Jump to content
Dustloop Forums

Mikachiru

Members
  • Posts

    351
  • Joined

  • Last visited

Everything posted by Mikachiru

  1. How do you get Ada out of Tager's jab lock? I always seem to get hit when I'm trying to use Cantabile or roll into Tager's grabs...O.o
  2. I haven't fought a good Nu so I don't really know. I forgot what 4DD was...
  3. BB:CS V1.0 1st Loketest- Septemeber 26, 2009 + ~ 214C cancel remains ~ Nirvana recovers HP faster ~ 214214D super does 3K damage and removes two guard primer points on block ~ new projectile is fast and reaches the corner; it's a laser ~ 8D is not air techable ~ no change to 2D 4D 6A, glide throw, Gear DD ~ IAD J.2C cross up still possible ~ J.2C, Alle~can is still a Throw bait/low crush ~ 5A links to 2A ~ 623C has longer range ~ J.B has great downward hitbox, wall bounces on counter, and links to JA ~ 6D has longer hitstun and you can do {J.2C > J.236C > B > C > jc > 6D} loop ~ 623D has guard point and barrier guard blockable in the air; advantage on block ~ 63214D is untechable. - ~ J2C is no longer an overhead; slow ~ Air throw loop exists, but can only be performed once before Nirvana dies ~ Teching out of 2C is easier ~ Can't Jump Cancel after 5B when blocked (must rely on 2B in attack strings) ~ Nirvana loses HP faster ~ 8D has been altered (Not sure what this means, but I think it's no longer in the game...). ~ Air Throw BnB is removed because 2C has less hitstun ~ 3C --> IAD --> J.2C combo no longer works; J.2C has a slower start up ~ Removed a guard primer point on first hit on 236236D ~ 63214D doesn't throw opponent far away 2nd Loketest- October 3, 2009 A - able to link to 2A, up to 2 loops 2A -  6A - JA - B - not able to jump cancel on block 6B - 2B - JB - more hit box in vertical direction, hit opponent far back on CH C - 6C - 2C - easier to tech 3C - JC - J2C - not an overhead, speed decreases D - 6D - existing 6D loop can be done up to 2 loops 2D - 4D - 3D - 8D - JD - 236A - 236B - longer recovery time 623C - bigger hitbox in the front J214C - 214C cancel remains Volante - new move, nirvana shoots out the projectile, fast, unlimited range, lasts even Carl blocks opponent's moves 41236D - 63214D - 623D - able to block with air barrier, armor property of nirvana takes up to 2 hits 236236D - 1st hit breaks 1 guard primer 214214D - breaks 2 guard primers AH - Throw - Air Throw - CA - Other - forward step has longer recovery time - forward step can be canceled by J214C - all D moves use a lot of nirvana meter - recovery speed of nirvana after broken is same as current version - recovery speed when stopping nirvana is very fast - current air throw loop does not work, similar one can be done using different way, but not able to do 100% combo - nirvana will stop if opponent does throw break - no change to glide throw 3rd Loketest- October 16, 2009 6C -overhead 2D -overhead J.A -overhead, More recovery J.B -overhead J.C -overhead Volente ~560 proceed with small combo. 1) ↓A > ↓B > ↘C > jump ↓C > C > air combo 2) ↓A > ↓B > →B > →↓↘C > B > air combo carl has 4 primers. hop is slower (slower or more recovery? I thought it was confirmed to just be more recovery), can cancel into special, foot disappears (not sure if foot invun applies), can hop over downed opponent (i think that's what it meant), air rhapsody and generaru cancel unconfirmed (would be pretty cool if the previous also applies). volante is projectile, start-up is 20F, full stage, damage is 560. Combo starter scaling at 80%, cannot tech on air hit, will not disappear if Carl guard, nirvana no longer have projectile armor (I'm not sure if this is right because it seems like it doesn't have to do with anything else in the sentence). jC can be jump cancelled 2D is faster 8D no longer guaranteed activation, still works off throw loop set up (break throw I guess). jB is applicable as cross-up Brio has foot armor (it didn't before?) back throw scaling is 79%. -Nirvana can rapid fire volante 3 times, 8D 5 times before breaking down. (no change, I think) -Nirvana recovery from breaking down is 15 seconds. Have not checked regular recharge speed. -Carl's hop allows him to go past downed opponent (pretty cool change), still has a bit of recovery (not cool). -Can do specials, but not nirvana supers during hop (the guy mentioned he may just have screwed up input, so they will try to reconfirm). -Something about jB that I'm not sure... 4th Loketest- October 23, 2009 Brio can be regular guarded in air (i think that's what it says) 2A>5B>6B>canta>volante>5C>JB>JC>JB>JC 2065 2A>2B>3C>J2C>alle>5C>JB>JC>JB>JC 1600 ~3C>input volante>hit downed opponent with 2B>volante hits>5C~ Air combo after 5C not confirmed. (neesan behind carl)2A>5B>6B>canta>2D>A viva(?)>2C>8D>volante>5B~ (jB doesn't combo afterwards so so knockdown after volante may be a good idea) 6C startup feels the same focco, 3D no change Volante > 2A 664 has step jump... holy moly I'm pretty sure I read this right 'ステジャンプ' (this is big change, this can open up quite a few things for carl) step jump covers 1/3 of screen step cancel into alle isn't hard, but no use found thus far ground target jb > jC does not combo (same as CT) This thread is for updates and discussion so that our Carl General Discussion thread doesn't get over-stuffed with Loketest stuff (especially for noobs who want to know more about Carl but end up with a face full of "XXX was nerfed! Oh noes!" or "XXX combo can't be performed anymore!!"). Any information that I missed would be greatly appreciated.
  4. I think Nu Vs. Carl should be 45:55 or 40:60. I don't really see how Nu has the advantage (other than higher hp and attack)...
  5. Oh, right. Uh...Don't rush at Carl because almost all his attacks can lead into a combo or loop and...um...jab lock Nirvana into oblivion. XD
  6. So it should be 45:55 or 40:60 for Carl vs. V-13, right? Could you send me a link for those videos, please? I fought a couple of good Rachels. So many traps... Fumo vs. Kyaku proved that...
  7. I don't think so...
  8. Rachel apparently the only one who rapes Carl (the match-up is 70:30, I think). HARD. I wanted to know if this was a hard fight, like Rachel Vs. Carl...Sorry if I wasn't clear. EDIT: vs. Nu, I think it's 45:55...But 50:50 sounds right (talking from experience)...
  9. Thanks ocdscale. I'm bad at explaining things...^^;; Anyway, could someone tell me why Carl has a disadvantage to Jin?
  10. I'll give it a shot. Okay, on the left hand side is the character you've chosen. The top row are the opponents. The box where the your character and your opponent intercept is the match-up ratio thing. The higher the number, the more this battle is in your favor. On the way right is the rating that shows how good your character is altogether. People in the negatives show they do worse more than they do good and vice-versa for the ones in the positive. I'm not sure what the diff. stands for but I think it's the difference between your character and the one above him (I.E. Carl is only 5 points behind Jin, or something). BTW, Grey means top tier Blue means high tier Purple is mid-tier Green is low tier Red is bottom tier Anyway, I might be wrong. Feel free to corrected me...
  11. And then there were none...O.o Although it was soda, not kool-aid... Yup. The red demon who gets pwned at the hands of a 13-year old boy and his puppet. A fun match-up for me (except when I'm playing my friend Chad. Then again, he he knows how to rape Meta-Knights with Bowser in SSBB...).
  12. I've only played spammy Nus...But I beat them (oh, and I almost beat an unlimited Nu). Is this a hard match-up, or is Rachel the only one who still rapes Carl?
  13. I see. I guess there's no helping that...
  14. Does this mean that I'm at a disadvantage because I'm not a japanese player? I'm sad... ...It's not as if Carl doesn't enjoy getting brutalized by Rachel...
  15. I'm always using Jin as my punching bag (where's your ice car now, Jin? WHERE'S YOUR ICE CAR NOW!?). I can do the ground loop (somewhat) so I think I'm improving. :eng101:XD
  16. I see! This is great. Thanks! I wanted to see if the useless loop could be used to bait bursts. Carl: punchpunchstabpunchpunchstabpunchpunchstab... Tager: DAMMIT, KNOCK THAT OFF!!! *Barrier burst* Carl:
  17. ZONG, don't do it!!! Anyway, does anyone have have a video of the Airdash>J.A>[J.A>J.A>J.2C]XN loop thing that does absolutely no damage and only works on tall people?
  18. That's because when you're trying to master :CA:and :RA:, you tend to say things that don't make sense. :eng101:

  19. I am a family!!! XD

  20. I actually do this alot. When they barrier burst (like they are supposed to) I forget to punish them with the gear special...O.o
  21. That's right...destroy the competition...
  22. But if it's low enough, Allegretto could cancel into a ground combo which means...LOOOOOP!!
  23. Hakumen is fun. Just not when I'm getting raped by them...
  24. Not when I have to reach from B to C...I can't do it. It seems harder for some reason...
  25. How can you reach for C while holding on to d!? I want fingers like yours...
×
×
  • Create New...