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Zoogstin

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Everything posted by Zoogstin

  1. Theoretically Tager won't get hit by j.a because he should be blocking. The whole point is for him to kept in blockstun long enough to get hit by 8D again. Besides even if j.A did hit, the whole point is for him to take throw damage since that doesn't prorate. Not to mention that supers now have a minimum amount of damage that they do.
  2. It could be a hit stun proration thing. That, or it could be that fact that jump cancel combos would put the opponent too high to get hit by 8D. Naw mean?
  3. Man, I've been doing some weak Raoh dust combos for the past few years. I've been in training mode hard for the past couple of days and found out just how much damage Raoh can do off dust with 0% meter. Mid screen (works on everybody but easier on middle weight to heavy weight characters): What I use to do: 5D Impossible Dust (ID) jH land jS jHS 214S What I just figured out: 5D ID jH land 2H 236S-S 66 5S 214S or 5D ID jH land 2H 236S-S 2H 214S (don't dash forward like in the first combo) Corner: What I use to do: 5D - do some upper cuts Potemkin 5D - late 214S - 236S-K (pickup) - 6H - 6H - 236S-K (pickup) - 66 - 5S - 214S Slayer, both Sols (probably works on a lot of characters but I haven't tried it all on them) 5D - late 214S - 6HS loop x2 - 66 - 5S - 214S May (possibly all light characters) 5D - IB jH - land - 214S - 6HS loop x 3 - 66 - 5S - 214S The problem with these combos are that they're kind strict in the timing. But my gosh the damage is epic considering how you use no meter.
  4. Arakune IMO is the hardest of Carl's matchups to pin down considering how he can back dash out of sandwich pressure the moment there's a gap. 3D can catch him but that's not going to always cut it especially if you don't time it right.
  5. No clue what the changes are on the moves, the combo just.... works....
  6. Yeah that should be the number 1 rule with playing against Zappa. His air to ground game is pretty garbage.
  7. Agreed. I get mad at all the people who are on the "Dio is the greatest" hypetrain. Dio is great but not the best . I considered Kyaku to be doing pretty darn good when CS first came out. But yeah we should we'll see who really shines come June/July. There are several Carl's I find interesting because they all have something different from the others. That's what I look for when I'm watching videos. I'm like: "come on *insert carl player's name here* surprise me!!" On another note, besides Litchi, Arakune is starting to look like a really tough matchup for Carl. Those clouds in many situations seem unavoidable.
  8. I don't know if its been mentioned because its kind of old news but just in case: gear super combos from 5C on crouching opponents.
  9. Fighting such a good venom was traumatic. Everything you said seems pretty good. Don't attack venom from the air, you will die.
  10. Good seeing you there Light. Yeah those two knew how to fight Carl. Both of those characters have favorable matchups against Carl in CS. There are few match vids online of Carl winning against Litchi compared to the many of him losing... T__T
  11. Kyle I have to say that your dedication to the Carl forums helps a lot. The info that we all provide to keep Carl forums up to date is the main reason why there are ANY good Carl's in America. 3 of us were in the top Top 8 at Final Round. Not only that, but when semifinals began, all 3 of us were still in the winners bracket.
  12. Thanks man. I got out Carl'd though. =/ Was fun regardless. Go CARL!!! Now I can focus on CS.
  13. yeah I saw some Carls doing that a while back, Carl is so awesome. See yall at Final Round.
  14. Won my first tournament woot!!! Even though it was painful playing CT after playing CS for a bit, it was worth it. I was getting tired of always getting second place.
  15. Once again, thanks for the tips. I don't fight people who fully take advantage the down tech. Its so good and has gotten me out of situations. I'd hate to fight a bang player who uses it properly. Its hard for me to keep him locked down anyways.
  16. Your first example suggests that the 3C is hitting first before the 2D. 3C has negative proration, thus it hinders the damage potential of the 2D when it hits. But you get the ground bounce thus you can continue to do a combo. Your second example if you haven't figured it out yet suggests that you're actually just hitting the 3C after the 2D hits. 2D has positive proration, thus it improves the damage of the 3C which is why you notice the damage increase. Now keep in mind that since 3C was the last move you hit them with, you only put them in a knockdown state so you can easily pick them up off the ground and go into a combo.
  17. I still watch videos. This was posted a couple of days ago. Some really good Zappa's here. http://dustloop.com/forums/showpost.php?p=567366&postcount=717
  18. I should be there too. Default Zappa all the way.
  19. He could mean nirvava's multi-punch super. Thanks for your input Dacidbro, we appreciate it.
  20. depends on the move. For me some moves are straight up visual, and others are muscle memory.
  21. Its okay PiGG, even though I believed that CT was not very good, I had so much fun with it you wouldn't couldn't even imagine. I personally still wish the tourney was still going on, even though CS has been messing my CT game up.
  22. It was, but because CS was released, people hated having to comeback to CT in all of its fail.
  23. It works on Hakumen as well. As for other characters besides the one you mentioned, I read that they only work on characters when Nirvana is pushing them forward.
  24. How is it better. I've always been fine with the way 6A was in CT but it doesn't feel any different in CS.
  25. For those who haven't seen it yet heres the combo. http://www.youtube.com/watch?v=oNCwi4iUzts
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