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Zoogstin

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Everything posted by Zoogstin

  1. After the Ice cars. If it isn't the A version I usually just use 2A and hope he's in range. Usually works out for me. From there I go into 5cB 5C 6D if Nirvana is close. IF she isn't I'd go into 5cB 5fB 623C into air combo. It helps if you instant block the the second hit. Although I don't know if the D version is safe on block or not.
  2. I take back what i said about the best thing to do against Arakune and hakumen. I don't know about hakumen right now, but for Arakune I've been working on this: 2A-2B-3C-22D-236A-2B-2C-8D I hold the D after I summon Nirvana so I can move her closer for the 8D.
  3. You want to IAD as soon as possible. As for the allecan, you want to do it as soon as you cross the character. I can't tell you much. Its all about timing. Just takes hours of practice. That's what worked for me. There are some characters that this combo doesn't work on well. This doesn't work at all for Arakune (the 2C always wiffs). As for Hakumen, its almost impossible to hit him with it as well. You have to hit him with the allecan as close to the point where you cross him up as possible. Otherwise the 2C will miss as well. As an alternative after the allecan you can do jb 214C into the 8D instead.
  4. We got another Carl player to qualify for SBO. Name is Tsubaki
  5. Although I do mess up sometimes. For that specific combo (2b, 3c, 22d IAD, 2c 214c, land 2c, 8d), I actually don't hold the D. I just do 22d really early. Like right after I hit 3C.
  6. I've managed to get the 2B and 2C to connect after 10 hits. The 2C being the 12th hit. Of course the timing is much stricter. But it is possible.
  7. I've gotten a lot better at Carl's throw loop. But mostly becasue in training mode I always will combo into it in practical ways. That way when I'm actually in a match I'll be able to do it more consistently. For instance: 2A-2B-3C-22D- IAD-j2C allecan-2C- throw loop or if opponent is in between Carl and Nirvana A-B-C-6D-3C-j2C allecan- land- airthrow into throw loop. The throw loop is hard but very rewarding. I've managed to get 8 throws in a combo a couple of times. The damage was amazing. Keep in mind that in order to do these properly, once you start the clap trap there will be multiple spots where you gotta make sure you don't let nirvana deactivate. As soon as you make her do 8D press and hold down D again so she can immediately do it again when needed. Most importantly ALWAYS MAKE SURE NIRVANA IS DOING HER 8D BEFORE YOU PRESS THROW!!
  8. I'll be sure to add people to my Xbox list as well. I've come quite a ways playing Carl right now but still haven't tapped into his full potential yet. He's so fun though. Throw loops are crazy!! It feels so good doing so much damage. =D About V-13, yeah I heard that 4D is really bad for her to miss. My thoughts: a typical block string according to the V-13 forum is like 5DD and then 4DD followed by more crap assuming that the 4DD hits. If its possible to IB the 5DD and then viva/b to her so that her 4DD's miss then you might be able to punish her if you're close enough. according to the frame data Viv A lasts 31 frames. If V has 48 frames of recover you have 17 frames to do a move to hit her. There isn't anytime to dash at her after you do the viv A. Plus with the short distance that Carl travels it'll be hard for her to be in hitting range. But if you are this leaves a good opening for you to do any of Carl's A or B moves to hit her. And if you're real quick you might be able to pull of a CH 5C. As for viv B, it lasts for 39 frames which leaves you with only 9 frames to hit her. But this move moves you farther so you're closer to her so it might be easier for you to hit Nu. After that you can still use your A attacks. You can possible hit her with 5B or 2B but you have to be really fast. This is all theory of course. Someone should record Nu during this blockstring and find out if this works. Last thing. Just from the few Nu's that I've played, As far as I can tell only her spinning blades and that sword storm super of hers go full screen. Other than that, none of her swords go full screen. So if she's on the other side of the screen and you're having trouble getting to her. You can do nirvana's 41236D while you're jumping in the air (full screen away of course). Nirvana will just pull rush her way at Nu and then you can take this opportunity to get in. Once I fight a decent Nu I'll will see what they would have to counter this technique.
  9. I don't think Nu is as big as a problem as Rachel. Yeah Nu is a pain to get in on but atleast she's not throw loop invulnerable. One thing I found out that was really nice. when holding either 7 or 9 and then releasing D, Nirvana will always do 8D instead of 6D or 4D. I always wondered how Carl players in the videos had such good execution with moving Nirvana back and forth just an inch during throw loops to keep getting her in the right position. Know this tidbit will help someone alot to make sure Nirvana is always in the right spot.
  10. Did anybody notice how good that Zappa was?
  11. Carl is tager's worst matchup. Against Ragna and Jin, Carl has to be patient (actually that's against everybody). Their range and pressure will rock you if you get too reckless.
  12. Okay so who has a 360? We should play sometime.
  13. Zappa what? I love that. I'll keep that in mind.
  14. Finally have the game. Now I can contribute in the future now.
  15. Zoogstin

    Zappa Quirks

    I've know about the whole ghost throw thingy in the corner for a while but every time I use it the last ghost never shoots which just happens to be the ghost I needed in order for me not to get hit by my opponent. :blue: You guys may have a good use for it but that quirk just leaves me bitter. -__- Hey if you slashback the first hit of HOS's 3 punch super and immediately 6P (may work with other moves) him before the second super flash for the second punch you'll counterhit him but both of you freeze for a loooong time. I'm talking like 30 frames here. I thought I froze the game for a second. I couldn't cancel the 6P into a summon either. It was kind of cool.
  16. Lol I think the Zappa player himself will be annoyed doing that than the opponent.
  17. So SRK finally got a Blazblue forums. We best make sure we keep the Carl section alive and active because that will definitely take a lot of people away from DL.
  18. may be he's doing it just high enough so that technically Ragna's ID would miss nirvana. =/ Also if Ragna has low meter, then he probably won't gain enough meter to get an RC so. I can see how it is viable.
  19. Well first off I would say that most of your losses came not necessarily because of your quality of play but because of how good of a player FD was. Unfortunately FD, who has a really good Sol, not only knows the Zappa matchup well but I could tell that he knew YOU very well and read a lot moves. With that said, first thing I wanted to point out was your sword game. Your ground game didn't seem to be very strong. I saw too little 5S and 5HS's. Sol's gunflame is a problem yes with this summon but because of your lack of poking he completely dominated the ground and you seemed more comfortable in the air which isn't great because Zappa's air to ground game sucks. Also because you weren't controlling the ground, there were times where you just stood still while sol was spamming gunflames all day. Never stand still, BUILD METER. It seems to me that you weren't gaining a lot of meter during most of your matches. That's understandable because his Sol was on top of you a lot so you had to block or FD causing you to lose meter. When the match is neutral like that move forwards then back, forward then back forward then back. Make sure you move more forward than you do back so you don't get a negative penalty. If you get too close then you can airdash back if you want. You'll notice when I had the sword or ghosts I moved back and forth because i was trying to gain meter while the match was neutral. Plus it keeps you on your toes. As for your ghosts. How proficient are you with the ghost FRC's? I saw very little of them. You need them when sol is near so you're not stuck in the ridiculous recover. Plus it would have greatly helped with your pressure whether sol was blocking your ghost strings or not. Learn how to pressure properly with the ghosts. Their lock down is just as good as the dog's. You were zoning with them pretty well with the HS bombs. But if you get a knockdown, try to go for crossups and mixups with them more. Dog: Sometimes you unsummoned the dog. Was that on purpose? Also there were times when sol was doing a blockstring on you while you were on the ground and he was in the air but you used the dog's 4DD to try to get him (and missed) instead of the dog's 8D. Try to go for that. Its much faster. Just concentrate on pulling it off while you're in blockstun. Raoh: Sol's gunflame alone prevents Raoh from getting in. Although it really is not big threat to you this makes the match awkward because you can't move in on him as easily. When you do get in I noticed a lot (but not all) of the time you would do 2S into either nothing or an uppercut. Both of these are bad ideas. If you do 2S into nothing you gonna let him get away. Go for another 2S and then another its one of the best blockstrings he has. You can go for a 5D mixup from there. The only problem with this is that his 2S is neutral on block so Sol can uppercut if he feels like it. Makes sure you mix things up so you can keep him blocking. Also instead of going into 2S 214S. Go for 2S 5HS. Its a better hit confirm. If you hit him and he's close you can go for a last edguy. If you hit him and he's too far, go for a K Darkness anthem. If it picks Sol backup you can go for a combo. If not then usually sol will be forced to block the DA on wake up and thus you can continue your pressure. If he blocks the 2S 5HS, then go for either a K DA to prevent or scare him from using a grand viper, or go for a S DA to stop jump outs. You can also do 2S straight into DA so that the ball forms right on top sol. Just don't shoot it!!! By doing this you have frame advantage on him. Don't do this too often because sol and can uppercut between the 2S and DA. Also use 2S 5HS Bellows Malice (632146S) to keep Sol at bay and drain his meter. No more 2D bandit revolver RC sidewinder combos from hiim. =D Seeing how skillfully and wildly FaultyDefense uses his VV's if you're using Raoh's DA's in block strings he might get smart and will run at you in between your 5HS and DA and HS VV you. If he starts to do that. Then when you form the DA, DON'T SHOOT IT. Raoh's recovery will hopefully be fast enough to block. Hope this helps.
  20. You're right the throw escape pushback is different. My thoughts: at 1:18 Arakune broke the throw a lot sooner than he did at 3:29. The huge amount of pushback may have something to do with how late he broke the throw. But there's nothing in the system data about that. Another thing could be the physics of the game. At 1:18 Carl was the one you got pushed back. He had a lot of space to do so. But at 3:29 carl was in the corner. When arakune escaped the throw, Carl got pushed back only a little before he hit the wall. To make up for the loss of spacing the game actually pushed Arakune back so the distance would be the same as 1:18. This would need to be experimented with on console unless Zeero or you can test it out.
  21. Yeah Danzai spam will get you killed.
  22. Maybe Nemo vs Zappa is 8-2.
  23. Zeero I like your Gameplay overview with Carl. Its harsh but good regardless. I'm almost glad he's not gonna be played that much. Well I assume.
  24. Great Zappa players think alike.
  25. He just uploaded a crap-ton of videos. Gogogo!!!!!
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