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Zoogstin

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Everything posted by Zoogstin

  1. I'd definitely be down to help anyone who wants to improve their Carl game. But I'm definitely not big headed enough to say that I won't learn from any of you guys as well. ^_^ Just to let you know, I never know when I'm going to be online until that moment. So if you see me online in BB holla at me. But sometimes I'll go 2 weeks straight without playing due to school or another fighting game.
  2. If you've ever seen Chaz's I-no you'll know this guy knows how to play a character he loves. Kyle I know how you feel. SOOOO many wirez!!
  3. Like I said, Rachel is the master and protector of all things "Bunz"
  4. No (except if he uppercuts like he's suppose to). His hit animation and his throwbreak animation are two different things. His hit animation (ie. when you throw him) will miss the orb, but if he breaks it, his throw break animation is tall enough to hit the orb.
  5. From what I've read, the 8D that we know is no longer in the game. Its different somehow.
  6. CRAAAAP!!!!! Lets hope that gets changed in the next loke tests.
  7. Well we still don't know how the projectile and Nirvana's new 8D will change things. But yeah unjumpcable 5B is just as bad as the j2C nerf. Apparently Carl does more damage on his own now. We should wait. After all, this is the first loke test. They'll make more changes later to hopefully even things out if any are needed.
  8. Carl's j.2C is no longer an overhead. THAT'S WORST THAN TAKING OUT THE THROW LOOOP!!!!! I'm still excited to play him through.
  9. Yeah you have to pay extra close attention when throw looping him. If I want the clap to miss, I do it normally for some reason. If I want to do the basketball loop (where he bounces on the ground but still hits the orb) I deliberately delay when I start doing 8D. I do 8D a lot later than I would on other characters. You have to be conscious about it though.
  10. ZONG your vids were really fun to watch. Good to see you have that corner loop down strong.
  11. I agree with Mynus in everyway. I'm also working to be a top Carl player like a few other here. I lost to Matt due to lack of experience. The fact that Rachel is good against Carl is only minor to be honest. With that said the throw loop is still dumb. Although I will miss it, in Continuum Shift. T_T
  12. Its was in guilty Gear too. Potemkin's hammerfall, and ABA's danzai both auto-turned.
  13. Same reason why i played him. I would never ever get bored with him. I was going into training mode with him for 4 years straight. I'm still learning things.
  14. Atleast on the internet they are.
  15. You ever go to SRK. That's where I learned all of my stuff. They have tutorials and pictures to your hearts content. There is thread just for dual modding. Here: http://forums.shoryuken.com/showthread.php?t=146124&highlight=pcbs There are plenty of other threads in the Tech Talk forums to help you out as well. So hop to it.
  16. Clap loop is technically the volley ball loop. There's nothing really wrong with that combo other than it just being goofy. But yeah we all tend to throw the words "clap trap", "throw loop", and "clap loop" loosely around here.
  17. I assume the clap TRAP (or throw loop), not the clap loop.
  18. Dude I just said the loop was retarded. I've been saying that. But other than that I agree with ya. I played El Fuerte as well. Good times..... I think.
  19. If you see the distortion drive startup, just dash forward and you avoid it completely. If you get caught in it and the bang goes for the throw, you can throw break it and still be able to block.
  20. It doesn't take that much skill. Even if it did, it still doesn't take away the fact that the throw loop is retarded when one can obviously use it practically in an actual match.
  21. I turn nirvana off and on during the airdash not only to save meter but because I find it easier to keep the opponent from crossing over to the other side of her.
  22. I have a 360/ps2 stick. You're partly right. But you also have to make sure you have a ground wire going to all of the stick buttons as well as connect the v+ on both pcb's together. Sounds complicated but its straight forward.
  23. To get rid of or nerf the clap loop they need to increase the recover of 8D. That is main reason why the loop works. Think about it, after the 2nd throw you're already starting another 8D before Carl even lands to relaunch.
  24. Not necessarily. Carl is still better than Tager or Hakumen without the loop. Plus he tons of other combos that he can do because you're not going to always be in a situation to go into the throw loop. None of them are as strong of course. He does, however, have 2 variations of a ground combo that does a butt load of damage. jC(or j.2C allecan) - land - 5B - 5C - 6D - jC(or j.2C allecan) - land - 5B - 5C - 6D - jC(or j.2C allecan) 5B 5C 623C - 2C(or 8D) - 2C into throw loop. Without the throw loop this combo still hurts. I usually get this combo going after an IAD j.2C crossup. If the opponent has already bursted this combo does anywhere from 60% to 75% damage. Shiawase: After a forward grab: 1. j.2C allecan - 5B - jB - jB - jC (or j214C) 2. 22D (during Carl's throw animation) - 236A(you swith sides with nirvana on the other side) - 44 - 2B - 2C - 8D - clap loop or throw loop. 3. Gear super. If Nirvana is on the other side of the gear you can time an 8D catch them when they go flying and you can go into a clap loop or throw loop. After a backwards grab: 1. 236A (you'll roll to the other side of them) - 5B - jB - jB - jC. (or j214C) 2. 22D (during Carl's throw animation) - 236A ( to switch sides and have nirvana on the opposite side) - 5B - jB - 8D - j214C 3. Gear super. If Nirvana is on the other side of the gear you can time an 8D catch them when they go flying and you can go into a clap loop or throw loop.
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