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[CS1] Carl Clover Tactical Discussion/Questions/Help


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Deus Ex Machina = TROLLING TOOL OF CHAMPIONS With full meter, retreat to the corner with IAD, 22D during it to position Ada like this: |.......A...............| | = screen border; this assumes you're going to the right, for left otherwise Ada would be similarly positioned towards the right. Activate AH as soon as possible, then just FD everything they do, and tech whatever throws they used. If you have good defense you can easily keep this up for the mere five seconds it takes for it to go off; when you're cornered like this they can't back the screen away enough to dodge the explosion, and FDing their attacks will push them into it. If they don't attack you can just 5B or something. I've gotten this off three times tonight and I got Veteru to complain and jestingly call it cheap, which makes me pretty happy That diagram is awful, so I'll try to get video footage of this as soon as I can. Luckily my HD capture device recently arrived in the mail so I should be able to get a good quality capture of it. This is obviously not a 100% serious strategy since Carl kinda likes using his meter, but goddamn. It is very funny and there's really not a whole lot they can do about it so if you somehow get the chance you really might as well. The only real hole is people with command grabs (except tager lololol) you can't just easily tech their throws. Also, Rachel can dodge it by staying in the air and just not going down. I think Arakune might be able to do the same thing. Noel maybe if she has lots of meter. But, uh, against people who don't have command throws and aren't those characters!

Posted

i'm a little surprised at 6C being 0

That's why you 5B after, and are able to continue pressure, unless they have lke a 5 frame A, or something. (Bang.)

BLAH!

I've been messing around with this as well. Oh my god, it's frustrating to come up with ways to use this. Your way sounds awesome. Add Hazama to the list of chars it won't work on, but still. It will be fun.

Posted

That diagram is awful, so I'll try to get video footage of this as soon as I can.

Or I can get video footage of THIS

Even less legitimate but I am endlessly happy that this happened

Posted

Thats really interesting Stark B/C Overdrives actually stop the clock. But NOT Nirvana's countdown. I beat It even counts regular during Bang-Install.

Posted

heh the best way I troll people with carl is camp with nirvy and come in from the air and use alagretto.I get my ass handed to me all the time :vbang:

Posted

Thats really interesting Stark B/C Overdrives actually stop the clock. But NOT Nirvana's countdown. I beat It even counts regular during Bang-Install.

Haha I wish

It doesn't though. Supers stop the clock but still give each character full motion, which counts Ada. For example, even if you block Carnage Scissors, the clock will still be stopped, but that doesn't mean you can't do anything. Command grab seem like an exception but really that's just because both characters are locked in a special animation during which both have no hitboxes, while damage is applied directly to the one who was thrown at specified times, but this doesn't affect any "other characters" which usually don't exist but then hey look at Ada. Other fighting games with throws and 3+ characters (e.g. GG Isuka) handle things the same way or similarly.

Meanwhile, Bang install is basically just one long super flash; it really does freeze all elements of the game, and not just the specified opponent. It's interesting because in most fighting games that feature super flashes, BlazBlue included, it doesn't actually freeze the player, but they can't take advantage of this because they don't return to neutral until after it ends. But a few characters here and there have moves that don't quite sync up with super flashes, generally by design because the math is extremely easy although I can't help but think at least a few were done in error somewhere. Moves that don't sync perfectly with super flashes include Dizzy's Imperial Ray Overdrive in Guilty Gear, which becomes active 1 frame before the super flash ends, and of course Fu-Rin-Ka-Zan which returns Bang to neutral 1 frame before the super flash ends. "Time stop" supers in various games are generally handled the same way, by causing an extended super flash while returning the character using it to neutral quickly; this is a cheap and inexpensive way of getting the effect one wants without having to code anything new since super flashes are implemented in most new games already.

Although this has been a pretty off-topic rant so I'ma just end it here

Posted

Supers don't stop Ada's Rhapsody of Memories motion either, So technicly while shes doing it. You could activate the Gear super and they wouldn't be able to block it due to them freezing from the Super and Ada just punching them. Its more notice able when you use RoM and then use the gear super on the last 3 punches. They'll just stay there for a moment taking the last hit and then get hit by the Gear. Its not usefull whatsoever, I think, but its pretty interesting.

Posted

It really does look like an unblock. Jin hasn't recovered from the tech animation. If it is comfirmed, it is godlike. Maybe I'll test it at the arcade tonight. Yet another "DON'T TECH!!" situation for Carl, like in CT. :P

Posted

Oh god, all the possibilities of Anima being useful now :psyduck:

Neat. Right now I really only use Anima on people blocking my sandwich strings. Seems to work pretty well.

Posted

oh my goodness :O especialy with anima's new untechable properties (with the air launch, they did keep that from the loc tests right? u cant air tech after the grab?) this makes for devastating set ups o_o...

Posted

I hate to do this whole theory fighting thing before it's tested. But throw tech = free reset, which is good. (If it's true.) And no tech + Air untech time = free air bnb of choosing/Gear Super/Oki. If we only had the frame data, we could look at anima's proration.. Which feels to me like it's very good. I can only go off of my recollection from the 2 or 3 time's I've combo'd off of it, but I think I remember thinking "Wow, that was more damage than usual."

Posted

Well even if damage does prorate, doesn't anima deal about 900 unprorated damage to begin with? that alone makes anything a hell of allot beefier My only worry about this is that we might have another throw loop scenario on our hands... Reset off Anima over and over or eat nasty combo. It's not AS bad but i dont like the idea of "the one combo" happening again XD edit: we should probably also move this over to combo discussion.

Posted

Beats the hell out of all the unblockable setups I've been developing, that's for sure... That is just... Sexy as sin...

Posted

By checking the first page of the CS combo thread. you will find the proration values. Anima does 1500 DMG with 90 & 80 Proration values. My questions are... why 5A? and is this legit? I will move post when peepz start posting actual combos... it's all still theory & tactics right now.

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