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[CS1] Carl Clover Tactical Discussion/Questions/Help


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Posted
Has anybody played around with 2C as a burst punish. It would be nice if Carl was in "low profile" long enough to make a burst whiff. This would obviously be from ground to air.

opponent in air: Carl 6A, opponent burst, Carl 2C burst misses, Carl recovers and punishes.

Does this gatlin?

5B, 2C

6A, 2C

No comment about Tao's "level of play", regardless Carl has a hard time dealing with 6K DMG. =P

I don't think 2C even though 6A sends the opponent upward has a low enough profile. If you have meter however, you can do 6A into gear super for the burst bait.

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Posted

I have a theory on why they use volante during combos. I'm thinking 8d adds heaps to the PP value (the one that reduces untech time) and volante doesn't. Alternatively, it could be a nirvana life saving thing (claps cost huge and increase the modifier lots right?).

Posted

I was thinking the same thing in regards to the PP value as well. I don't mind anyways because the combo is so cool.

Posted

Yes.

That's why I said it was the only nice part.

DP's are just better than that set up could ever be.

Luckily Tao is lacking in that dept.

Posted
Yes.

That's why I said it was the only nice part.

DP's are just better than that set up could ever be.

Luckily Tao is lacking in that dept.

Tao could've ground-teched and poked out pretty easily

Or backdashed, eaten only part of con fuoco, and popped up leaving Carl with a very mediocre combo as his only finishing option, then teched out

That setup is unfortunately very weak.

Posted

It's not that simple, but yes, she could've gotten out.

With proper timing, I think it would be very hard to get a poke out.

The backdash > eating a small combo would've been best, but even that would've killed her at that point.

It's a decent set up, especially given those conditions.

Just not a go-to gimmick. I would never say this is a staple to Carl's game in any way.

Posted
Tao could've ground-teched and poked out pretty easily

Or backdashed, eaten only part of con fuoco, and popped up leaving Carl with a very mediocre combo as his only finishing option, then teched out

That setup is unfortunately very weak.

At least it was random.

Posted

Allegretto is like 1447 or something by itself if all 6 hits actually hit.

Anyone see that Push nirvana forward > 5B> 2B> 6B> j.2C> 3D> airdash j.C> j.B reset in the corner?

that was fucking sick.

Posted
Anyone see that Push nirvana forward > 5B> 2B> 6B> j.2C> 3D> airdash j.C> j.B reset in the corner?

that was fucking sick.

Indeed it was. But also, the... j2C 3D setup... I'm pretty sure you can unblock reset with jC there. J.3C+]D[, 3C. Possibly slightly adjust the timing on 3D, but whatever.

Preliminary tests show that you can loop (j2C+3D jC 2A 5A 5B 2B 6B)xN on people with horizontally wide hitboxes (tested tager/bang/hakumen, may work on more, definitely doesn't work on Jin), if you walk Ada forward at all possible times. You may be able to get it on thinner characters as well, if you use enough well-timed delayed gatlings to give Ada a few more frames of pushing you forward while still keeping it a combo. But that would be really hard and perhaps not match practical... Still, it working on fatties is awesome.

EDIT: Haven't tested, but on knockdown in corner, I'm pretty sure you could blockstring to this with [6]2A 5A 2A 5A 5B j2C, since 2A doesn't gatling to 6A. Obviously momentarily let go of 6 when using 5B though. 2A mash should defeat rolling out, also... Of course, not safe on those with strong reversal moves, though.

Posted

Preliminary tests show that you can loop (j2C+3D jC 2A 5A 5B 2B 6B)xN j2C on people with horizontally wide hitboxes

It's going to be one of those maybe it's going to reset, maybe it's not, cases then?

like j.B j.C j.B 3D on Tager?

I still don't know how to make those reset when I want them to.

Posted
http://www.youtube.com/watch?v=BozrcdMH1Jc#t=00m54s

6k

6k!?!

cant see cause the quality is too low :gonk:

Edit: Its the same as the above link so disregard/delete this post (the link is directly to the point where the combo starts though).

That's what I was thinking.

Looks like 6k to me.

CH Nails is good.

Well well, the true is that combo without CH deal 5.096 dmg, at least Carl now have a big damage combo.

I suppose that the CH status made that combo vs Dora go to 6.791 dmg

Here is the combo complete.

http://www.youtube.com/watch?v=iw0JcAoLKoo#t=00m42s

About this, I really don´t understand why Kyaku made that… if you wanna go to the corner loop that way is going to do a lot less damage. That setup isn´t really useful for the loop, still look nice but too bad that prorate too much the dmg.

Posted

I didn't see the combo I was looking for in that..

And Carl does have other big damage combos, not just the one in question.

:golduck:

Posted
It's going to be one of those maybe it's going to reset, maybe it's not, cases then?

No, as long as you input 3D at the right time (ie not too early) it'll reset rather than combo. When I said it loops I mean that you can just keep doing it since after the unblock you can just set up the same unblock.

Also, "fatties" seems to have expanded to "not anorexic" as I can confirm this working on most characters. i.e, everyone except Noel, Litchi, Carl, Taokaka, Jin, and Tsubaki. Against them (except Litchi/Tsubaki), you can do a different thing, though...

Admittedly I have not tested this "other thing" against live competition yet. But whatever.

Instead of going for 6B jump cancel j2C 3D jC, replace that 6B with 3C. Knocks the opponent down. Have Ada a bit behind you and just wait. As soon as you see them moving mash 2A 2B to beat roll and quick rise and hitconfirm to a combo and knockdown. If they rolled past you, off of that knockdown just do 2B 2C 8D while having Ada push you forward until the 8D, then walk under the opponent to set up corner knockdown again. Naturally 2A mash will not hit if they do a normal recovery, but normal recovery is reactionable on its own, so give a meaty 5A 5B, walk Ada forward to walk you forward, jump cancel 5B to j2C+3D, combo to knockdown.

Does not work on Litchi or Tsubaki ever, as their crouching hitboxes are too low to be hit by j2C jC so they can just hold down-back. Various characters can reversal out. Everyone else had better hope they have burst or a strong CA, because Ada's likely not dying unless she went into this with low health; while you do keep her active enough that she likely won't ever regain health, you generally never have to attack with her more than once per rep, so she takes very little damage and if you have meter you can recover it by using Cantata.

I'd recommend the first version against the characters it works on, although point out the timing can be very difficult whereas the second, more-universal version is easier (although some characters, namely Tager/Bang/Hakumen, can escape it more easily via throws/autoguards/counters).

Posted
Allegretto is like 1447 or something by itself if all 6 hits actually hit.

Anyone see that Push nirvana forward > 5B> 2B> 6B> j.2C> 3D> airdash j.C> j.B reset in the corner?

that was fucking sick.

I was amazed at the fact we can link 6B to j.2C o-O.

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