close behind you, you can Vivace A away from her so when the opponent comes flying back at you he'll go in between you and Nirvana and you can hit him before he hits the ground and combo into nirvana's 8D. 2. Not sure what you mean by "with nirvana stood over you both" 3. From the ground I'd recommend doing a combo string into 623C then going into an air combo. You can also RC the first hit of the 623C and IAD j.2C allecan and another ground combo into a 2nd 623C if you're really trying KO the opponent. 4. If you're close enough you can push nirvana forward while getting closer to the falling opponent catch him with 5C or 5B before he lands. You can then proceed to go into a normal air combo while also being able to throw in a 2nd 623D in the middle of it. 5. If nirvana is right at your back, you can use 2D to hit the opponent after the 623C. Vivace to get to the other side of the opponent then proceed with juggle combos. If the Nirvana is far away you can time 41236D to hit the opponent as they're being pulled up by the 623C and then go into an air combo. Or you can go straight into an air combo after the 623C and have nirvana do 623D. 6. There's a bajillion things you can do. To many for this post. You really need to watch videos to see the amount of mixup options Carl has. If there is a "best" option then I would assume that there are multiple "best" options. But to get you started: - Instead of 6D do 4D and use A vivace to cross them up before the 4D hits. Do A Vivace again so that the opponent will come flying back in the middle of you and Nirvana and proceed into juggle combo. - Theres the standard IAD j.2C allecan crossup -You can do a blockstring and time Nirvana's 2D and one of your lows to hit at the same time to create either an unblockable or a really quick high/low block string. There's so much he can do.
  16. Its harder to do in CT. I couldn't do it when I tried but when I played CS it was a lot easier. Something changed.
  17. Yo long time indeed. Good to hear from ya. Where did you go off to anyway?

  18. Zoogstin xbox Holla!!!
  19. If can actually hit them then yes. You can spam j.A until you land and then go in for a combo. But IBing j.C rarily works for me because of the amount of block stun j.C puts me in. The Hakumen player and land and counter hit my j.a.
  20. That's what I plan to do. I'm sure Kyle is as well in addition to all the things he's been coming up with in his head. So its not that big of a deal.
  21. There's no easy way in against a good, patient Haku. You're hoping that there is a trick to getting on him. Well there isn't. Well maybe by distracting him with Nirvana. But you as the Carl player have to out space him and patiently wait for an opening which there will inevitably be in some matches. That's all I can really say. You have to understand that the reason this matchup is 5-5 is because when the match is neutral Hakumen obviously has the advantage. However, my question to you is, if you ever manage to get him sandwiched, are you making the most out of it to hit him. Because that's where Carl shines. Are your mixups good (overheads, crossups, throws), are you baiting his counters?
  22. Can't really say because a lot of my time playing FD was spent trying to get past stupid habits like use faultless defense to block the balls. At the time I didn't realize that the balls can be blocked normally. So by the time I got in on Venom or he got in on me, I had meter to get him off me or to block his anti-airs. This matchup takes a lot of patience and blocking that's all I can say. He was the last Venom I fought and that 4 months ago. Oh but I do agree that 6P is great in this matchup.
  23. Oh yeah. I wish I knew that matchup.
  24. Yeah that was me.
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