Dasvanu Posted December 30, 2009 Posted December 30, 2009 I thought he was saying that this new rule only applies to crossup commands, like when Carl is facing Nirvana but facing away from the opponent because you've just crossed them up; before Carl corrects his direction?
Kyle Posted December 30, 2009 Posted December 30, 2009 That's what I took from it. This new rule applies when Carl's Sprite is backwards to the opponent. Which doesn't happen too often, or for too long of duration. What's new guys? I've been away a few weeks. - Nirvana's Input while Carl is facing opposite of opponent is now reversed. - CS:Bnb= ...623C, 5B, 2]D[, 236A, J.2C, J.C, 2]D[, J.2C, J.C, 2]D[, J.2C, Allegreto, 8]D[ - F.CH J.B, IAD, J.2C, Alle~can, 5C, ... - Damage range is from ~1800 - ~3300 depending on the situation. Rediscovered clap-trap yet? Anything else?
Kyle Posted December 30, 2009 Posted December 30, 2009 2B, 6A Is this a new gatlin to CS or is it just news to me?
Mascarpone Posted December 31, 2009 Posted December 31, 2009 would 6A even connect from a 2B? on anyone but tager?
Zeero Posted December 31, 2009 Posted December 31, 2009 Dunno if this has been mentioned before, but I figured I'd toss it out here: Nirvana's commands are now with respect to actual spatial relations instead of Carl's direction. So, for example, C-O-N airdash right to become O-C-N (j.:f:), once past the opponent, Carl is facing right (i.e. "forward" D). In BBCT, right-D () would be 6D because Carl is facing right; but now in BBCS, now that "true sides" are switched, right-D () in this situation becomes 4D even though Carl is facing right (i.e. "away" D). Carl's own commands are still based on the direction he faces, though. i.e. in the above situation, Allegretto/Alle-can is still down-downleft-left (), CT and CS. In short, the rules for Nirvana commands in crossups is different in BBCS. I guess that would explain why every start of the match when i backdash and do 623D, 421D comes out instead...
Dream Maker Posted January 1, 2010 Posted January 1, 2010 When i get the full list i'll post up... I also noticed something wierd too because sometimes when i do 5b 6b jb jc jb while pushing nirvana towards me, the 2nd jb ends up crossing over and hitting the other side... might end up beign another cross over gimmick =P In regards to that "infinite unblockable" thing we saw in an earlier vid, I think the way to get out of it is to block low and eat the jC... because that means you're in crouching state and 5b 6b can't hit you... but it seems like 6C forces standing on hit... so need to work on that too =P You don't have to push Nirvana towards you the whole time when doing the 5B, 6B, jB, jC, jB combo, just push her forward when starting the combo so that she is stuck to your opponent and then just maintain D without moving her except when you need it due to the moves you are doing. Also yeah 6C forces standing state on hit so you could theorically restart that loop by doing something like 5B, 6B, 6D, 6C and then 5B, 6B, jB, unblock but I'm not sure if the part following 6C actually works with so much hits... It might fuck up at the second 5B or jB and I think I actually messed up my combo most of the times if not every time when I was trying to do that. So I'm not sure if that's a timing problem from my part or if it's really impossible. Sure thing is that this loop doesn't work on many characters, I got it down on Tager, Hakumen, Jin, it apparently works for Lambda, surely doesn't on Carl, Arakune, Rachel and Bang. Not sure for the rest of the cast. Still this is an interesting thing to mess around with when fighting tall characters, way easier to get down and certainly has fewer ways to escape than his aerial setups. Also I don't know if you guys checked AutonomousR's youtube account recently but this Carl player has some really wicked setups right there and does the new 2D loop with very few flaws : http://www.youtube.com/watch?v=PV0Tmgi5Ywo Definitely the most creative Carl player I've seen so far along with Kyaku.
Zoogstin Posted January 2, 2010 Posted January 2, 2010 Dude CS has been interesting. Carl's mixup game can finally shine with out the throw loop. Although I'll miss it. By the way I've been praticing the 2D loop. Junk is hard.
Adelheid Posted January 3, 2010 Posted January 3, 2010 Dude CS has been interesting. Carl's mixup game can finally shine with out the throw loop. Although I'll miss it. By the way I've been praticing the 2D loop. Junk is hard. Yeah it's hard But it's extremely cool srsly, coolest loop in any fighter, as far as I'm concerned
Zoogstin Posted January 3, 2010 Posted January 3, 2010 Personally I would think that 3C woudl be better or UB's than 2B. Its active longer than 2B and goes forward so it has a better chance of catching someone who rolls away from you. One downside to 3C however is if you do it too soon and the opponent neutral techs you can actually go under them and completely miss.
Kyle Posted January 3, 2010 Posted January 3, 2010 I use the 3C cross-under as an oki trick against Haku after 8]D[. Corner clap-trap:Should work in CT as well. =P Anyone willing to give it some time? Not being able to IB grounded hits in CS is going to bone me. =(
Kyle Posted January 5, 2010 Posted January 5, 2010 To Do: Carl Clover [CS] Combo's update with full BnB List. Carl Clover [CS] Glitches thread (When something is discovered) Carl Clover [CS] 101 : ... Carl Clover [CS] Directory/ on-line play (once it's released)
PhaethonH Posted January 5, 2010 Posted January 5, 2010 Volante on hit causes very short stun. Dirty trick = let Volante hit (blocked or not), throw for green '!'. Also, afaict, anti-air Volante hit is untechable until ground, Counter or not. There also seems to be a subtle change to the input for Astral Heat. So far, it feels like it only activates on D positive edge, unlike all the other Nirvana moves. Could someone else verify this?
PhaethonH Posted January 8, 2010 Posted January 8, 2010 Allegretto can be done in the middle of forward dash. Must be done early due to its inherent "drop" (i.e. unleash Allegretto during the rising part of his dash). Great for that last-inch chip damage. Late forward-dash Allegretto causes the zero-frame recovery effect (the Can in Alle-Can). I for one welcome our new wave-dashing overlord.
Zoogstin Posted January 8, 2010 Posted January 8, 2010 Wow so Carl can technically dash with not recover at the end? Awesome. Just from the vids that I've seen dash allegretto is a great move to catch your opponent off guard because visually its so fast. And it appears safe too because he's so low to the ground when he does it. I definitely plan to use it.
Mascarpone Posted January 8, 2010 Posted January 8, 2010 It still raises the opponent airborne and knocks them back right? 8D shenanigans?
PhaethonH Posted January 8, 2010 Posted January 8, 2010 It still raises the opponent airborne and knocks them back right? 8D shenanigans? Oh, sweet idea. I only used the dash Allegretto (let's come up with a name!) in N-C-O, but yeah, the air-launching is still there to abuse in C-O-N (or N-C-O-wall). But it's more away than up, so 2D (OTG) shenanigans is more plausible (think "defensive burst trajectory" here). I don't know if dash Allegretto has air-attribute -- to wit, dunno if Allegretto (block high) + 3D (block low) does what I think it could. In hindsight, Allegretto at the end of a low/late j.C would also cause instant land recovery, which may the basis of a lot of otherwise impossible jump-in combos. And it would still work in CT (e.g. late j.C, 214C (land-cancel), 2B, etc.). The other consequent is that you can Allegretto straight out of a very low air throw for instant land recovery, although that doesn't seem all that useful in neither CT nor CS -- maybe useful in low air throw reject? Also, another caution about the wavedash: if you hit C far too late (final 4 frames of dash), due to the game's 5-frame "auto-fire" feature, you can end up doing the wavedash straight into a 4C. Avoid or abuse (e.g. bait a counterhit) at your discretion. Other abuses for the 5-frame-auto-fire feature include wavedash into throw (214 C~B); wavedash into Option-Select Guard (214 C~AB); wavedash into gold Break Burst (c'mon... y'see where this headed...); etc. The auto-fire may make the alternate form of the pure wavedash easier for some: 66, [C]~214 (auto-fire-C does not linger through land recovery). In like fashion, auto-fire can assist dash Allegretto: 66[C]~214 (but nail the 4 before zenith of dash).
feri Posted January 9, 2010 Posted January 9, 2010 Can you make Carl's backdash less punishable via the same method?
PhaethonH Posted January 9, 2010 Posted January 9, 2010 Can you make Carl's backdash less punishable via the same method? No. I've tried repeatedly. Also, dash Allegretto is not an air attack -- it can be blocked low. EDIT: more warning: nominal wavedash is 66 214C 66 214C etc., but a late-C wavedashing gets you 66(3)214C (land) 6{auto-fire C}6 -> Laetabilis Cantata. Wavedashing Carl is more finicky than I expected.
Zoogstin Posted January 9, 2010 Posted January 9, 2010 Maybe its just an execution barrier. A year from now, any carl player who puts in the effort will be doing really fast wavedashes across the stage. IDK
PhaethonH Posted January 11, 2010 Posted January 11, 2010 Another random point technique: you can't jump out of Barrier Guard, so we now have an empty/grounded clap in CS in the form of 4[AB], 7]D[, 4]AB[.
Mascarpone Posted January 12, 2010 Posted January 12, 2010 that's actually handy. no more setting yourself up for potential Counter hits to throw out 8]D[ :o
Kyle Posted January 16, 2010 Posted January 16, 2010 It seems they've taken out the hitbox behind Carl's Allegreto. ;( @1:00 http://www.youtube.com/profile?user=AutonomousR#p/u/2/znfgi7JnVAU
feri Posted January 16, 2010 Posted January 16, 2010 http://www.youtube.com/watch?v=-7i0gRdhLPk#t=01m35s =O Making me giggle at first and then realizing that if this is legit its pretty evil. I'm quite surprised nobody mentioned or played around with it earlier. Its probably fantastic in CT too (reset j.2c/2a mixup). Anyways, discuss.
Kyle Posted January 16, 2010 Posted January 16, 2010 Watching all these CS Carl vids, disappoints me. The players aren't as strong as they could be. Predictable mix-ups. They don't rotate setups either... I've yet to see a match where a Carl uses, Cross-up, J.2C, Alle~can: Throw break force guard: 6C in the same round. WTF. Once Nirvana about dies, combo into 236236D and finish them off with Carl.
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