ioKain
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Ya, I'm inputting J.2C to quickly. Although, I swear to God if you do 8,6,6 you can input J.2C quicker. Edit: Oh wow, delaying that input has upped my % tremendously. Thanks all.
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Questions about IAD J.2C. I guess maybe I've never really understood how IAD's work. I've usually done them by 9,6. Sometimes when I try to IAD J.2C doesn't come out. Like it won't let me input for a period of time. Should I be using 8,6,6 instead to IAD J.2C? Sorry for the noob question.
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I was playing a really good Tao last night and the few times I did managed to get him sandwiched he would CA out if he had the meter. In this vid it looks like 8D might be a solution to this @ 2:25. http://www.youtube.com/watch?v=bQ7kPuKOkcg#t=2m24s Not sure if this is common knowledge, as I am brand new to Carl. Wish I had known this last night, I might have been able to win a round.
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Nice, thanks I'll give that a shot. I'd like to give a quick shout out to you guys. This is the third character I've undertaken since CT and Carl's forum is by far the most organized/informative I've seen. It's made the daunting process of learning Carl a whole lot easier. Just wanted to say thanks.
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Question/Suggestion. Last night I was working on some throw combos. I was trying to do a 5B+C, 22D, IAD, J.2C to start and I couldn't ever get the J.2C to land. The IAD would always go too far for the J.2C to land. I was just watching LaetabilisCantata's throw combo vid and it looks like he actually jumps back then air dashes forward. Is this the only way to make the J.2C hit? If so, I thought maybe you could update the first post to save some confusion in the future.
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Worst case scenario I could play. Let me reiterate though, worst case, if you guys can't find another. Just started Carl a week ago and I'm pretty bad. Last night however, I hit 5B, 6B, 6D, 5C, 3C, 2D, loops with fermata ending for the first time in an actual match! I was stoked. XD
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Activating Nirvana too late was it. Able to do a couple reps now thanks again, much appreciated.
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Oh crap, I didn't think about the activation time for Nirvana that has to be it. Man, thanks a ton. Sucks though I'm leaving on vacation for 5 days right after work and I won't get to try it till I get home on Sunday. Ugh the wait is gonna kill me.
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You can 2B under 623A and the similar one (623C?) that has longer recovery at the right distance, not 100% sure on the second. So if the Jin likes to throw these on wake up, 2B is your best bet to continue pressure.
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Man, I didn't wanna ask this, but I cannot figure out the 2D loop for the life of me. I've poured over these threads for the last four days looking for tips, but I can't seem to get it. I always drop it in the same spot, right when 2D is supposed to hit it whiffs. I just don't know if my setups are wrong or I'm not timing the 8D setup correctly, my 2D is late? I don't know. I've tried releasing the 2D quicker, adjusting the timing on 8D, but nothing seems to work. I get it like 1 outta 20 but I can't figure out the reasoning behind it. Setups I use to practice the 2D loop are: NOC: 5B, 6B, 6D, 5C, 3C, J.2C+2D, JC, 2D whiffs NOC: 2A, 2b, 3C, J.2C, Alle~can, 5C, 8D, JB, 8D hits, J.2C+2D, JC, 2D whiffs If any advice can be given, I would appreciate it greatly. I'm loving Carl so far and I feel like I'm so close to getting the loop down, but this is driving me insane.
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Blood Kain Air Throw combo, need 100 heat to start. j.B+C, RC, 214214D, dash 5B, 5D(1hit), 214B, delay 214D, 6D, whiff J.D, HJ.D, delay J.D, J.214C, 6D, JD, 5D, CS. (5295 dmg) You'll earn 50 for CS, does not work in corner. Height in air doesn't seem to matter, easier at lower heights.
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Hmm, haven't actually checked this out yet. 1-29 invul. on Black onslaught. Bet you can use it to IB, interrupt some block strings. I was playing my brother's crappy Jin sub the other night and I IB'd his 2C and threw Black onslaught. He threw out Jin's DP, 623B?, the DP where Jin kinda crouches and it's almost vertical. The DP went right through my start up animation and I CH him ftw. Was awesome....
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You can use 3C or any other jump cancel move in a block string and IAD, JC to crossup. You have to delay the JC a lot though and it's kind of slow, easy to block. IAD, ID, rapid is the way to go. I'm pretty sure IAD, JD will whiff no matter what though.
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Strat for Noel - DP.
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In the new Zakiyama match up vids, I just saw Kaqn cross up with an IAD j.B, then cross up on the other side with an immediate j.214B. Anyone know if this is reliable? Looked kinda of ambiguous to me.
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I've had some pretty good success ID'ing his overhead on reaction. Doesn't even require an IB if I recall. Do it a couple of times in a match and it's funny how timid their block stings become.
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http://www.youtube.com/watch?v=-MnLuHGf03U Lol, at around 3:28. Also next match has an awesome FRKZ/Blood Kain moment. Next match this Ragna demonstrates proper usage of 5B, lol. It was almost painful to watch.
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I've been trying to utilize 5C more at max range. It's pretty easy to hit confirm and you can get a pretty decent combo off it with heat. 5C, Hells Fang, rapid, dash 3C, 22C, dash 5B, 6A, JC, JD, JC, BE, Dash 5D, 22C for 3800. I catch a lot of people with it when I end a combo with 3C, 5D(1hit), Hells fang ender and it sends them flying across the screen. A lot of people think they can get up and mash out an attack as I come dashing across the screen, but it ends up CH'ing them.
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Lotta holes in those strings. Dp bait imo.
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Hey guys, anyone have any advice for when you absolutely know someone is gonna jump back after you end a string? I know IAD throw is there, but it gets predictable and easily broken. I'm just looking for some mixups in this situation.
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Is it a free Dp anytime he chooses to come in on a blocked snake? Any IB requirements? I was just in the Hazatroll match up forums seeing what they had to say about Ranga. It was basically 3 pages of posts saying IB, Jayoku just worded differently, lol.
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Are you talking about quick stand instead of forward tech at the very beginning? I think it does. Tested by doing ID, pausing and switching to block everything, unpause, fall j.b and it still hits while set on quick stand. Don't know if my methods are correct though. Btw, if you happen to have 100 or close heat at the beginning of all this, you can go into Blood Kain. If you're in this situation however they're probably pretty close to death, but it's there if you wanna let em know they just got a serious beat down. 623C, RC, dash to other side, 5D(1 hit), 214B, delay 214D, 2C, 5D, 214214D, HJD, falling j.D, jc, j.D, land, j.D, j.D, 214C, 623D, 236C, 214D, for 4600. Overkill I know, but still awesome.
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For followups to j.b, 623C, RC, I got. dash 5D(1 hit), 214B, delay 214D, dash 5B, 6A, HJ.C, j.C, 214C, 6D, j.D, 214C, dash 5D, any followup for around 4200. What I love though is you can actually dash back to the other side after 623C, RC, and combo them back into the corner. Shit is hilarious, but does 100 less damg. Worth it imo. 623C, RC, dash to other side, 5D(1 hit), 214B, delay 214D, 6A, j.C, j.D, j.C, 214C, 6D, j.D. 214C, 5D, followup.
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5A or 6B on oki. If you are getting beat, you're timing is off. ALWAYS, rush that shit down when playing Nu.
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You gotta delay that last 22C as long as you can. Maybe that 6C too. Just slow down the last part and you should be good.