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[CS1] Carl Clover Tactical Discussion/Questions/Help


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Posted

It was shocking for me to realize that Taokaka doesn't have the benefit of buffering attacks because she can charge her C inputs.

Yes, nirvana is technically "harder'. We truly get (1) input chance for all but supers.

I particularly like it that way. I get a sense of accomplishment knowing my work can be more strict than my opponents.

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Posted

Somethign i think we could use, especialy for those of us who are some times input-challenged: A basic break down of where to release ]D[ in certain BnB scenarios like j.2C j.B j.214C 8D etc.

Posted

Excuse me, but can anybody give an advice regarding summoning nirvana after 3C? She keeps appearing after I do Vivace. I tried doing the command fast, but I only can do it without hit-confirming with 2A>2B/2B. After a lot of experiments I found that doing 2A>2BD(push then release)>3C works a little bit better, however in a match I can't concentrate enough to get it right.

Is there a simpler way to get it right? Or is there something that I should pay attention to?

Posted

By delaying 2B, 3C, 236A you have plenty of time to sneak in a 22]D[.

I literally input like this:[2]A, B, 3C, 22]D[, 236A

With the right delay and input speed this works great for me, Although, others prefer input overlap tricks like 2A, 2B+D, ]D[, 3C, 236A

Both work great, it's a matter of preference and perfection.

Posted

Is there a simpler way to get it right? Or is there something that I should pay attention to?

As soon as you start pressing buttons, hold D.

2b > release/go to neutral (not sure if this is even required) > tap 3c > neutral > tap 2d.

Easy, never fails.

Posted

It's very slightly costly for Ada, but, usually I'm holding D before I even go on my offense, so just releasing D makes for super easy timing, since I don't need to buffer it in, just 22 and release at basically anywhere.

Also, played some matches tonight, although not as many as I would've liked... The Tager matchup is so stacked ahaha

And, Tsubaki's hitbox hates me. All my cool setups don't work on her because her hitbox is just so small that everything goes over or around her. It's ridiculous.

Posted
It's very slightly costly for Ada, but, usually I'm holding D before I even go on my offense, so just releasing D makes for super easy timing, since I don't need to buffer it in, just 22 and release at basically anywhere.

Also, played some matches tonight, although not as many as I would've liked... The Tager matchup is so stacked ahaha

And, Tsubaki's hitbox hates me. All my cool setups don't work on her because her hitbox is just so small that everything goes over or around her. It's ridiculous.

Welcome to the world of every other character vs Carl in CT lol... but yes. irritating.

Posted

It's 89%, with 560 base damage... I really can't help but feel that there's something better to be doing there, as I see that combo a lot but each time I see it I still don't think it looks optimal, given j2C's reverse proration. Even after the proration limit cuts out it's still 720 base damage that doesn't affect proration... Flat out, more damage than Volante and better proration. I'm sure that replacing the volante bit with a 2D loop rep, so that it becomes j2C]D[ jC, j2C~Allecan jB Allegretto+8D, j2C]D[ jC, j2C Allegretto+8D, Fermata, would be better. It just feels better.

now this is is sexy:

http://www.youtube.com/user/AutonomousR#p/u/15/HQyUIIZy7po

check out 8:41. Comboing into Gold Burst. Carl is so retarded.

Looool epic flashy end

Posted

Yeah I kinda disregarded that Tao's health is worse in CS(lower than Carl's wtf), I was more or less thrown off by how fast it dropped. O_O

Posted

maybe the volante does something with positioning, because when i 2d loop i've noticed that the spacing starts to get really weird really fast. Or maybe it's the hight since Volante does seem to appear faster than the swing-down of 2D and Nirvana doe seem to recover from it fairly quickly.

And yeah combo into gold burst = epic style points.:yaaay:

Posted

Its also for damage because every Nirvana move has that proration where if its used more than once in a combo its prorated by like whatever %. Theoretically it'd be best if you use each of nirvana's move once in a combo (then any loops you can get becomes bonuses)

Posted

Oh so there' additional proration for repeated moves in a loop? I didn't realize that :O

that makes sense then.

Posted

to make this more complicated does the proration continue or restart if you manage to turn nirvana off and then back on mid combo?

Posted

someone test this! XD god i cant wait till i has my own CS. but by that time it'll be console and re-balanced c.c

they better not mess with carl he's just fine =x

Posted
to make this more complicated does the proration continue or restart if you manage to turn nirvana off and then back on mid combo?

I don't think it would matter, and you wouldn't be able to 2d loop since you have to keep her active the whole time. :(

Posted

You can 2D loop with deactivation.

Also, Zoogz. I didn't even know that there was repeat move proration for her, but turning her off mid combo wouldn't negate that. If it's there, it's there until you drop it, or reset.

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