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soujiro seta

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Everything posted by soujiro seta

  1. lol, can you explain what you mean axis
  2. WORSE for hakumen O_o in CT???? It is a 5-5 matchup in CT, and 6-4 in CS
  3. http://www.youtube.com/watch?v=HDdQvtTn-OU&translated=1
  4. Oh btw i forgot to ask you. How are you liking carl so far? What has your experience been like?

  5. Lol okay axis can you plz send me the stuff I need to know. Not necessarily combos I can figure those out but like tech traps and stuff. You can link me to the important stuff in the tager forums if you want. Sorry it's just I don't want to sift through all those pages. It's a ton and I don't know what you guys are currently using and what you're not using. if you want God tager is so much fun. IB punish all day every day.

  6. Lol Wait what? HATE O_o?!?!?! Why ? What the...i don't even...are you serious? Lol, you gave us good laughs. Just ignore them. I thoroughly enjoyed watching you beat those top ranked guys with beginner mode. I was laughing so hard. I'm probably going to do that as well when CS comes out. Btw are you on PS3 or 360?

  7. LMAO kurushii. You've done it again. Your avatar is hilarious. Reminds me of skye's chibi makoto haters gonna hate avatar as well.

  8. ROTFLMAO, thank you. That makes so much sense. Cause during his stream people were like "Play online HFA", cause he was only playing trials and stuff, but people wanted to see human vs human play. He then said "He can't cause the game wont let him play japanese opponents". We were all like "Really O_o??? That sucks", lol. Although it sounded a bit fishy to me. Okay lets just say he couldn't play japanese people, well there were some people in the US, like him, who had it so he could have played them, but I didn't have the game so I took his word. lol Thanks for clearing it up.

  9. oh, thank you. Sorry to bother you again but I have one more question. HFA has the japanese version, and he said that he can't play online cause the game won't let him play people from japan. Is that true? Are you forced to play people in your region only? But then again you're playing people from japan in you B. litchi vids. So I'm guessing HFA is wrong? Thanks, and I promise that's the last question :keke:, at least for now :kitty: lol.

  10. haha lol. oh interestering, thanks. Is the ranking for both ps3 and 360 together? or is it split up like in CT?

  11. Hey Kurushii hows the ranking system? Is one universal ranking system containing both ps3 and 360 users like they said? Also, lol at your vids. I LMAO and almost spat a mouthful of water on my lap top.

  12. Haha, ofcourse it's you. I actually couldn't believe what you were doing. I was like "And he's only been playing for a week?". Lol, your carl was on my mind for so long, like when I woke up the next day I spent like 10 minutes in bed just thinking of how you played during our matches, lol. Oh, thank you. lol, Actually I hate the replay with Illusion Spark. The only reason why I put it up there was because of the reset I did in the second set. I wanted to use it for the Reset thread so I put it up there and asked mAc to help me upload it.

  13. Definitely. When I'm on we can play. If you need help on specific parts of your carl game, resets-how to apply pressure-etc, I can also give you advice. BTW I've been thinking about your carl lately, lol. Ever since we faced each other I couldn't believe how good you were after only a week of play. Lol, like I just couldn't get your carl out of my mind for a couple days. hahaha, I don't know I was just so impressed that it seemed surreal.

  14. Hmmm, iirc I heard from a hakumen that it counters EVERYTHING, including projectiles. Lol, now I'm not sure. I'm probably wrong and you're probably right.
  15. Lol, it counters everything Projectiles (volante, Lambda D-spam, Jin's sword, lobelia, etc), throws, Distortion drives, and other astral finishes. Lol, once anything touches it, it will activate.
  16. Thanks Kyle. Lol, a bunch of the stuff needs testing, but that's just a matter of time. So when CS comes out it will all be corrected. I'm pretty sure I made mistakes so if you guys find any plz correct me. Also, in PART 3 I changed up a few things to try and maximize what was shown in the video. So if at times you were going, "What the...what he wrote is not what was shown", yeah it's cause I put what I thought would go best so you could receive the best combo potential. I also filled in the blank for setups that were dropped, and put in a bunch of theory fighter as well
  17. Hey there I'll add you when I get on if you don't mind. I'd like to play you. Lol, but I'm hella scrubby right now so hopefully I don't bore you too much

  18. ^^^^ I made an edit to the corner reset for those who might have missed it. It's the last one in the corner reset section.
  19. PART 1 PART 2 PART 3 RESETS -NOC 5B 6B 6D 6C 2A 5A 2A 5B 2D 2B 3C -> combo (It doesn’t look like there is a slight delay at all. I’m guessing the push back from 2A 5A 2A is what causes the reset. By the time you do 3C your opponent would have been pushed back so much that it won’t combo, causing the reset.) VID -NOC 5B 2B 5C 6D (slight delay) IAD j.2C allecan -> combo -NOC (NEEDS TESTING) 5B 2B 5C 6D IAD j.2C allecan (make it combo) 5B 6B (all the while holding D so nirvana moves forward as you combo) J.B J.C J.B 5B 6B 6D vivaceA (j.2C allecan)/2A/tick throw/etc -> combo VID (The vid doesn’t show it, but it should work.) -NOC Purposely drop a 2D loop and vivace behind nirvana. Try and catch your opponent with fuoco, 41236D, on wakeup Opponents wakeup – 41236D IAD j.B 2A IAD j.2C allecan 5B 2B 5C 6D -> combo VID -Rhapsody Reset, 50 heat required (NEEDS TESTING) Get 9 hits in before inputting Rhapsody of memories. Dash in and charge 6C until a certain point. Immediately charge 6C again, this time to make it an unblockable. Your opponent will recover just in time to block the last hit of rhapsody, but 6C will also be fully charged right after the last hit of rhapsody connects. (The vid doesn’t show it but it gives a basic idea. The second 6C is the vid is not fully charged btw. The whole point is to start the second 6C from a point where it will become unblockable right after the last hit of rhapsody. This can be done by using the combo counter as a guage. Maybe a 6C started from a combo count of 17 will yield that? I don’t know, but it’ll need to be tested) VID 9 hits combo then do rhapsody – 66 6C until combo count of (__) – 6C fully charged starting at combo count of (___) -> combo (if your opponent doesn’t block the last hit of rhapsody they'll be sent flying and fully charged 6C will whiff, but you might recover in time to 5B j.B -> combo. I’m not sure yet) -NOC 5B 6B 4D vivaceA vivaceA (do the second vivaceA as nirvana swings her arm for the second hit) 66 5C 7 j.B 7]D[ Allegretto -> combo VID (Lol, yes that's me in the vid, thanks to mAc Chaos for the upload. In an attempt to save face Plz excuse my scrubby play gais I was bad that day) Different Variations - 5B 6B 4D vivaceB (second hit of 4D connects) vivaceB 5B j.B 8D j.C -> combo - 5B 6B 4D vivaceA 66 66 5C 7 j.B 7]D[ j.C vivaceA -> combo (If you’re in the corner, Wall-CON, the second vivaceA isn’t needed) VID -NOC During a ground loop – 6C (slight delay) IAD j.2C allecan -> combo VID -NOC During a ground loop: 5B 6B 6D 6C 2A 5A 2A 2]D[ 5B 2B vivaceB 66 5B/C 7 j.B 7]D[ j.C vivaceA -> combo VID CORNER RESETS -Wall-OCN, Opponent needs to tech, 50 heat required End a corner combo with gear super. Right when the gear ends, do j.A. This gives them the ability to tech before they hit the ground, if they want to. After that do 8D. If they tech, regardless of how, they get by 8D for a free combo. Remember to leave some space between nirvana and the wall so if they forward tech they’ll still get hit and be in the corner for a juicy combo. Use gear super as combo ender -> j.A when gear ends-> 8D -> combo VID -Wall-CON 5B 5C 6D 7 j.44 j.C 5B -> combo (I accidentally did this in a match, the j.C version, but unfortunately no capture device to show it. j.2C allecan, the one in the video, should work on the wider characters (i'm not sure), but j.C has a better horizontal hitbox, making it more universal so to speak.) VID -Wall-OCN ***EDIT**** During a ground corner loop 5B 6B 6D j.C 5A 6C -> combo VID Diff Var. 5B 6B 6D vivaceA 2A IAD j.2C allecan -> combo Tick throw version 5B 6B 6D vivaceA 5A 2A 6B~C -> combo STRATEGIES -Get the most out of an anti air Counter Hit 6A with nirvana close behind you CH 6A IAD j.2C 8D Allegretto -> combo VID -Opponents not falling for j.B 5B IAD j.2C allecan anymore and wanna mix it up We carl mains sometimes forget to use tricks we learned in the beginning. If nirvana is behind you and you want to dash in and cross up your opponent, you don’t always have to use 5B/2A/5A/empty jump IAD j.2C allecan. We sometimes forget just how useful and safe vivace is as a cross up tool when nirvana is backing us up. (Atleast I do at times) When you IAD j.B you can follow up with 2A 5A 5B 6B 6D vivaceA, or IAD j.B 6D vivace A. The good thing about the second one is if your opponent tries to CH/DP/FC you they’ll most likely get CH by 6D for a free combo, and it also works on airborne opponents as well. (shown in the vid below) VID - Counter hit j.2C with opponent in the air and nirvana close by Air CH j.2C 8D j.B -> combo VID (the j.B is optional depending on how close nirvana is. If she is too close, they might get hit by 8D before you do j.B, and in this case j.B will ruin the chance for a combo.) -Catching roll tech on opponents wakeup 2D 5C VID (This is actually better than 3C 2D cause if can be hard to time 3C correctly. Although 3C 2D is more damaging) -Pressuring opponents neutral tech on wakeup Volante Great pressure tool on opponents neutral wakeup especially when facing DP characters. If they DP after a neutral tech on wakeup and you block, they’ll get hit by volante for a free combo VID 1 VID 2 -Counter Hit 623D with opponent in the air and carl behind nirvana Depending on your distance from nirvana, you might need to dash forward on the ground during CH brio to bring carl within range, and in this case you might not need to super jump at all, but rather just IAD instead 1st Version CH 623D super jump sj.66 sj.B. Land j.B Allegretto 8D -> combo Opponents needs to back/forward tech. if they neutral in the air they might not get hit cause of the invincibility to attacks on neutral tech (plz correct me if I’m wrong) VID 2nd Verson CH 623D super jump sj.66 j.2C 8D allegretto -> combo -Get the best off FC j.B at a “good height”, above nirvana’s head, with nirvana slightly behind you. FC j.B (above nirvana’s head) Land 66 5B j.B 8D allegretto -> combo VID -NOC, opponent gets hit by Brio, 623D, while trying to jump out 623D j.B allegretto 8D -> combo VID -Get the best out of an airthrow PART 2 j.B+C 22D 5C volante vivaceA -> combo VID -Get the best out of a forward ground throw when nirvana isn’t close B+C 22D vivaceA instant IAD j.2C 2D j.C -> combo VID Diff Var. I had trouble consistently getting the instant IAD j.2C. Instant IAD j.2C meaning the lowest distance traveled during the IAD before you j.2C. Characters with smaller horizontal hitboxes, noel/litchi/carl, require you to use instant IAD j.2C allecans most of the time or you’ll whiff. Same case here except you need and instant IAD j.2C for ALL CHARACTERS or j.C will whiff. If you’re having trouble consistently getting the instant IAD j.2C, then you can make it easier on yourself by doing -B+C 22D vivaceA 7 j.2C 2D j.C -> combo (the jump, 7, has to be slight. This version is definitely easier) -Get the best out a back throw when nirvana isn’t close 4B+C 22D vivaceA 5C 7 j.B 7D Allegretto -> combo ----4D is on its way to becoming godly --4D is being used in combos to lessen the double proration on nirvana’s moves, so learn them 4D combos --4D used on your opponents wakeup Time after time most of us only use or see 3D/3C-2D being used on wakeup. Thing is 3D isn’t that great, and 3C-2D can be hard to time correctly consistently. Here comes 4D to the rescue. -4D beats back/forward teching *Corner Opponent attempts to techs back/forward, 4D, 4D hits 5C j.B Allegretto 8D -> combo VID *Midstage NOC (NEEDS TESTING - combo might not work) Opponent attempts to techs back/forward, 4D, 4D hits, walk back a bit, 66 5B 7 j.B 7]D[ Allegretto -> combo (Similar to this VID, but instead the 4D is done on wakeup.) -4D on neutral tech *Midstage Opponent attempts to neutral tech, 4D, (several things could happen) Scenario 1 The first low hit might whiff, depending on when you do 4D, since they are invincible to hits on neutral tech for a couple frames, but they’ll have to block the second one. Vivace B before the second hit to cross them up. Then follow up with 66 66 5B/C 7 j.B 7]D[ j.C vivaceA -> combo (If you’re in the corner, Wall-CON, the second vivaceA isn’t needed) Similar to this VID Scenario 1A In the likely hood that your opponent actually blocks the cross up, 66 IAD j.2C allecan to test whether it was a fluke. Even if they block the j.2C allecan at least they’ll be in sandwich pressure. (Alternate: after dashing forward towards nirvana, depending on the distance from carl and your opponent, you might not even have to IAD j.2C allecan at all. Vivave A will put them back in sandwich pressure) Scenario 2 The first hit of 4D could whiff because they’re neutral teching. Your opponent might decide to jump on wake up. Thing is depending on when you did 4D your opponent might have enough time to jump and dash out, completely avoiding the second hit. When you do the 4D on wakeup, IAD kara fall instead of vivace B. VID 2A If they jump and you grab them at worst they’ll tech the throw, but they’re still in sandwich position. If they don’t tech the throw then proceed with a combo 2B They decide not to jump or you don’t grab them after kara cause you miss timed it a bit, well, you’ll kara fall behind nirvana and your opponent will be crossed up with the second hit of 4D. So it’s a win win situation. After kara fall dash towards nirvana. If they block the 4D cross up IAD j.2C allecan or vivace A depending on distance. (Vid is same as above) VID --4D used on defense Most of the time our opponents decide to turn their attention to nirvana when we’re hiding behind her. If you anticipate that your opponent will want to poke at her/hit her, input 4D. *On block While opponent is still blocking 4D, (depending on distance) vivace A/B, and/or IAD in if necessary to gain more ground, 2A 5A 5B 6B 6D -> sandwich pressure. *On hit Quickly get behind nirvana if you can: 66 5B 7 j.B 7]D[ j.C vivaceA -> combo VID
  20. LMAO @ your avatar. Especially when chibi makoto's like "haters gonna hate", lol, that was classic. Good job

  21. haha that's exactly one of the resets in the reset thread, except it's done on wakeup. Nice to see you looking for stuff zong Don't worry guys, i found a bunch of new stuff, just when I thought there was nothing left. Lol, at this rate I'm starting to wonder if I made a mistake attempting a reset/strat thread. All I have to do now is just type it up, but I've been so busy with other stuff, procrastinating too much, and I haven't been in the mood. Don't worry I'll try and get up by at least saturday cause if I don't I don't think I ever will.
  22. Princess Rachel Combo Vid
  23. Thanks lots mac, i wish you were here so I could give you a hug.

  24. Thank you so much. I really appreciate it.

  25. Yeah, I play with with the analog of a standard 360 controller, and I have D mapped to the right bumper. You can map it to what ever you like, but from my experience RB > RT.
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