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[CS1] Carl Clover Tactical Discussion/Questions/Help


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Posted

You said teleport works WITHOUT negative edge, excuse me. (by pressing and releasing the button in one motion means you are using negative edge regardless of your intention of using it or not btw)

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Posted

I didnt realize it was such a novel and unheard of idea to just tap D for nirvanna's moves c.c been doing it since day 1

Posted

You said teleport works WITHOUT negative edge, excuse me.

(by pressing and releasing the button in one motion means you are using negative edge regardless of your intention of using it or not btw)

So what's it called when you've returned the stick to neutral before pressing D? Brio, etc will work after the stick is in neutral for a few frames, probably because of the 5 frame repeated inputs, but idk.

Call it what you want, It's just interesting that there's more than one way to do it.

Posted

Updated 101 about negative edge'ing on special moves.

would someone confirm teleport pleae.

22]D[ or 22D.

THX for clarifying Feri, I meant:

22]D[ or 22[D].

Posted

I've played CS and intend to play more in the arcades- but since Nirvana uses much more health for her moves it's somewhat discouraged me to use the loops. I got the clap loop in three rotations. Each time the opponent descends more and more from each 8C and eventually misses the clap hit. I was, possibly due to the skilled opponent, unable to successfully do any ground loops. This is going to be a much different game for Carl. The projectile was nice to have, but nothing to rely on. I thought it would be handy in Nirvana-out-of-screen situations, but the laser-ball actually moves very slowly at first and gains momentum the farther it goes.

Posted

I've landed TONS of ground loops. Virtually 3-5 per match and I have played quite a lot already. Nirvana does use more health to attack but it recovers FAST. So don't be discouraged from doing ground loops. And even if she does die on you, if you had done atleast 1 ground loop, you likely have 50%+ bar, just shove a gear out or have nirvana use raphsody before deactivating. The ground loops changed a bit btw. [2A,5A]xN 5b>b, 6D, 6C is one of the better ones right now. change 6D to 3D if you want to do an unblockable.

Posted

With all those extra A inputs are you able to reset nirvana between each 6d? Is 3d unreactable enough to legitimately try an UB or am I going to find people jumping out when they see it start up. Not sure if this is mentioned elsewhere but its rather important but does nirvana turn off if you get hit when you do 421]d[. Or to put it simply, when is it guaranteed to come out?

Posted

I think its guaranteed to come out once Nirvana "shoots" the fireball. When shes charging it, if you block/get hit, it disappears i think. Not sure though

Posted

What Zeero said, except that you can block while the fireball is still out and it will still be active. However, if you get actually hit, the fireball will disappear. You have to be aware that they will be able to block after too many 5A/2A's. However, nirvana will be to attack again while they are in block stun. The 3d isn't all that fast but the addition of a 5b, 2b, or 6b allows you to get the 6c out before they can jump. Seems to leave you in frame advantage while you do this anyhow, but beware of ragna, jin, litchi, and tsubaki's uppercuts. They can get you if they IB or trade with you. To be on the safe side, if the 6C is blocked, rapid into more 5a/2a or 5b's. side note, this loop can seriously mess up hazama if done right. He doesn't really have ways out until he gets 50% bar.

Posted

SO whats with the new haku-likes-men match up? I mean it was always silly and annoying when people sat around and spam-poked at Ada but now we can't punish him for it at all? I feel like this match up was enough of a pussy-foot-around as it was before c.c...

Posted

SO whats with the new haku-likes-men match up? I mean it was always silly and annoying when people sat around and spam-poked at Ada but now we can't punish him for it at all? I feel like this match up was enough of a pussy-foot-around as it was before c.c...

4D should be enough to punish him if hes doing it too much, If hes spamming jab on Ada and we can't activate 4D I think we might be able to dash in and punish him.

Posted

really? that 4B of his looks awefully further than 4D can reach... and i think he also recovers faster too.

Posted

Yeah i was watching a few matches and it looks like 4D is just the the bane of all existance here. From what i could tell they just tried to bait it by activating nirvana then IADing j.C but even that didn't look very safe. It seems to me that if Hakumen does not come to Carl now there's virtually no safe way to advance on him, even with puppet coverage.. 4B recovers fast and that stupid new air poke is just as bad.

Posted

Carl Clover basic strategy for BB Continuum Shift

:psyduck:

BTW this guide came out of my ass...after 2 days playing this new game at AI but I know some things that you should know but what to watch out for.

WHATS NEW?

1. NO MORE INFINITE LOOPS QQ MORE!!!!

2. You don't feel like you have less hp....but you still do

3. Nirvana completely stops if your opponent techs the grab....so that overhead ball clap nirvana does disappears

4. Nirvana has a projectile. Do a backward suriyuken(like doing ragnas uppercut attack)...let go of drive, ITS UNBLOCKABLE if your opponent is airborne

5. 2C can be used 3x without your opponent escaping the juggle(unlimited...if you opponent doesn't wake or recover)

6. Counter break(While guarding,move joystick to direction of opponent -> or <- and press a+b)

7. If it matters to anyone...you can use Astral Heats...you won't have to unlock it

8. New colors...

9. C is now a stun able counter attack. Woot!

10. Your Dash B attack (while in air) does a knock back

GENERAL TIPS

-First things first...know when to attack and know when to block. I can't stress this part enough...

If your like me, jumping and air dashing into attacks is a very bad idea if your opponent performs an anti-air attacks and knows when its coming.

-Like most fighter games you must study your opponent's attacks ESPECIALLY overheads(attacks that hit while doing lower block).

MAJORITY of "new" players do lower guards and MANY people take advantage of that...LOL

-Create a sandwich :) ex. (You) > (Enemy) < (Nirvana) ^^How to do this? Got 3 many ways[if any more please edit]: 1. Jumping over opponent

2. Vivace(half quarter circle toward opponent +a/b) through your opponent

3. Make Nirvana do a Drill punch toward opponent which will make them jump over her creating a sandwich for ya :)

+

-Do not make Nirvana die by getting hit...If she dies because you used her too much attacking the air...you know why she died huh?...

-Do not intentionally activated Nirvana all the time...Your opponent will either hit her/kill her

-Attack low or high? Both. You gotta mix it up.

-IF you are hit high into the air....Do not use 2C to get down IF your opponent is waiting below you...Your not Rachael. Good players will be prepared to block and put you in a bad situation.

Combos:

http://dustloop.wikia.com/wiki/Carl_Clover

Tips against other characters

-Tager..Duh. YOU have to stay aggressive against him when catching him in a sandwich, don't let him do shit, if you leave a gap in a sandwich combo your screwed because he can grab you doing a shit ton of dmg.

video

http://www.youtube.com/watch?v=T8gQaQ8HaAY

http://www.youtube.com/watch?v=3bOhhqLrkY0

Well how do I approach him? Do one of the many things:

1. IF he does a 2D attack just jump over hit and mash A then lead to a combo

2. Do a C to stun him as he is about to attack...must be in range, use Nirvana's straight punch to catch him in a stun then dash towards bring him in a combo

3. Try not to get magnetized

4. He getting tooooo close what do I do? Do a 2C trip em and lead to a combo, Roll through him, if possible get Nirvana to grab him to make him either retreat or Hit Nirvana for a bit

5. When do I burst? If he burst in a match you should too....saving burst is useless against Tager if you keep getting caught by him

6. Once in sandwich what do I do? Make Nirvana do Drill punch and do 6C fully charged to guard break...do combo here

7. How to prevent him from escaping sandwich? 6C is probably one of the many attacks that will keep him reseting for your combos, make Nirvana do a Air clap from behind so he wont jump away, do Allegretto in the air

-Litchi... That pole is a bitch! DO NOT AIR DASH towards her or you will get caught in a 20hit combo lol... keep making nirvana air clap... litchi's like to jump

Things to watch out for:

1. As we all know that split kick in the air has priority over our short ranged attacks...Heres a solution, Be quick and grab her as soon as she jumps...don't afraid to be aggressive

2. How to start off the first 10sec of the game: Dash back, and do Nirvana's projectile

3. SHE IS APPROACHING IN EVERY DIRECTION WHAT DO I DO?!?!?.....

-Keep in mind this, STAY AWAY from the corners,

-IF she is in melee range roll through her after you see an opening,

-DO NOT JUMP IN AIR for random reasons...she will catch you in a combo like that

4. I CANT GET IN WHAT DO I DO? Keep Nirvana in front of you and make her do an Air Clap, if you catch litchi in it you can take advantage of it and create a sandwich

-Arakune...don't let him jump in the air all he wants...catch him in a sandwich.

Move toward a corner, keep Nirvana on the opposite end of the screen doing air claps and make her shoot her nails in the air.

The fight is between solo Carl and Arakune. (Strat may differ).

^^While in this position no matter what Arakune cannot retreat(unless he just keeps jumping in the air), at this time do Nirvana's projecties, shot her nails in the air and do air claps

Do what you can and react quick to guarding Arakune's over head hits in the air

When seeing Arakune in the air jump and guard in the air till he lands, try to catch em by making Nirvana do a drill punch

What do I do if I got marked? Jump in air and block till it is removed

How the hell do I catch Arakune?

-Taokaka...She is sooo fast..

How to catch her?...kind of the same strat to fighting Arakune.

Do Nirvana's air clap to catch her and by the time she lands you should of positioned her in a sandwich

-Tsubaki Approaching while dashing in the air to a Tsubaki player that knows how to do that 9hit combo that hits you in the air really makes you think twice about doing it again.

Do not be tempted into attacking her straight on solo while she charges her drive its a trap..make Nirvana do it instead.

Her B poke(the move where she flaps her wing at you) is the most annoying shit ever, I never found a defense for that....-.-

Since Tsubaki is a new character to face against to most...you might be losing to her for a while against a good tsubaki player QQ.

Study her moves, overheads, and drive attacks... the more you practice the more you read the movements.

-Bang Tip against this guy is to try not to attack right as you wake up...they got a priority poke that will bright you in a combo...

Video:

http://www.youtube.com/watch?v=oN03aDtVWRg

Things that will bring you into one of the combo is a 3 button poke... so block it using lower block.

Another thing to know is their type of things they can do when they are charging at you as your about to block.

Bang will open with these things:

1. Do a 3 hit poke [blockable use lower block]

2. Do that untechable grab [unblockable but can be avoided by jumping back]

3. Do a normal grab [techable]

4. Jump, dash over you and kick you with an overhead...might lead to a combo [blockable, as they jump and dash block in direction they were in last time]

5. Do his counter DD attack [blockable]

6. Jump, does an over head attack [blockable but tricky to read if they have that bumper thing over you]

7. Does a normal overhead attack...leads to a combo [blockable]

8. Trip you/poke bottom if you are not doing lower guard [blockable]

9. Use his drive to eat one of your attacks and hit you from behind [blockable if not baited in attack] You can also do a 2A poke to hit him out of it as he telleports behind you

Burst Tips:

1. Make like a pro and DO NOT BURST in the first round unless it is the first round and you are up against an opponent that would normally beat you any day but KNOW you can win this round because of the HP difference(You at 90% and your opponent at 20%).

This by theory, increases win chance of winning the game against a good opponent.

This also keeps you from saying to yourself after you lost, "SHIT IM A NOOB AND NEVER USED BURST!!!!"

^^Usually just save your bursts till the last round...2 bursts make a difference in a game

2. When to burst...Like in Calamity Tiger you would normally burst when your about to be hit with a long ass combo that will make you lose the round...but now you just save it for last round...just eat the combo/lose the round

^^IF your are losing VERY BADLY

...it will hurt but you will need it for next game...

^^But...IF ITS A ROUND that will make you lose the game...don't be afraid to use burst even if you have to use both...you gotta win the round

ASS SAVING Tips:

If your opponent continually keeps poking at you WHILE GUARDING depending on the situation you must think this:

1. NEVER BURST to get out of a poking situation EVEN if your are in a corner.

2. How much HEAT do I have? If you do, do a counter break(While guarding,move joystick to direction of opponent -> or <- and press a+b) this will send your opponent flying in the opposite direction giving you room to breath and make a come back) ^^This situation is best if Nirvana is in a position to do a Con Fuoco(drill punch) or straight punch when opponent wakes

3. Where is Nirvana positioned? Behind me/offscreen, Behind the opponent/offscreen). ^^If behind you, after your opponent moves back from your EX barrier guard, JUMP and guard at the same time make Nirvana do a drill punch/straight punch or Con Brio(Nirvana shoots her nails in the air) IF done right your opponent either backed up or got hit and trying to recover from hit)

4. BAD AT GUARDING and can't read your opponents attacks yet? Only 1 safe way of guarding and thats in the AIR!!!! chance of guarding most attacks: 70%

5. If back is not near a wall...make like Tager and backdash follow with C to get a stun

6. Use Nirvana's projectile offscreen then go charge in attack, once that energy ball is shot it cant be stopped if you get hit/block attack(from what I hear) hence saving your ass from your recklessness of charging in

video:

http://www.youtube.com/watch?v=9zmc0c44Zbw

Other stuff:

...

Any one else wanna contribute to this basic strategy guide please post :)

I'm glad to see your enthusiasm to contribute, HOWEVER: You've added nothing NEW and offered SOME incorrect information. That's why I feel this post does not warrant it's own thread.

-OVERLORD KYLE'S EDIT-

Carl Clover basic strategy for BB Continuum Shift

BTW this guide came out of my ass.

WHATS NEW?

1. NO MORE INFINITE LOOPS

2. SAME HP, LESS OVERALL DMG.

3. NIRVANA WILL DEACTIVATE DEPENDING ON HOW FAR INTO 8]D[ SHE IS WHEN THROW BROKEN.

4. Nirvana has a projectile. 421]D[ ITS BLOCKABLE if your opponent is airborne.

5. 2C SUCKS NOW.

6. COUNTER ASSAULT WAS IN CT AS WELL

7. If it matters to anyone...you can use Astral Heats...you won't have to unlock.

8. New colors.

9. C is now a stun able counter attack. Woot! WTF DOES HIS MEAN?

10. J.B IS A FATAL COUNTER WITH WALL BOUNCE PROPERTIES.

GENERAL TIPS

-Like most fighter games you must study your opponent's attacks ESPECIALLY overheads(attacks that hit while doing lower block).

-Create a sandwich :) ex. (You) > (Enemy) < (Nirvana) ^^How to do this? Got 3 many ways[if any more please edit]: 1. Jumping over opponent

2. Vivace(half quarter circle toward opponent +a/b) through your opponent

3. Make Nirvana do a Drill punch toward opponent which will make them jump over her creating a sandwich for ya :)

+

-Do not make Nirvana die by getting hit...If she dies because you used her too much attacking the air...you know why she died huh?...

-Do not intentionally activated Nirvana all the time...Your opponent will either hit her/kill her

-Attack low or high? Both. You gotta mix it up.

-IF you are hit high into the air....Do not use 2C to get down IF your opponent is waiting below you...Your not Rachael. Good players will be prepared to block and put you in a bad situation.

Combos:

http://dustloop.wikia.com/wiki/Carl_Clover

1. IF he does a 2D attack just jump over hit and mash A (NEVER-MASH) then lead to a combo.

2. POKE WITH 5C & 6]D[

-Tsubaki Approaching while dashing in the air to a Tsubaki player that knows how to do that 9hit combo that hits you in the air really makes you think twice about doing it again.

Do not be tempted into attacking her straight on solo while she charges her drive its a trap..make Nirvana do it instead.

Her B poke(the move where she flaps her wing at you) is the most annoying shit ever, I never found a defense for that....-.-

Since Tsubaki is a new character to face against to most...you might be losing to her for a while against a good tsubaki player QQ.

Study her moves, overheads, and drive attacks... the more you practice the more you read the movements.

-Bang Tip against this guy is to try not to attack right as you wake up...they got a priority poke that will bright you in a combo...

Video:

http://www.youtube.com/watch?v=oN03aDtVWRg

Burst Tips:

1. Make like a pro and DO NOT BURST in the first round unless it is the first round and you are up against an opponent that would normally beat you any day but KNOW you can win this round because of the HP difference(You at 90% and your opponent at 20%).

This by theory, increases win chance of winning the game against a good opponent.

This also keeps you from saying to yourself after you lost, "SHIT IM A NOOB AND NEVER USED BURST!!!!"

^^Usually just save your bursts till the last round...2 bursts make a difference in a game

2. When to burst...Like in Calamity Tiger you would normally burst when your about to be hit with a long ass combo that will make you lose the round...but now you just save it for last round...just eat the combo/lose the round

^^IF your are losing VERY BADLY

...it will hurt but you will need it for next game...

^^But...IF ITS A ROUND that will make you lose the game...don't be afraid to use burst even if you have to use both...you gotta win the round

ASS SAVING Tips:

If your opponent continually keeps poking at you WHILE GUARDING depending on the situation you must think this:

1. VARY RARELY BURST to get out of a poking situation EVEN if your are in a corner.

2. USE COUNTER ASSAULT TO PICK UP LITTLE DMG & MOMENTUM. THE NEW GUARD PRIMER SYSTEM MAKES BEING DEFENSIVE MUCH MORE REWARDING!

4. BAD AT GUARDING and can't read your opponents attacks yet? Only 1 safe way of guarding and thats in the AIR!!!! chance of guarding most attacks: 70% (GREAT ADVICE, SERIOUSLY. JUMPING INSTANT BLOCK CREATES 10 LESS FRAMES OF BLOCK STUN.)

6. Use Nirvana's projectile offscreen then go charge in attack, once that energy ball is shot it cant be stopped if you get hit/block attack(from what I hear) hence saving your ass from your recklessness of charging in

video:

http://www.youtube.com/watch?v=9zmc0c44Zbw

Other stuff:

...

Any one else wanna contribute to this basic strategy guide please post :)

Much better now.

Posted

C is now a stun able counter attack. Woot! WTF DOES HIS MEAN?

What he means by this is that if you use 5C and it lands a counter hit. The opponent is stuck in hit stun for a moment.

I feel his damage is slightly less but he has more options and easier unblockable setups.

This is from personal experience, I've landed the 6C, 3D unblockable dozens of times already and usually atleast 3 to 5 times a round.

2C after a 2A/5Ax3 rep allows for the unblockable from 6B or 2B. The 2A/5A reps give you enough time to get the 2C out.

Posted

No in CT the hits stun animation was just extra long. But in CS the opponent gets put in crumple state, as in if they don't tech they'll just fall to the ground. That wasn't in CT. Maybe crumple state isnt' the right terminology but the way the opponent is affect by CH 5C is different.

Posted

8]D[ > Kune-Bells. 8]D[ < Curse feels good to see Carl doing J.2C, 2]D[ loops w/ less 2A, 5A, 2A, 5A spam. I even saw someone doing J.2C, 5B, 5C, 6]D[ loops; Finally.

Posted

Small test on everybody's Carl knowledge :eng101:

I've seen some vids recently try to do 6C and 3D as unblockables as a reset off the ground loop.

Except they were all "fake" unblockables. What do I mean by "fake"? its actually blockable. Thats because while 3D is 3 (or 4? forgot) hits, only the first hit is actually low (at least in CT it was, i tried in training mode) :psyduck:

So how many of us actually knew? And how many of other palyers out there do you think actually know about this? :yaaay:

Oh, and whats the chance that if you do hit 6C with the first hit of 3D, that the remaining hits of 3D has enough hitstun for Carl to recover from 6C and combo?

:psyduck:

Posted

Small test on everybody's Carl knowledge :eng101:

I've seen some vids recently try to do 6C and 3D as unblockables as a reset off the ground loop.

Except they were all "fake" unblockables. What do I mean by "fake"? its actually blockable. Thats because while 3D is 3 (or 4? forgot) hits, only the first hit is actually low (at least in CT it was, i tried in training mode) :psyduck:

So how many of us actually knew? And how many of other palyers out there do you think actually know about this? :yaaay:

Oh, and whats the chance that if you do hit 6C with the first hit of 3D, that the remaining hits of 3D has enough hitstun for Carl to recover from 6C and combo?

:psyduck:

Huh, interesting. I'll have to keep that in mind.

Posted

As long as people fall for it It's still viable lol. If they catch on after a use or 2 just do something new D: That's the fun thing about obscure little facts like that :D (On that note, lets make this thread viewable by carl players only so that doesn't become commonly known so quickly c.c)

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