Mascarpone Posted January 16, 2010 Posted January 16, 2010 curious: Fermata breaks 2 Guard primers on block now, has anyone done any experimenting forcing a guard on that to guard break someone?
MisoSowee Posted January 16, 2010 Posted January 16, 2010 if you have 2 guard primers it'll only go to 1, and if you only have 1, barriering will only take half of the barrier gauge, not all. some other people tested it with shippu with haku. sucks, I know D:
soujiro seta Posted January 21, 2010 Posted January 21, 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. That's the thing with carl. Now that his loop his gone, you can really tell those that will be good with him. (This is also why I love fighting hakumen in CT, now I have to concentrate on resets. Rachel on the other hand is just complete bull and can get away with so much crap against carl that I didn't include her. Whereas the hakumen matchup is more even.) Carl's tier ranking in CS is tricky. The thing about carl is that you can't afford to be decent with him if you want to win. His stats make it too easy for him to lose. He can't get away with some stuff that other characters can get away with. You really have to be good, and there's no way about it. In Ct, there are some characters that you simply have to be good with and being decent isn't enough, tager/hakumen/carl with no throw loop/taokaka/litchi, and then there are those characters with attributes/play-styles that are so easy to execute and win with that they can make a player look good, even though they are decent, jin/noel/nu/arkune/etc. That's why you see a plethora of jin/ragna/nu/arakune/etc but barely run into taokaka/hakumen/litchi/etc. Now that carl has no loop, you're even going to see less of him. Lol, now why did I just give you that lecture, lol, I don't know :grin: Anyway, I think that one of the problems some of the carls in the vids had was that they weren't really good on defense. Some were good at pressuring, but once they got pushed in the corner they just didn't know what to do. They need to start using volante as a defensive tool to get out of the corner. Kyaku does that beautifully right here http://www.youtube.com/watch?v=Y_RlFUMw8QQ#t=2m43s. How many times have I seen them use volante right infront of their opponent, then approach with nirvana while it travels. Unless your opponent just stands there and waits for it, it's not going to work. Some of them were just learning carl, but then some of the ones that knew what they were doing offensively, had no idea what to do defensively, costing them the game. Once Nirvana about dies, combo into 236236D and finish them off with Carl. 236236D? But if Nirvana is dead then the only DD you can combo into is 632146C. or what do you mean?
Zoogstin Posted January 21, 2010 Posted January 21, 2010 236236D? But if Nirvana is dead then the only DD you can combo into is 632146C. or what do you mean? He means before she runs out of meter. He's not telling you to use it all up. Before she runs out do the 236236D super. He's also implying that she should still have meter left after that.
soujiro seta Posted January 21, 2010 Posted January 21, 2010 He means before she runs out of meter. He's not telling you to use it all up. Before she runs out do the 236236D super. He's also implying that she should still have meter left after that. Oh okay. lol, that's what I figured at first but then I was like is there a new super I don't know about, haha. Anyway, Zoogs and Kyle I'll like to play both of you sometime when you're free. I've never played either of you. Lol, don't expect much from me though I'm too on and off with this game and my execution is terribad. My GT is Hawkeye Miihawk .
Kyle Posted January 21, 2010 Posted January 21, 2010 In CT: 236236D cost 0 points. =P Sorry Soujiro, I've shipped off my xbox and quit. CS could revive me tho. Round1 Carl impressed me. =) http://www.youtube.com/profile?user=AutonomousR#p/u/8/iHD3AhbIeyI
Kyle Posted January 21, 2010 Posted January 21, 2010 We lost clap loop off of Burst/Counter Assault: But supers do a set minimum DMG. -Burst, 8]D[, 632146C, 8]D[, 632146C for at least 1500 DMG. (DMG needs confirmed) -Counter assault, 8]D[, 632146C, for at least 750 DMG. (DMG needs confirmed) -Counter assault, 623D, J.B, Allegreto, 8]D[, 632146C, for at least 750 DMG. (DMG needs confirmed)
soujiro seta Posted January 22, 2010 Posted January 22, 2010 In CT: 236236D cost 0 points. =P Sorry Soujiro, I've shipped off my xbox and quit. CS could revive me tho. Round1 Carl impressed me. =) http://www.youtube.com/profile?user=AutonomousR#p/u/8/iHD3AhbIeyI You quit!?!? Why? I almost feel betrayed kyle CS should...CS better revive you . I always wanted to play you but never got the chance. I guess you can say it's for my own selfish reasons Kyle will you be at Final Round? Do you still play Zoogs? About that vid Kyle, yeah I saw it, and that's what I like to see carl doing. What I'm wandering though is why the combo reset at 0:36 http://www.youtube.com/watch?v=iHD3AhbIeyI#t=0m33s. Was the bang trying to mash jab at that point, was it coincidental, or is it legitmate? The most interesting reset though I've seen was from Kyaku. I still don't understand what happened at 0:59 and why it reset http://www.youtube.com/watch?v=Y_RlFUMw8QQ#t=0m57s. Does anyone have a legit explanation?
Kyle Posted January 22, 2010 Posted January 22, 2010 You quit!?!? Why? I almost feel betrayed kyle CS should...CS better revive you . I always wanted to play you but never got the chance. I guess you can say it's for my own selfish reasons we can talk about Final Round & my involvement w/ PMs. =) About that vid Kyle, yeah I saw it, and that's what I like to see carl doing. What I'm wandering though is why the combo reset at 0:36 http://www.youtube.com/watch?v=iHD3AhbIeyI#t=0m33s. Was the bang trying to mash jab at that point, was it coincidental, or is it legitmate? That was legit, an Overhead rest, Bang was low blocking and ate-it. In fact, I believe Feri posted up this BnB only an hour ago. It has laods of option. Carl, J.B, J.C - Overhead. Nirvana 3]D[, Carl J.C UNBLOCK Carl can Guard to bait reversal. The most interesting reset though I've seen was from Kyaku. I still don't understand what happened at 0:59 and why it reset http://www.youtube.com/watch?v=Y_RlFUMw8QQ#t=0m57s. Does anyone have a legit explanation? This is where hit-stun reduce by hit-count. a new feature to CS. Such that anything over 8-hits, 5A, 5B will not combo. Hence you see Carl's doing 5B, 2B, 6B as of lately.
feri Posted January 22, 2010 Posted January 22, 2010 Not really a new combo but not many Carl's are doing it when they get the opportunity. N C O - 5b 6b 6d 236a j.2c j.b j.c This BnB will have some mad nasty resets, just you guys wait and see.
Braver Posted January 23, 2010 Posted January 23, 2010 The glitch where nirvana does an attack on her last health and continues to attack if carl gets hit or blocks is still in CS. Do i smell shenanigans?
Adelheid Posted January 24, 2010 Posted January 24, 2010 Not exactly sure this is the right thread for this. I lurk the Carl forum a lot but only rarely post here. Anyway I am a pretty scrubby Carl so my suspicion is that this is probably not legitimate or is somehow unsafe, but Been wondering why no one seems to use unblockables with 2D. I know they were pretty mediocre in CT because they took... interesting ways to set up, but it seems pretty legit to get them in the middle of sandwich pressure now thanks to jab mash giving more time for Ada to recover, so you don't need to throw in an obvious gaping hole to get it to work. A setup I've been trying is xx 5C (6D) 66 2A 5A 2A 5A 5B 2B 3C(2D), which feels fairly airtight. But again, I'm scrubby and relatively inexperienced, so my inclination is that there's something just wrong or silly about this setup, which is why I don't see it used. I recorded a simple video of me doing it. Looks pretty solid to me, but then what do I know
feri Posted January 24, 2010 Posted January 24, 2010 If barrier screws with it then maybe its not so tight but otherwise abuse the hell out of it until people are using IB reversals on you.... then start baiting too. Edit: Can you combo properly off it? like say for instance 3c 2d UB small jump forward j.2c allecan 5c j.b j.c 8d.
Adelheid Posted January 24, 2010 Posted January 24, 2010 Uh, not sure about that in particular (I'm not really right next to CS right now, so). If the 2D launches, then I had been comboing with 2C8D into 2D loops; if the 3C sweeps, 2B2C8D into 2D loops. In general you can combo after it, although if it's not perfectly timed (which I'm not really that proficient at) and the 2D hits first and they don't block it, 3C will hit them out of the air and they'll be able to tech off the ground if they catch it immediately. Any other situation where it hits (block 2D get hit by 3C, block 3C get hit by 2D, hit by 3C then 2D, both 3C and 2D hit on the same frame so it's perfectly unblockable) and you can do a combo fairly easily.
Kyle Posted January 25, 2010 Posted January 25, 2010 To Do list: Critical: We need an accurate list of moves that do not "combo" at what hit count. EX: hit-count > 8 (needs confirmation) 5A, 5B NOT POSSIBLE 2A, 2B NOT POSSIBLE We need to establish this for: 5A, 5B 2A, 2B 2A, 5B 5A, 2B (Does this gatlin?) 5B, 2B 5B, 5C 2B, 5C (Hit-count > 9 confirmed) 6c, 5B J.B, J.C, J.B, 5 5B, J.A hits fuzzy guard on most of the cast. J.B, j.A reverse gatlins (Critical) 6C is amazing! Forces standing (Critical) J.B, J.C, J.B is GODLIKE against standing opponents. (Tager, Nu, Who else?) Does this work off of 5B only or 5B, 6B? After two reps force a hit-cunt reset with J.B, J.A, J.C, 3]D[~ Unblock. If they were crouching, combo into 6C to force standing and repeat. This combo is superior because it cost minimal Nirvana health. Everything gatlins into 6A. Like, The new burst combo is with nirvana much further back because her 8]D[ is slower: Burst, 8]D[, 236A, 6B, 6A, 8]D[ into whatever. Preferably clap-trap because the DMG on everything else is crappy and this way to potentially get an unscaled throw. 2]D[ combo are critical on spacing... My corner break set-up needs more work... I'm still investigating low throw and high throw and optiml set-ups BnBs. 2C, SuperJump, J.B does not combo anymore. J.2C mix-ups are sweetness. needs load more investigating with mix-ups and combo-counts. Exact minimum dmg on supers need confirmed. Loads more but that's all that come to me right now. LET'S DO THIS!!!!!!!!!!!!!!!!!! Air throw combo? JP do: J.B+C, 22]D[, 5C, SuperJump, J.B, J.C, 623]D[, J.2C, J.B, Double Jump, J.B, allegreto Fatal CH combo?
Kyle Posted January 25, 2010 Posted January 25, 2010 They found a version of the airthrowbreak-unblock on Tager! It gives 50% and cost 50% LOLOLOLOLOLOL http://www.youtube.com/profile?user=AutonomousR#p/u/13/Xvp86hXnR4w http://www.youtube.com/profile?user=AutonomousR#p/u/0/nKzWyk33LxE If TAGER does sledge against 41236D: Does he lose a primer? EDIT: ~5000 DMG. Cost 50%, Gains 40%. http://www.youtube.com/profile?user=AutonomousR#p/u/11/i6-xUNhAhrw J.C, J.B: Reverse gatlin J.B, J.A: Reverse gatlin Combo into and out of Gold burst. WTF!?!
Mascarpone Posted January 25, 2010 Posted January 25, 2010 Rapid Cancel on hit 1 of Cantabile is kind of brilliant o.o how long does that lock down effect last :O
Zoogstin Posted January 25, 2010 Posted January 25, 2010 Dude check out 00:45. That is a really cool combo the carl player did. He comboed into 623C and RC'd it into an IAD j2C allecan into more shenanigans. http://www.youtube.com/watch?v=-X1MSfUGRo8 The setup at the end of this match is awesome as well. http://www.youtube.com/watch?v=EZT38sBORJ0
JG Posted January 26, 2010 Posted January 26, 2010 Quick question. Carl can deal good damage without tension? And the reset stuff.... I think that because the game is actually new, people dosn´t know how to block right vs Carl. That way they don´t know how to anticipating the next hit or move when the combo is reset, but maybe in the future the reset isn´t going to be so good and connect the next combo is going to be more harder. Well i like Carl, so i wanna know if there are some big damage combos. Like that kind of corner loop with 8]D[, j.C, allegreto and repeat..
A.X.I.S. Posted January 26, 2010 Posted January 26, 2010 nope, those resets will be legit, its not about how new the game is, its about carl doing his job right...the blockable resets was a result in the opponent not knowing where to block, all carls should be doing that, making your opponent want to block low but hit him with a overhead then hit him low. god carl is so full of mindgames.
JG Posted January 26, 2010 Posted January 26, 2010 Oh well.... that change my mind about the reset stuff... But what about the damage of the combos? can deal big damaging combos wihout tension?
A.X.I.S. Posted January 26, 2010 Posted January 26, 2010 hell yeah you seen carl do 4k without heat his overall damage was buffed from CT expect that twerp to hurt.
Eshi Posted January 26, 2010 Posted January 26, 2010 Quick question. Carl can deal good damage without tension? And the reset stuff.... I think that because the game is actually new, people dosn´t know how to block right vs Carl. That way they don´t know how to anticipating the next hit or move when the combo is reset, but maybe in the future the reset isn´t going to be so good and connect the next combo is going to be more harder. Well i like Carl, so i wanna know if there are some big damage combos. Like that kind of corner loop with 8]D[, j.C, allegreto and repeat..There aren't that many resets in CS he didn't already have in CT. The only one I can think of that's exclusive to CS is jB > delayed falling jC + 3]D[ unblockable. It could be that people aren't familiar with them because they're so used to seeing the infinite... however. He's not like Tager in that if you've seen his atomic collider reset once then you've seen it forever, he has TONS of different reset options at his disposal. Carl is not at all dependent on heat for his combos, but heat increases his mix-up and unblockable potential even more.
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