Eshi Posted November 30, 2009 Posted November 30, 2009 41236D 4D (1st hit) 2DI thought I saw a match where the first hit of 4]D[ whiffed but the second one hit on block and still took a guard primer. I can't think of the video which made me think that off the top of my head though... I'll rewatch vids later.
Dasvanu Posted December 1, 2009 Posted December 1, 2009 Here's something I've been wondering: In Calamity Trigger, Nirvana could absorb Arakune's clouds and bugs by touching them, thereby removing them from the field and keeping Carl from being cursed. Since Arakune's clouds no longer have hitboxes, can Nirvana still get rid of them by touching them? If she can, does this increase Arakune's curse meter?
MisoSowee Posted December 1, 2009 Posted December 1, 2009 Here's something I've been wondering: In Calamity Trigger, Nirvana could absorb Arakune's clouds and bugs by touching them, thereby removing them from the field and keeping Carl from being cursed. Since Arakune's clouds no longer have hitboxes, can Nirvana still get rid of them by touching them? If she can, does this increase Arakune's curse meter? No she can not.Haku cannot destroy them with his sword so I believe it is safe to assume Nirvana cannot either. However Nirvana has her own "hittable box" like normal characters do, where a sword does not have a "hittable box" If its' different that'll be cool indeed...
Irikarul Posted December 1, 2009 Posted December 1, 2009 What is the command for Ada's Laser Move? 421]D[.
Zeero Posted December 1, 2009 Posted December 1, 2009 Sry, I've also seen the 2nd hit of 4D removing a guard primer as well. But i somehow doubt that each hit removes a guard primer, more like the move as a whole removes a primer. Random stuffs I noticed: http://www.youtube.com/watch?v=d0HtP34Msd0 @2:18 Volante has like a good 1s startup before it appears... seems to start moving after 2s or so... and travels pretty slow. So much for saving my ass. @2:25 Volante still travels if Carl is hit @2:29 Volante disappeared if Carl is hit... Whats the deal? @3:28 Volante still there if Carl blocks @3:53 Volante disappears if Nirvana gets hit... http://www.youtube.com/watch?v=73oukgwVRBk @1:08 Some sad blockstun on the Volante hit... Volante -> 2A gets jumped? @2:47 Suspecting that the roll mixup doesnt work anymore when you're blocking the super punches. Lambda LOOKED like she auto turned to block all the hits. Im guessing its because they increased blockstun of the hits of the super so she was always in blocking animation with no neutral time to reset the block direction. Confirmation anyone?
Umareru Posted December 1, 2009 Posted December 1, 2009 About Volante: Yes, it is slow, has bad damage, is incredibly hard to combo off and has almost no blockstun. But it is a full screen projectile, like all of carl's other options, take it with a pinch of salt and use it with a little creativity. Another plus is that its big, dodging it requires a double jump or super jump. Its a great tool to set them up to be thrown. Miso is absolutely right, Nirvana can't get rid of clouds no more, but she can still straight out walk through his other cursing projectiles. In general the Carl vs Arakune matchup is a whole lot less pain, now you can approach arakune like you do against Zappa in GG, beat the crap out of him till he gets curse/raou, then turtle till its over. Zeero, if you had read my earlier post, you would know you CAN cross people up with Nee san's super. It is still hell to block if you are doing it right. Just be careful, because characters with momentary invincibility moves like shoryuken users, (jin, ragna, litchi) and invincible startup distortions (taokaka, bang, tager) can abuse said moves to attack you when you least expect it.
Umareru Posted December 1, 2009 Posted December 1, 2009 It's easier to control the mixup from the ground. between the [2a,5a,5b,5b,6d] portion, i can randomly insert a 6C or j2C Allecan, because the 2a and 5a keep me close enough to do so. I can also do A version vivace to cross them up during 6D, whereas if i did it during the loop you mentioned i would have to do the B version, which isn't as fast and feels safer. The damage isn't horrible either if you start off a 6c, 2.7k (tager buster a version). I can sometimes perfect an enemy in under 80 seconds, so it's still good stuff. If i've got a confirmed combo, i'd go with your loop, if i'm trying to keep em blocking, i prefer 2a5a. We should really name these for easy reference. Those are some interesting thoughts for the litchi matchup kyle, i'll try em out. But all in all, i'd rather 5a didn't whiff at all. This fact combined with litchi being a tier monster makes her my worst matchup ATM.
Mascarpone Posted December 1, 2009 Posted December 1, 2009 Brio often hits once with greater hit-stun. It appears the second hit-box is much closer to her hands. Now that 5B, 2B, 5C/6B combo's on hit, Why the hell is everyone doign combo's with 2A, 5A, 2A, ... :psyduck: @2:18- Did Jin bounce off the wall or bounce off Nirvana? http://www.youtube.com/watch?v=9zmc0c44Zbw pretty sure that was the wall. but how funny would it be if u could bounce them off of ada c.c
ItemNazo Posted December 2, 2009 Posted December 2, 2009 http://www.youtube.com/watch?v=d0HtP34Msd0 4:21 look like a JB.CHit Jin to the wall. Can Hold [D] stop the enemy from Wall Bouncing?(or Ada gets pushed too?) Also Carl is Mid tier due to his 100% so how is he now? Moving on down:kitty:?
Zoogstin Posted December 2, 2009 Posted December 2, 2009 Carl was high tier because of the throw loop actually. He's still really strong though. His mixup game is just as good as CT if not better.
Zeero Posted December 2, 2009 Posted December 2, 2009 http://www.youtube.com/watch?v=ExmsWQr6u1Y @0:30 Dio trying new corner loop? whatever->8D->dash 214C->8D? @3:05 New loop possibly? whatever->8D-> j2c allecan (2D) -> backdash -> (something) - im thinking something might end up being j2c bounce jc (2D). This would be awesome combo since 2D reverse prorates (104%) Dio is such an innovator Always top Carl in my heart <3
Prophet Posted December 3, 2009 Posted December 3, 2009 http://www.youtube.com/watch?v=ExmsWQr6u1Y @0:30 Dio trying new corner loop? whatever->8D->dash 214C->8D? @3:05 New loop possibly? whatever->8D-> j2c allecan (2D) -> backdash -> (something) - im thinking something might end up being j2c bounce jc (2D). This would be awesome combo since 2D reverse prorates (104%) Dio is such an innovator Always top Carl in my heart <3 I miss his old colors.
Kyle Posted December 4, 2009 Posted December 4, 2009 Compliments to Spirit Juice. I lost my Brown color. Q_Q I wish he had a dark skin pallet. We can choose from Caucasian, Caucasian or zombie. =(
Umareru Posted December 5, 2009 Posted December 5, 2009 Colors 4,5,9 or 10 are the best IMO. The green one looks like a leprechaun. Pink one I might play on Valentine's Day.
Zoogstin Posted December 5, 2009 Posted December 5, 2009 Looks like I'm still sticking with Default. Although I might try the last one since its default but with intense shadows. Comic book style, better Viewtiful Joe style
Irikarul Posted December 5, 2009 Posted December 5, 2009 I don't remember Nirvana's eyes glowing or her smiling like that, particularly in the last picture. Is it just me, or is CS Nirvana a bit creepier looking than CT Nirvana? As for my color, I'll probably stick with default or the last one.
Dasvanu Posted December 5, 2009 Posted December 5, 2009 Just wondering why my question about a combo, and all the following responses about that combo were deleted from this thread, but posts about palette swaps get to stay? Seems kinda strange imo, but if need be, When in Rome.... I like his white and blue palette swap. There. This post gets to stay now, right?
Xithmos Posted December 5, 2009 Posted December 5, 2009 I hope we can keep the DLC colors from Calamity Trigger. I want my green leprechaun Carl. D:
Lastblade Posted December 6, 2009 Posted December 6, 2009 dunno if this has been mentioned, but carl's astral takes about 3 to 5 seconds now instead of the full 10.
Mascarpone Posted December 6, 2009 Posted December 6, 2009 So is it actually conceivable to keep them in one place for said ~4 seconds? Maybe like cantabile, air combo, end with air throw? that should keep them in one place long enough even if they break the throw right D: (yay shots in the dark)
soujiro seta Posted December 6, 2009 Posted December 6, 2009 dunno if this has been mentioned, but carl's astral takes about 3 to 5 seconds now instead of the full 10. ARE YOU SERIOUSSSSSS . FINALLY!!!!! 10 seconds was too long. I've always wanted to astral someone with carl. I love how his astral is a countdown, it's like you're almost playing God. You put your opponent's life clock in front of their eyes, and you're telling them they only have 5 seconds to live, use it wisely. Did I mention it's also hilarious?They become so frantic trying to push you off the screen or kill you if they can. How wide is the radius? Assuming nirvana is standing in the middle of the screen, does it take up the whole screen? What is the motion for the astral, is it the same as the one in CT? So is it actually conceivable to keep them in one place for said ~4 seconds? Maybe like cantabile, air combo, end with air throw? that should keep them in one place long enough even if they break the throw right D: (yay shots in the dark) Actually you don't even have to fight. Trying anything could get you DPed, counter hit, FCed, command grabbed, or DDed. It is very easy for carl to push his opponent to the end of one side of the screen. Ending combos with cantabile and advancing with nirvana like a wall should do the trick. Once you get them there, try and advance forward a little bit, about half screen, and activate his astral. Your opponent will come rushing at you for a combo to push you to the other side to escape the vicinty, since they're backed up against the wall. As they approach simply vivace B over to the other side and backdash till your back is against the wall. Assuming it's 5 seconds, by now they have about 3 seconds to escape or kill you. Assuming they can kill you in about 2 hits, and they approach for one last try, don't vivace again cause they might psychic it and IAD backwards and hit you. You can block with barrier assuming you still have it, gold burst or defensive burst to push them away, or if you don't have anything, super jump IAD kara cancel to the other side. By now she has 1 second left, if she already hasn't exploded. That was all theory fighter by the way, but it should work. 10 seconds was too long and impractical in CT.
Dasvanu Posted December 6, 2009 Posted December 6, 2009 In CT, even if Nirvana was in the center, the astral still had two small gaps at the far ends, if the two opponents were as far apart as possible. idk what the range is in CS, but 3-5 secs is muuch more practical
Lastblade Posted December 6, 2009 Posted December 6, 2009 Range still feels the same if not VERY slightly larger. The counter starts at 10 still but it mine as well go "10, 7, 4, 2, 1 boom" because of how fast it goes now. Get the astral going, then do what you can to keep them near it for about 4 seconds. Still fine as a time waster if your going to win by timeout since they HAVE to get to you.
Recommended Posts