ryofoong Posted November 20, 2009 Posted November 20, 2009 Did I hear that 5B was jump cancelable on block? ... That's going to be fun times... again.
Prophet Posted November 20, 2009 Posted November 20, 2009 Rejoice, for it is a time of great jubilation!
Mascarpone Posted November 21, 2009 Posted November 21, 2009 Oh goodness me. that is wonderful news. And untechable CH on volante sounds like fun :O and we get to keep our mix up :D how much does the longer start up on j.2C hurt it btdubs. Whats nirvana's recovery off Volante btw, because I had this really fun idea in my head the other day about releasing volante early in a pressure string and using it as part of a summon combo. but i dont know any frame data on it so i can't begin to assume it would actually work.
Zoogstin Posted November 21, 2009 Posted November 21, 2009 From what i understand and going by the video, its pretty quick. I want to see people experiment with what they can do with multiple volante's on the screen. Anybody notice the weird change they did to it? It comes out an moves really slow and then gradually speeds up. To be honest the amount of ground space you could control with that sounds promising if you can get multiple ones out.
Mascarpone Posted November 22, 2009 Posted November 22, 2009 it does start out slow but it accelerates alarmingly quick. like once it's moving it goes SHOOM! My idea was if you could keep ada distant and initiate volante as soon as u started your preasure on the opponent then summon upon ada's recovery so that ada is behind you when volante hits and you can vivace around them and initiate sandwich. Idk if it works in practice but it's a really fun idea. I also like that carl's audio tells for fuoco and such are less glaring and loud. still there obviously but they seem more muted and less pronounced. that to me seems like it might actually help allot c.c
Akiro Posted November 22, 2009 Posted November 22, 2009 I kinda thought that Fuoco sounded a bit mechanical (No pun intended ). I wonder if we'll be able to switch out ]6D[ and Volante during Carl's ground combos.
MisoSowee Posted November 22, 2009 Posted November 22, 2009 I kinda thought that Fuoco sounded a bit mechanical (No pun intended ). I wonder if we'll be able to switch out ]6D[ and Volante during Carl's ground combos. iirc volante takes a good chunk of meter, so punch might just be better (unless the proration is nonexistant/low? would make sense like in CT how pumpkin, frog, arakune bugs, and the like had very low proration)
Lastblade Posted November 22, 2009 Posted November 22, 2009 after playing CS Carl, he's looking pretty good even without the clap loop. his ground loop remains intact and nirvana's (ada) gauge actually recovers extremely fast. her gauge was only dropping a little when she was hit and a general same amount during her moves, but activating her cost nothing. During the entire night, Nirvana didn't die once even with heavy use and my opponents pummeling her a bit. from almost empty to full, it took roughly 3 to 5 seconds to recharge completely. Also, the amount of damage hes doing and can take is a lot better. In regardes to Volante (214D) and the 6D attack during the ground combos, its not really all that great, sure it hits but then they can block immediately. Unless thats what you want. And throwing Volante from off screen is awsome, once nirvana has commited to throwing it you can either apply pressure or wait for your opponent to react to seeing it during their pressure and counter.
Diveman Posted November 23, 2009 Posted November 23, 2009 iirc volante takes a good chunk of meter, so punch might just be better yeah, but seeing how fast nirvana recovers now, I would definitely add it into my game
Zoogstin Posted November 23, 2009 Posted November 23, 2009 after playing CS Carl, he's looking pretty good even without the clap loop. his ground loop remains intact and nirvana's (ada) gauge actually recovers extremely fast. her gauge was only dropping a little when she was hit and a general same amount during her moves, but activating her cost nothing. During the entire night, Nirvana didn't die once even with heavy use and my opponents pummeling her a bit. from almost empty to full, it took roughly 3 to 5 seconds to recharge completely. Also, the amount of damage hes doing and can take is a lot better. In regardes to Volante (214D) and the 6D attack during the ground combos, its not really all that great, sure it hits but then they can block immediately. Unless thats what you want. And throwing Volante from off screen is awsome, once nirvana has commited to throwing it you can either apply pressure or wait for your opponent to react to seeing it during their pressure and counter. Good to hear your input man. Please keep us posted on what strategies start to develop if you can. Nice to know volante is still practical off screen.
Lastblade Posted November 23, 2009 Posted November 23, 2009 after today, carl's jump B can wall bounce on fatal counter then be continued with whatever since they can't recover till they've landed on the ground, which the move bounces them all the way across the screen and they wind up back at where you are. Volante can be input inbetween the wall bounces and then relaunch with another J.B, J.C -> Volante hits, then allegreto. Theres probably more that can be done but of course people are rushing me the hell down so I'm only gathering a little info at a time. I'll try to work some more stuff out during the week.
Mascarpone Posted November 23, 2009 Posted November 23, 2009 what is the difference between counter and fatal counter by the way.
Kyle Posted November 23, 2009 Posted November 23, 2009 Didou guys notice the hit-stun of J.C. o.0 Holy Cow: @1:39 http://www.youtube.com/profile?user=AutonomousR#p/u/2/KLlPdoVd2M0
Mascarpone Posted November 23, 2009 Posted November 23, 2009 lol that re-launch into the 2C8D loop is cute. also yay that loop still exists. also 1:39 is an air grab? there's a J.C before that but the combo goes blue which i believe is CS's way of saying it could have been teched out of?
Kyle Posted November 23, 2009 Posted November 23, 2009 I didn't notice the counter turning blue. woops, got my hopes up..
Prophet Posted November 23, 2009 Posted November 23, 2009 Is it just me or does 6C look a lot quicker? Forgive me of this has already been discussed, I just now noticed it.
Mascarpone Posted November 23, 2009 Posted November 23, 2009 poor kyle ; - ; but j.C can be jump canceled now can't it? that's fun right? D: Oh also i'm really loving that ]4D[ vivace cross up and air combo follow up. Very classy.
feri Posted November 23, 2009 Posted November 23, 2009 Agreed prophet. Also, the fully charged version of the move seems to have been cut down a good 30f or so I swear (im seeing fuoco into charged 6c unblox). Its all speculation though.
Zoogstin Posted November 23, 2009 Posted November 23, 2009 Hey whats the news on Carl's dash and vivace's? In the earlier loketests they were slower. Are his dash and vivace's the same as CT?
Mascarpone Posted November 23, 2009 Posted November 23, 2009 also does he still get corpse hopping and a step jump? D:
Lastblade Posted November 23, 2009 Posted November 23, 2009 what is the difference between counter and fatal counter by the way. So far, only move of Carl's that caused a fatal counter is j.B. But the difference is that counter is still the same, countering an opponent's move. And fatal counter is countering your opponent that would normally guard break them (had they been blocking). Atleast thats the general idea right now. j.B on fatal counter wallbounces and allows carl to relaunch with a j.B into volante.
Umareru Posted November 25, 2009 Posted November 25, 2009 I got to play BBCS yesterday, Carl definitely still has game. Volante is a great answer against turtlers, which BBCT bred and raised in the form of rachel, arakune and V-13. I think you can fire off 2 Volantes before Lambda can fully charge a system shidou, first will clash, second will force lambda to block or get hit. Arakune also has lots less breathing room, where in CT he could simply spam clouds and pretty much fly wherever he goddamn pleased. Volante also makes for a somewhat decent anti-air when the ball is in place before it flies off, creating a hitbox infront of Nirvana for a short period. My only complaints regarding Volante is it's still really hard to use in a combo/as a combo starter because of the unfixed duration before it hits and that it has very little hit stun(barring CH), but it's something which can be remedied with more practice I guess. Sandwich loops are fun and do big damage, however at my local arcade the comp is too high, almost every Ragna player can IB in my block strings with Nirvana and Inferno Divider my ass, same with Tager and a version Tager Busters. When it was reported that you can only do the sandwich loop up to 2 reps, this is somewhat true in the sense that the combo resets at 10 hits, as compared to before when it would vary between 13-15. I could do many reps of block string sandwich loops with Nirvana before she was in danger of breaking down, 6D takes very little meter. Of course you can reset the combo early with mixups or small gaps, or end the combo with Nirvana's punch super. Brio nerf is sad. There is no bright side to it. Carl's biggest weakness is his lack of Guard Primers. Dead Spike breaks one primer per hit. You have 4. After bursting you have 2. Burst again, and you have 1 before your guard is broken and you have to eat a full combo. Blocking for long periods of time is no longer an option. In other words, Ragna is now public enemy number one, thanks to his Inferno Divider, non-situational high damage combos and great ability to break your guard should you let your guard down Carl is still a glass cannon overall, he requires a lot more diverse options and setups to play effectively as compared to CT, when you only needed the clap loop. Definitely more fun to play.
Zoogstin Posted November 26, 2009 Posted November 26, 2009 GUYS!!! Check out 1:29. http://www.youtube.com/watch?v=ef2wQ7mfzI0 You may not be able to do the throw loop but a little throw trap is still possible. As long as the opponent doesn't tech late, they can still get hit by the 8D because it would already be out if you do it soon enough. Makes for a great way to end a match in a desperate situation.
Mascarpone Posted November 26, 2009 Posted November 26, 2009 wait did i hear a audio call for Vivace c.c? why would they do that <_< that's just as silly as adding an audio tell to bridget's 214K roll C_C' why do we need to give them an audio que that we're trying to cross them up or.. well.. move in general. It would be kinda like me screaming "JOG!" every time i go for a run.
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