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soujiro seta

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Everything posted by soujiro seta

  1. (2) It's hard for me to get in on you, and I harbor a grudge against you during the round because of that, lol. So when i do happen to sandwich you, I release all that anger and I make sure that I take your life from 100% to 0. Lol, I actually remember one of our games a while back being like that. You had me down to a sliver of health and I luckily got you sandwiched and reset you to death. lol, something told me you were really upset at that round. That last game last night was too damn close mac. I truthfully got lucky. I did 2d and 6b in the corner, and I thought you would counter my 6b for the win. Man, I don't even know how I'll keep up with you when you finally get your hands on 4C :'(.

  2. lmao, you're a funny guy. I saw your comment on Zong's wall about how I "sure talk a lot about carl", lol. Lets just say I'll be watching you from now on.

  3. sorry for the late reply. You hit the nail on the head with carl. Terrible hop, always has to jump in with nirvana backing him up, risk getting AAed all the time, etc. I'm surprised you know so much about carl. Well, duh you probably play knight all the time. Yep, I def feel bad for tager, he needs his damage back, or at least be compensated with some tools to make getting in easier. ROTFLAMO @ knightofnosni. hahahahaha. I just knew it was him, lol. You guys friendship is going to be in jeopardy because of his quest for revenge. Lol, like he's not even going to want to play you for fun anymore, he's just going to want to crush you. hahaha, I think that's the funniest thing ever. Actually the CS matchup with carl and lambda is 5-5, so he might not crush you like he'd hope. I can't wait to join a player room with both of you and watch the two of you go at it. lol, it's going to be so much fun.

  4. lol, sorry guys, a couple vids were off a bit, and I just re-edited them Anyway i have a question? How come this works How come it's unblockable? It doesn't make any sense to me at all.
  5. Hey there Thien. It's me Hawkeye Miihawk, the black and red carl. We ran into each other today. We've played before. I love facing your haku. I like the way you fight with him. GG

  6. As much as i hate to say this and join in, Dacidbro does have a point, but I'll explain what he means by "Ara is ridiculous" in a different way. After watching so many arakune matches I realized that CS Arakune is literally an improved version of CT throw looping Carl. You're probably going "Huh?" right about now. I'll explain. Well, they both have 100% death combos. Carl can throw loop you off a defensive burst in CT if nirvana is close. Arakune can get full fever meter off a gold burst. The opponent is pretty much forced to burst in both scenarios, except carl can't kill you off the defensive burst. Ara just has to let you tech off the ground and the party begins. CT carl and CS ara rose DRASTICALLY up the tier list after their 1 shot kill combos were found. (I'm calling it now, ara will make his way to S tier if this keeps up) How much damage CT carl deals off throw loop is dependent on how much meter nirvana has. Arakune is also dependent on a meter. Except his meter doesn't start from 100% and deplete in his attempt to get the 1 shot kill (nirvana getting hit and using her to set up). It starts from 0 and fills to 100%. After throw loop, nirvana has to recharge. Assuming you aren't already dead, carl literally becomes free. After arakune's fever mode, assuming you aren't already dead, he refils 70% of his meter. Block one more cloud, eat one more bell bug, or get hit by one of those things that come up from the ground (sorry don't know the name), and he's back in fever mode. Every character, not taking into consideration those who could already escape without bursting, had atleast 1 chance to escape the throw loop by bursting. So once carl hit confirmed 2a you could burst to save yourself. Bursting during Arakune's fever mode doesn't help. Even if you did burst at the right time and push ara away, YOU'RE STILL CURSED, and when it ends he'll refill his meter back to 70% again. Fever mode arakune deals more damage quicker than carl does during throw loop. Every character can destroy nirvana, and carl would never get the chance to throw loop. You can't "destroy" fever mode, and only a few characters have the tools to avoid it easier than others. Fever mode is the "throw loop" of CS, except its an improved version of it.
  7. lol, also i forgot to ask you. This carl friend of yours who keeps laughing and counting down till CS, is this KnightofNosni you speak of?

  8. (1) Hahahaha, thanks toan. Your friends? Who might they be if you don't mind me asking? Don't worry, I'm not going to track them down and do anything harmful to them for not liking carl or anything like that. I just wanna talk :keke:? haha just joking.

  9. (2) Yeah I believe carl, hakumen, and tager, because of how they were designed, should be the highest damage dealers. Because of how long it can take to get their effective gameplans going, (hakumen needing magatama to do anything only for his opponent to block everything then he has to recharge again, tager being zoned to death by everyone the entire match only to hopefully get lucky and get in, carl having to chase you down to sandwich/corner trap only for you to escape his reset/blockstrings/sandwich attempt then he has to wait for nirvana to recharge only to begin chasing his opponent down again, and having to purposely drop combos with carl/hakumen because once nirvana is down carl is free, and once hakumen is out of magatama even if he were to IB and counter his damage is miniscule, his pressure is terrible, and you can pressure him how ever you want knowing for a certain amount of time if he were to counter at most he'll deal like 2000 damage.)

  10. (3) Add that to the fact that these 3 are the slowest characters in the cast, hakumen being the fastest of the 3 and tager the slowest. Carl also has the worst come back ability of the entire cast, added with being the second slowest. Once you get a life lead on carl, and you're content with only running away and countering, there is so little he can do. Negative penalty is a huge positive. if there wasn't any people will just run the clock out on these 3 all the time. Whereas nothing holds the other characters back from executing their gameplan from the moment the rebel starts and continuing with it till it ends. Hakumen and carl have to take numerous breaks during a round to recover, tager just can't get in. The only problem is being slow and taking a break/not being able to get in doesn't go so well with the clock when you have a couple seconds left. So you see why when they get their hands on you they should be able to make up for all that lost time, lol, if you get what I mean.

  11. Actually it's Soujiro Seta the Tenken (Tenken meaning Heavenly Sword), but he's commonly called Soujiro the Tenken. He is a character in the anime Samurai X, also called Rurouni Kenshin

  12. I really hope it works Also if you don't mind, all those who have access to CS can you plz try out the stuff that has (NEEDS TESTING) next to it? Thanks.
  13. Yeah, I've been using it in CT and it's actually not as bad as I thought, and as you said, I too was surprised that it beat out a lot of moves as well. I mean in some cases I REALLY should have gotten counter hit, but I didn't and I would get a CH 2C instead. I'm guessing it's because of the low profile thing? What does low profile mean? Your opponent can't tech till they hit the ground after CH/FC 2C. Yeah if nirvana isn't close, and you want to use 2C you can 2C 22D 2C 8D > combo.
  14. Hahaha, thanks Zong, I try my best . Cantabile stun isn't that long? damn it. Yeah how about what you said. Lol, I just got a great idea, hope it works. You know how you can hide your volante/fuoco call with jA of 5A? You could use 5A to recover faster, maybe? 5B 5C 6D j5C 5B 6B 623C 41236D RC 6C fully charged might this work? Lol, um what do you think of the other crazy ideas in the second post? I'm guessing those won't work either huh?
  15. Also 5B 5C 5D j5C 5B 2B 6B 623C (meanwhile holding 3/6 to push nirvana back a bit and leave some space between her and the opponent) volante vivace A (opponent is forced to block volante) IAD j2C allecan > combo EDIT*** 5B 5C 5D j5C 5B 2B 6B 623C (meanwhile holding 3/6 to push nirvana back a bit and leave some space between her and the opponent) volante vivace A 5A (opponent is forced to block volante) IAD j2C allecan > combo 5B 5C 5D j5C 5B 2B 6B 623C (meanwhile holding 3/6 to push nirvana back a bit and leave some space between her and the opponent) volante vivace A 5A (opponent is forced to block volante) vivace A j.2C allecan > combo Do any of these this work? Is there enough space between nirvana and the opponent so volante can stay out for like half a second so right when you vivace they get hit or are forced to block volante then you can IAD j2C allecan?
  16. Could someone test this out 5B 5C 6D j5C 5B 6B 623C RC 41236D 6C fully charged The idea is that right when they recover from cantabile they'll be forced to block fuoco, only to get hit by a fully charged 6C. (Does the opponent recover fast enough to jump out before they are put in block stun by fuoco? Will a fully charged 6C come out right when fuoco ends or can your opponent escape/counter hit?)
  17. Whiile playing CT I realized that 2C is not as bad an AA as I thought. It's no 6A that's forsure, but considering that it's a FC in CS, it's looking very appealing to me right now. I literally thought it would be horrendus, but it's far from that. After using if for a while you'll pretty much know when to use 6a and when to take a chance with 2c. I'm also guessing that the hitbox is better since it's a FC. 6a is easier to do on reaction and it comes out faster, but after a while you'll easily get used to 2c. It works best against tager, when he tries to hover up top and pounce on you from on top, and bang, when he dashes at you and does j.B or j.6C. It works against everyone trying to IAD over nirvana to hit carl, else except hakumen and ragna. Those characters will usually IAD in from a certain distance so that carl will be within their j.B/j.C range, even 6a won't work in this case. 2C is great when people neutral jump during their block strings, ragna and hakumen included. If you see your opponent neutral jump during a block string, 2C. If you want the reliable safe AA ,6a will always be it. If you want to take a risk for more damage, and I mean huge damage use 2c (off 2c CH in CT with nirvana close by I get between 4500 - 5000 damage meterless before my opponent can tech. in CS with 2c being a FC (better hitbox maybe?), carl's damage buff, and being able to link more stuff together I can only imagine just how much you could deal.). Combo taken from the carl in the acho vids 3D j.B j.C 2B 3C 2D j.2C allecan (2D hits) j.2C allecan 4D j.2C allecan (4D hits) 66 j.2C j.C dj.2C dj.Allegretto 8D IAD j.2C 2D j.B 44 gear super > 5044 damage VID I can imagine how much damage that would have been had he started the combo with IAD j2C allecan 2B 3C or IAD j.2C allecan 5B 5C 6D j5C 3C.
  18. (Finally finished. I forgot to take the 2nd post just incase. So if you don't mind, sorry stark, could you delete your post and post this instead, or Kyle could you edit his post with this instead. Thanks) CORNER or MIDSTAGE (breakdown someone’s defense) --NOC 3C combo starter, seems to be unblockable 2A 5B 2B 2]D[ 3C > combo VID VID 5A 5B 2B 2]D[ 3C > combo VID RESETS --update (NEEDS TESTING) Rhapsody of memories follow up Get a combo count of about 10 reps then input rhapsody of memories, [j.5C 5B 2B 5C 6D]x2 for instance or slightly over. You can get a fully charged 6C if you want. The combo will reset all by itself before the fully charged 6C connects. Or basically just score a reset during rhapsody. Right before nirvana deals the final blow, input 2C. Time it so that as they bounce up nirvana will hit them. Right after you input 2C, vivace B. If done correctly your opponent will wall bounce at an elevated height, and after the wall bounce, their trajectory will place them right in front of carl, and back in sandwich position. Don’t let them hit the floor though. Follow up with 5B j.B j.C 8D > combo In CT 5B j.B won’t connect. I’m sure it will in CS, but if someone can confirm that would be nice. It looks something like this: VID , except input vivace B after 2C, and follow up with 5B j.B j.C 8D > combo. --NOC 5B 2B 6B 3D vivace A vivace A. Assuming your opponent stays put, after the second vivace you can follow up with 2A, 5A, or j.2C allecan. VID --NOC, opponent needs to tech 5B 5C 6D j.C 3C 2D j.2C allecan (2D hits) j.2C allecan 4D j.2C allecan (4D hits) 66 j.2C j.C dj.2C dj.Allegretto (Slight delay) 8D > combo VID --NOC Works on characters with wider hitboxes. I’m guessing tager, bang, hakumen, and rachel. 5B 5C 6D j.C 5B 2B 6B j.B j.C j.B volante 5A (volante hits) IAD j.2C allecan VID --CON DIFFERENT VARIATIONS *5B 6B 6D 5A 5B 2B 6B j.B j.C j.B 2]D[ 5B (slight delay) 6B VID *IAD j.2C allecan 5B 6B 6D IAD j.2C j.B j.C 5B 2]D[ 2B (slight delay) 6B VID CORNER RESETS --Wall-ONC/OCN, 50% heat required, 100% heat optional, opponent needs to tech During a juggle loop in the corner end the combo with gear super, making sure your opponent falls into the gear. If you’re doing a ground combo, you can end with like 2A 2B 3C 2D to bounce them up high. Input gear super. As they fall, they’ll land at the top tip of the gear. The thing is when you’re in the corner and your opponent gets hit by the gear super at the tip, they have time to tech after the gear before the hit the ground. The good thing is, because of the push back from the gear super, backward/forward tech look like a neutral tech. In other words, even though they forward tech to try and get out of the corner, they won’t go anywhere because of the push back. You can easily follow up with 8D to score a reset. If you have 50% heat after the gear, wait a bit. Input Big bang upper. They’ll tech in the air and get caught in it. You could also follow up with another gear super into 8D. The first two, situations, I assume, can be followed up with a combo dealing good damage. More so than the gear super into 8D. (I don’t know for sure. I’m just making an assumption) VID STRATEGIES --Hide carl’s volante/fuoco call when nirvana is off screen. Don’t want your opponent to know you input volante/fuoco? Right after you input volante/fuoco do j.A. Carl will interrupt his own call, so to speak. (CT testing, you can hide his fuoco call with 5A, but it seems easier to hide with j.A.) VID --update (The one with the two guard primers) Doesn’t matter if they barrier, it will still get broken. VID --(NEEDS TESTING) Want to potentially get more damage off FC j.B? FC j.B IAD j.2C allcan 2C 22D vivace A j.5A allegretto 8D VID Before this is finalized, could someone test these to see if any of them work FC j.B IAD j.2C allecan 2C 22D vivace A 2C 8D FC j.B IAD j.2C allecan 2C 22D vivace A 5B/C j.5B j.Allegretto 8D FC j.B IAD j.2C allecan 2C 22D vivace A j.Allegretto 8D FC j.B IAD j.2C allecan 2C 22D vivace A j.5B j.Allegretto 8D --Get the best damage off a midstage airthrow j.B+C 22D 66 5B j.B (optional j.C) 8D > combo VID --Volante tick throw 5B 5C 6D j.C 5B 6B j.B j.C j.B volante 5A (volante hits and slight delay) B+C VID
  19. I'm not gonna lie. I missed your presence when watching the AI ranbat vids. Bang Camero didn't give me my 5A fix. No 5A on wakeup, during blockstrings, etc. Nothing. All his matches left a bad taste in my mouth. I hope you return soon. Hahahahaha, i'm just joking with you bro :).

  20. I have a question for you guys, lets just say bang, litchi, and ragna get tamed tager, tsubaki, rachel were put on steroids with a couple of the cast getting a few tweaks (taunt loop, arakune's damage, lambda's corner loop, etc) and a couple of the cast going untouched. This results in a more balanced game, than CS, with Hakumen and Carl becoming the new S tier, simply because they were untouched. Do you think people would still complain about them? Obviously people do have legit reasons for complaining about the top in CS and CT, after all they are ridiculous, but would carl and hakumen get the same treatment? Would we start to hear complaints about how they are dealing too much damage? (IMO carl, hakumen, and tager should be the highest damage dealers in the game considering their character designs. Now that doesn't mean that other characters shouldn't be able to match their damage, ofcourse not, but carl/hakumen/tager should be able to attain bigger damage a bit easier than the rest. I don't know why tager got a damage nerf in the first place. Just like how lambda, because of her design, should have to waste meter to keep up with the rest of the cast for most of her stuff, so atleast they are on the right track with her) Would we hear complaints about how their pressure (hakumen with magatama, being sandwiched) is too good and needs to be toned down? (lol, this could come up) Would people start complaining about how brainded easy it is to execute their gameplan like they do with other top tiers? Would we hear alex come on here and whine about how rachel..... (hahaha, I had to put this on here) My point is, no one is complaining about carl/hakumen RIGHT NOW. Will this change if they become the new top because they were unchanged?
  21. More acho vids Part 11 (they skipped this one when they posted the first 12) Part 13 Part 14 Part 15 Part 16 Part 17 Part 18 Part 19 Part 20 Part 21 Part 22 Part 23 Part 24 Kohatsu (sorry if old) Ranbat 1st semifinal Ranbat 2nd semifinal Ranbat final part 1
  22. BIG update coming soon, most likely today, with a couple questions I would like to ask to those who can regularly play CS. Gotta get some things done first
  23. (1) Sorry for the late reply. PWII CHAN!! OMG. I saw you on ranked a couple days ago. I was like "Who does this Pwii Chan think he is". Lol, Pwii Chan is the kind of name I would expect a BB grand master to have. You see I thought you were very good, just off your tag alone, and I actually wanted to play you just to see how good you were. I also thought you were very cocky, lol. It's like you knew you were good, so you gave yourself a tag, Pwii Chan, that would also tell others that you were damn good. lol, I wanted to play you and hopefully beat you just to put you in your place, lol. I was like "Pwii Chan, you can be good without flaunting it". I'll give you props though, you had already won the mental battle over me before we even started playing, that's something that no one has ever done to me.

  24. (2) Before I clicked on your name i was like "I'm about to face a grand master". I was a bit shaken, lol, but unfortunately "Cannot connect to player" came up. To say the truth I was actually happy that that came up :keke: hahaha. Now that I know it's you I'm so sorry for my bad intentions and I hope I didn't offend you. Lol, I also like your summary. I was expecting something intricate and complex on how you're not good at doing something, your pressure isn't too good, etc, lol, but you just said "I suck", very short and straight to the point, no corners or alley ways taken, just a straight line. As much as I hate how you were very direct, I actually love your direct approach. I'll add you as soon as I get the chance. I look forward to playing you and I can help if you ever need it.

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