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ZONG_one

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Everything posted by ZONG_one

  1. You guys like that new Dio combo? 2B/6B/3C > 2]D[ > j.2C Allecan > land > j.B > j.C > Clap > land > j.2C Allecan > land > j.B > j.C > 623]D[ > j.B > Allegretto. 4.4k METER-LESS. EDIT- http://www.youtube.com/watch?v=3sPJ98n7mgs#t=3m31s
  2. I added to the match up thread. I hope it's not all already common knowledge.
  3. Some things to think about with resets: - If you ever block 5B, and you sense a slight delay, get ready to be crossed up. Carl's 5B is jump cancellable on block, so IAD > Allecan/ Teleport resets are coming. -Dacid is right about blocking low, then high for slide/2]D[ reset. It is incredibly hard to time a true unblockable, so you'll usually have time to block the low and the high. Don't give up hope in that situation, because you think something is 100% unblockable. It usually won't be. -Try to never get hit with either of these long pokes: .CH 6]D[ - the hit stun is like a year. Enough for almost any free combo/set up I want. .CH 5C - enough for Teleport > IAD > punch loop set ups. - 3C (slide) is not necessarily the end of a string. Carl can cancel it into Cantible (623C) mini launcher for a free air combo. A lot of people try to counter/just stop blocking after 3C for some reason, but it's not smart to do so. If you don't have an escape plan or a guaranteed counter for 3C, then just continue to block for an extra second to make sure. - With Allegretto > Clap loop in the corner, watch very carefully where you're going when you tech. Either tech high and get the hell out of there, or tech very low/not at all until you hit the ground. Basically, if you get hit with a stray clap after you tech, you're going to eat another 2/3k. If I think of more stuff to watch out for, I'll post them. The main thing is be patient. Carl has a lot to gain when his opponent starts getting frustrated. EDIT- And Carl can do damage on his own now. So kill-the-doll shenanigans, aren't always a good strat. Not that a lot of Bang players really try that kind of stuff. Unlike *CoughtagerCough* players. :P
  4. I'm not sure about that match up. Whenever I get asked about Bang, I just say.. "Block everything. And then hit him." It's not a fun match for me, even if it seems like it is.
  5. The blockstun alone provides infinite possibilities. Actually, the only thing I use it for is blockstun.. I guess it's good to have out in case you're in a blockstring. Sometimes it saves the day...
  6. More Minori. http://www.youtube.com/user/autonomousr#p/u/4/OdqCoRCk5Qc
  7. Lol, don't worry. I see you put up the new CS Bang matchup threads.
  8. I noticed that last night. It seems to be working very well for cross-ups. Especially when Shadow doesn't know how to use D counter..
  9. That's random stupidity, not a loop, lol. Worked out awesome, though. Well.. You could probably make 3 loops out of that..
  10. So probably j.B (non-CH), 5B, 2B, 3C, 22D, IAD Allecan, 5C, 8D, (j.2C, j.C, 2D)x2, 2C, 214214D. Would net you a pretty nice chunk of damage.
  11. U gUys B LazIe, I neEdz moar Vidz, Yo. (I'm probably unknown to the Lambda forums. Please don't think I actually type that way.)
  12. What did you start with/ how many reps did you get? I got 5k meterless starting with either 3C, or a jump in, I believe. I can't remember... But I was expecting 3.5ish and ended up with a little over 5k. Probably got 3 reps of j.2C>j.C>2D. Any word on which jump-ins prorate the best? I was pretty sure that's what you meant, just threw me off for a quick second.
  13. Haha, no problem. :P

  14. Add Tushar to my team already.
  15. Kyle, this isn't Guilty Gear. I'm pretty sure that's what you meant.. Also, instead of 5B > 5C to end, just 5B > 22]D[ > IAD Alle-Can or something. Never try to end a combo on the ground.. Always reset.
  16. Mind games. Sign of a Carl player.

  17. I'm like 90% sure it won't work, Kyle.
  18. 3]D[ on wake up. On blocked 3C > late 623C. On blocked 3C > 22]D[ > RC > IAD Allecan. Sandwiched reset: 2]D[> 2A > delay 2A before 2D hits. Carl is full of stupid little mind games.. Nirvana-Carl-Opponent. (After 5C launch:) sj.B> sj.C > 623]D[ > dj.Grab. (It's a pink throw, but a lot of people don't tech it, and you're relatively safe if they do.) 2A recovery seems really good, so it's great for baiting DP. So... How does it hit an aerial opponent? If so, can it OTG in anyway? I don't think so, but OTG 623C> 22]D[> RC> IAD would be fucking amazing.
  19. Is that what the news has been saying in Overhead Town?
  20. I like the dog in the corner.
  21. Haha, no. It's not necessarily good, either. I just know now that it's the same person! :]

  22. That's good to know, lol. :P

  23. Nice for the damage approximations, Feri. It's nice to know about how much you're doing. Lol 2A is so bad..
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