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[CS1] Carl Clover Tactical Discussion/Questions/Help


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Posted

One reset trick I've seen in a few videos, and i'm not sure how solid this actually is, but during a standard sandwich loop on what would normally be a 6]D[ > jc > J.C I've seen them do 6]D[ > jc > Low to the ground Air Dash > j.B -> ground stuff for a reset.

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Posted

It's ok. It's 5C 3D j.FD late airdash j.B j.C ground string. It resets well enough, but once you hit the ground, you've already got like 8 hits going, so only one more rep of punch loop before you have to reset again. It's really good though. Keeps them guessing. Also 2A 7 jump dash j.2C. Of course, 623C RC > whatever is godlike.

Posted

How long are they locked in position from cantabile exactly? are they even locked or is it just massive mind games

Posted

It's locked, and forces standing. It does combo if you rush it. Your timing decides if it's a reset.

Posted

To clarify, if you rush it it combos, and is not a reset. If you don't rush it, they can get out of it or block, but is a reset if you succeed

Posted

Tager Only Midscreen: CO-N

Whatever into. 2C, 8]D[, (1*hit-high). Carl walks toward, Super Jumps W/ 8, than double jumps W/ 8

JB+C~8]D[.

From here there is a few different scenarios which are all in your favor.

If Tager does not throw break any of the next (3) airthrows, the 8]D[ repositions Tager back into the same scenario.

If he throw break the 4th airthrow, the 8]D[ will be soo far out it's unavoidable. = 2]D[ loop back into 8]D[. Use Cantata do gain Nirvana health.

If Tager does throw break any of the first (3) air throws, Nirvana deactivates. As soon as possible Nirvana does 623D.

If 623D hits = ... Use Cantata do gain Nirvana health, 8]D[, repeat.

If 623D is blocked = Carl uses J.A, J.A, J.A, J.A, J.A, J.A, 8]D[, double jump (1 hit for better proration)... whatev into cantata, into 8]D[ repeat.

Tager Only Corner: NCO

Whatever into. 2C, 8]D[, (1*hit-high). Carl walks toward, Super Jumps W/ 8, J.C, than double jumps W/ 8

JB+C~8]D[.

From here there is a few different scenarios which are all in your favor.

If Tager does not throw break any of the next (3) airthrows, the 8]D[ repositions Tager back into the same scenario.

If he throw break the 4th airthrow, the 8]D[ will be soo far out it's unavoidable. = 2]D[ loop back into 8]D[. Use Cantata do gain Nirvana health.

If Tager does throw break any of the first (3) air throws, Nirvana deactivates. As soon as possible Nirvana does 623D.

If 623D hits = ... Use Allegreto to go into 2]D[ loops, than pack into JB+C~8]D[.

If 623D is blocked = Carl land, dash, J.A, J.A, J.A, J.A, J.A, J.A, 8]D[, double jump (1 hit for better proration)... whatev into 8]D[ repeat.

This works, IB + Barrier still doesn't have enough push back to force Carl's J.A away.

Happy Trolling. ^.^

Posted

Could similar things be done on other characters if they're hit in the air after they've used their air dash or double jump, preventing them from air dashing or jumping out of the setup to the combo? Obviously only extends its use to against like, Litchi/Lambda/Bang, but still. 6A~8]D[ AA > clap loop seems pretty lulzy.

Posted

Are you sure that a throw tech doesnt reset air options for the defender? Cause it does for the person who initiates the throw.

Posted

Could similar things be done on other characters if they're hit in the air after they've used their air dash or double jump, preventing them from air dashing or jumping out of the setup to the combo? Obviously only extends its use to against like, Litchi/Lambda/Bang, but still. 6A~8]D[ AA > clap loop seems pretty lulzy.

Have not tested... I can see

Litchi doing throw break into super for invinc.

Bang using Drive to autoguard the nails

Lambda air super as well

Haku can obviously counter

resetting air options sucks too.

Posted

Are you sure that a throw tech doesnt reset air options for the defender?

Cause it does for the person who initiates the throw.

Oh, it sure doesn't. I know this because of my own wacky setups.

Have not tested... I can see

Litchi doing throw break into super for invinc.

Bang using Drive to autoguard the nails

Lambda air super as well

Haku can obviously counter

resetting air options sucks too.

On Lambda, she can't act until she touches the ground after super. Air super would miss you completely. You can Cantata just the same. On Bang, he doesn't get much off of autoguard, it's all pretty punishable given the distance... It may depend on where he goes, but I think most of the time you should still get Cantata. Litchi, though, if she has meter her super is gonna get her out. And Haku was never even a question, he's out for free.

Posted

Theoretically Tager won't get hit by j.a because he should be blocking. The whole point is for him to kept in blockstun long enough to get hit by 8D again. Besides even if j.A did hit, the whole point is for him to take throw damage since that doesn't prorate. Not to mention that supers now have a minimum amount of damage that they do.

Posted

Feri, Stark, Zoogs & Zong: I've completed the ground work on this UB. (got to play for a few hours yesterday @ meh friend house =]) Can any of you guys perfect this? Anyone willing to make a short video? Next chance I get (hopefully this weekend) I plan to figure out corner UB's for everyone from the airthrow break. You guys did notice my corner UB against Tager, cost no tension right? unlike the previous version. Now, we can use Cantata to gain Nirvanan meter, & do corner allegreto loops all back into the setup.

Posted

This was from awhile ago, but i feel it's necessary to properly stomp away any potential enthusiasm even if it's delayed.

Never say Never. :v:

If Carl and Ada strike in the exact same frame, it's blockable by blocking Ada's way; for instance, 2B+2D can be blocked high.

Posted

Oh, totally. It's still incredibly strong, and done right the opponent has quite a guessing game ahead of them, and even if they guess right it requires frame-perfect timing to avoid. Just... Y'know... Not quite as good as it could be.

Posted

Worst case scenario, 2D makes your 2B/3C safe.

Nothing wrong with that.

Also Stark, I didn't know you knew Scooter.

Should've figured, given you guys are all in the same scene up there.

Posted
Worst case scenario, 2D makes your 2B/3C safe.

Nothing wrong with that.

Not even. In this situation, what is actually happening is that the game is checking each attack subsequently and looking for various conditions. On the frame where both happen, it looks at Ada's attack first, and asks "Did the opponent block?" It sees that the answer is yes and determines that the opponent has "blocked" on this frame, and applies the effect of having blocked the attack. Then it looks at what Carl is doing, sees his attack hit, and applies its effect. So what it basically is is, the opponent blocks your 2B or 3C, and it acts exactly like that, except they had to block high to do it.

Also Stark, I didn't know you knew Scooter.

Should've figured, given you guys are all in the same scene up there.

Heh, he's in a somewhat different location and I don't play him often, but I do know him, yeah. Though. That's kind of a random statement. Guess you know him also.

Posted

Lol, he was at a tourney down here on sat.

Yeah, I know, random.

And thanks for clarification on blocking 2B high on same frame.

Posted
Not even. In this situation, what is actually happening is that the game is checking each attack subsequently and looking for various conditions. On the frame where both happen, it looks at Ada's attack first, and asks "Did the opponent block?" It sees that the answer is yes and determines that the opponent has "blocked" on this frame, and applies the effect of having blocked the attack. Then it looks at what Carl is doing, sees his attack hit, and applies its effect. So what it basically is is, the opponent blocks your 2B or 3C, and it acts exactly like that, except they had to block high to do it.

Where did you learn this from? Mook?

Posted

I was always under the impression that an overhead and a low hitting on the same frame is a true unblockable. Just like j.C 3D would be. Wasn't that the case in CT?

Did something change?

Posted

-OVERLORD KYLE STRIKES-

Anything that does not contribute to the thread topic will be deleted. C'mon Marionette Pwii you're usually better than this. =P

I too wanted to call bullshit on Stark's "same frame" theory, but than again, his source is just as creditable as mine. I don't have one saying "If you're hit by low/overhead on the same frames, it's UB."

Good point says this is a NEW game, with new engine tweaks and needs more experimentation/confirmation.

Time an overhead w/ 3C on opponents wake-up :b/c it's so damn meaty. This might be able to tell us.

yeah yeah, 2]D[ is active until ground, way better than timing 3]D[ and an Aeriel "safe jump".

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