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ZONG_one

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Everything posted by ZONG_one

  1. So is the next one the 21st, or the 27th?
  2. Do people still go to AI? I'm gonna head up there now, for a few hours.
  3. Go to japan. lol. Carl player using A type. Right side. http://www.youtube.com/watch?v=qPdjhit7ZW4&feature=channel Also, nice throw bounce loop on Ragna. EDIT- I just noticed this Carl player does drop a lot of stuff. But that's not because of what type he plays. Just a thought.
  4. Lol this part. One time, Me and someone stayed in opposite corners, crouch blocking for like a minute. He didn't want to get in between, and I wasn't going to let him wait me out. So there we were, sitting, waiting.. :P a tip: don't abuse ID, unless you know it's going to get you out of the situation. If you've done it to me twice, in my mind, I think that you feel pretty good about yourself, invincible, maybe. I can't wait for you to try it again. If a Carl can bait your ID, you're almost 100% in another ground loop.
  5. I agree with zoogs. On Kyaku being the best, IMO. and on the blah afterwards. Some of the differences in playstyles between top Carl players are ridiculous.
  6. Make L1 Rapid cancel, and get rid of taunt completely. Carl never needs to taunt. (And if you ever feel the need to, mashing 5D with nirvana in someone's face should suffice.) R1 Drive, I agree, is the only way to play Carl on pad. Honestly though, I suck on pad. IMO, a stick w/ config B is the only way to play Carl. Props to people who play Type A. Blows my mind.
  7. Never super jump from full screen.. I don't know if this is a scrub technique, or if it's good for Tager in other match ups, but definitely not this one. Tager-----Nirvana at half screen-----Carl. If Tager superjumps, all I have to do is time 5C for your landing, and you're fucked. Yes, even on block, you're fucked. That's my 2 cents.
  8. This has nothing to do with Vivace A, but there's a super cool punch loop crossover/reset at 1:25. http://www.youtube.com/watch?v=lpk98M8IWFI
  9. I will try that. One question: If I don't grab early, we'll both fall on the original side, right? Does this leave me with the option to 6A relaunch?
  10. I might actually try to make it out to some of these. I didn't know this type of thing was going on. -_-
  11. Lol, thank you!! Haha, it might not work, but who's to say that'll stop me from trying? :P And anyway, Punch Loops FTW!!
  12. Oh, ok, I just misunderstood. ^^ This, I can do no problem. I actually have been putting off the throw loop until later in the match, just for the reason that I can RC and reset almost 100% consistently if I have the heat. So I love that. I also like this, though I have yet to pull it off in a match. I didn't know it had anything to do with an early throw. I thought it was just because your 2nd airgrab landed you & your opponent too close/ slightly past nirvana.
  13. So much to think about.. What's a sufficient hit count for 6A, btw? Also, with that 2C messing up your loop by not being jump cancellable, are you supposed to RC the 2C, and grab after the 8D? If so, I can't believe I've never noticed that in videos. Learn something new every day.
  14. Ok. Good to know I'm not COMPLETELY off on that. It makes perfect sense. Separating the inputs would be bad, yes. haha. I'll make sure to release them together on the way down, without trying to buffer 8 during the last throw. I think that's what I'm doing now.. It's very frustrating to me. I've noticed in some loops... grab, 8D, air dash grab, 8D, 6A, 8D, grab, 8D, 6A, 8D, grab, air dash grab, 8D, 2C, 8D. Is that the 2C you mean? Also, when do you know that the 2C will work? If it always worked, then it would replace 6A completely... so when does it work? EDIT- I don't know if I'm over thinking this, but JP throw loops?
  15. >:l I never even thought that's what could be going wrong.. So I guess I need to wait until the last possible second before releasing 8, right? As close as I can before accidentally jumping again? Ok. Let me use this set up as an example. Most likely versus Tao/Ji[finput][/finput]ra/Noel: 2A, 5A, 5B, 6B, 6D, 2B, 3C, J.2C~Alle-can, jc B+C, 8D. Should that be the default height for each character? I heard that's the best set up for a consistent 6A relaunch. Rather then trying for a late j.B+C off of 8D. I'm not sure if this is correct or not. Like I mentioned, I don't try this unless I'm fighting someone like the above mentioned characters. umm.. In regards to walking Nirvana, when would this be? Before the falling 8D? Wouldn't that take away from my getting out 6A in time? I'm not sure I understand what you mean about Nirvana pushing my opponent's sprite into position. EDIT- I will try this. I feel like I learn everything the wrong way on my own, so I apologize for going into noob question mode for clarification. But, you're saying to start the clap right after the B+C? Is that the hit of the 8D? Or the input?
  16. Alright, I had to register because I've got a problem. When I'm going for the clap trap, one of two things have been happening lately. 1.) After the air dash > throw, I come down, and release 8D right before I hit the ground, but Nirvana doesn't clap. Is this because my previous clap was done too late? It previous clap still hits like it would work, but the next one just won't come out. 2.) My 6A that would hit them into the clap, is missing. I think I'm too close, because it does this backwards hit box thing where they get hit by it, but fly behind me. I've seen the loop done by others who are as close as I am. I don't know where I'm going wrong. Any pointers?
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