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[CS1] Carl Clover Tactical Discussion/Questions/Help


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Posted

was it like unblockable or anything? Speculating possible AF usage :psyduck: end sandwich with AF and mash 5a2a5a 5b 2b 6b lol

Posted

its not blockable as long as their in the blast radius. can't burst them into it anymore since astral activation takes away any remaining bursts.

Posted

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?:psyduck:

Your post was moved to the combo thread for obvious reasons.

Posted

Sorry if this is a noob question, but what is the difference between [D] and ]D[? Also, if one was to perform the command for Carl's astral, would D need to be held the whole time or would it just need to be pressed after all of the directions have been entered?

Posted

Sorry if this is a noob question, but what is the difference between [D] and ]D[? Also, if one was to perform the command for Carl's astral, would D need to be held the whole time or would it just need to be pressed after all of the directions have been entered?

I think you can activate his astral without holding down [D], Same goes for his distortion drives too.

Posted

I knew it worked for his DDs since I pull out the gear special all the time that way, but I never knew it worked for the astral. Thanks.:)

Posted

I knew it worked for his DDs since I pull out the gear special all the time that way, but I never knew it worked for the astral. Thanks.:)

Gear super has nothing to do with Nirvana. :psyduck:

Posted

SO it seems like with the punch cycle in block strings it's now easier to time and set up unblockables as well right? since u can drag your strings out to greater length you have more time to let nirvana's low/overheads activate before u toss in your 2B/3C/6C (j.2C is still not an overhead yes?) right? because to me it seems that having so many unblockable setups was why they made him so fragile / low damage in the first place. Also I've been able to activate every one of ada's specials and supers with just a press of D usually. Doesn't fly for her normals tho. for obvious reasons.

Posted

The good thing about pressuring his unblockables is when the opponent actually guards it correctly and loses guard primer. 2]D[ is serious in this iteration. CT = 8]D[ CS = 2]D[

Posted

SO it seems like with the punch cycle in block strings it's now easier to time and set up unblockables as well right? since u can drag your strings out to greater length you have more time to let nirvana's low/overheads activate before u toss in your 2B/3C/6C (j.2C is still not an overhead yes?) right? because to me it seems that having so many unblockable setups was why they made him so fragile / low damage in the first place.

Also I've been able to activate every one of ada's specials and supers with just a press of D usually. Doesn't fly for her normals tho. for obvious reasons.

I tried this out in CT today with Brio, Anima and Fuoco, and I was in awe. I thought everything Ada did had to be negative edged.

So then, does the same apply to Volante in CS? This would make combos involving Brio and Volante a bit easier, preventing normal moves like 4]D[, etc from happening by accident.

Posted

Only on counterhit I believe but the regular hit stun on an areal opponent is noticeably longer than a grounded opponent. Off the top of my head, Kyle, Zeero, and I use sticks.

Posted

Will he need a stick as much in CS, considering he won't need the clap loop so much anymore?

That's completely subjective.

Posted

Carl is feeling real strong in CS. Even without his clap trap, also, 2A>5A>2A, ect. doesn't seem to prorate his ground loop and sets up nicely for unblockables with [3D, 6C] and [2D, 2B or 6B]. Also, I can't play either of my characters (Rachel or Carl) on pad. Always have used an arcade stick.

Posted

Updated 101 about negative edge'ing on special moves. would someone confirm teleport pleae. 22]D[ or 22D.

Posted

If you've always played stick then no shit you'll be better on a stick, and vise-versa. dasvanu: Your saying 22[d] will summon nirvana? That is a fairly annoying change that I hope wont interfere with input. Edit: Akiro 22d - the D input is pressed and then released 22[d] - the D input is held down 22]d[ - the D input is released at that point Functionally 22d and 22]d[ is the same, the minor difference is that it wasnt held in the combo prior to that specific point. I also have a custom stick w/sanwa parts that I prac on but my input on pad beats it flat out. Though really I'm all for people playing on whatever they perform better on.

Posted

Actually I didn't test 22[D]. I don't think holding D will work, because holding D is how you move her. All I did was confirm that 22D and 22]D[ both work, and this applies to all her specials and distortion drives.

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