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[CS1] Carl Clover Tactical Discussion/Questions/Help


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Posted

Descending J.A is an alright mix-up for tall characters. I got a kill against a Haku last night: As they rise from oki, J.A, J.A, Red exclamation mark kills!

Posted

Descending J.A is an alright mix-up for tall characters. I got a kill against a Haku last night: As they rise from oki, J.A, J.A, Red exclamation mark kills!

Red exclamation mark? And isn't this is the wrong thread...? The latter part. ;)

Posted

A red exclamation mark means your opponent crouched an overhead. hence, J.A is a descent mix-up which ties it back to CS changes. Post is relevant. =P

Posted

A red exclamation mark means your opponent crouched an overhead. hence, J.A is a descent mix-up which ties it back to CS changes. Post is relevant. =P

After getting banned, I'm alot more careful and wary of posts...:(

J.A was an overhead...?

Posted

Updated w/ the last of 3rd loketest revisions. Looks better guys. Thanks Ryokoalways!

Posted

nirvana no longer have projectile armor Now we really have to sit there and eat jin spamming fireballs :vbang: but luckily, we'll be spaming fireballs more than he will be and whats brio? :psyduck:

Posted

nirvana no longer have projectile armor

Now we really have to sit there and eat jin spamming fireballs :vbang:

but luckily, we'll be spaming fireballs more than he will be

and whats brio? :psyduck:

RRRRRRAAAAAAAAGGGGGGGEEEEEEEEEEEEE

and brio, or, con brio is 623d

I really REALLY hope they put the projectile armor back, heck remove it for supers if you want, but really? T_T

Either that or make nirvana health changes... you wouldn't believe the amount of times projectile immunity saves me against noel xD

Posted

If Nirvana doesn't have projectile armor, I think that means that she can still eat projectiles for you, they'll just interrupt what she was doing and possibly knock her out. So you can still use her as a shield, you'll just have to be more cautious about it, which seems pretty well balanced to me. But hey, I'm just a Tager player, what do I know?

Posted

Correct me if I'm wrong in the evaluation of throw looping in CS. 8]D[ no longer has guaranteed activation, meaning that if carl gets hit and eda hasn't done the actual clap to bring out that blue aura thing, then eda is interrupted and the clap won't come out. Throwbreaking will also stop it. However if you time her clap in such a way that the blue clap aura comes out by the time you grab, a throw break will still get them caught inside it. I kinda like how that works out, instead of a semi-infinite dealing 80-100% life it's more like a reset into an air combo, or extra unprorated throw damage. Sound about right?

Posted

Sorry for seeming a little slow, but.. is it in fact correct that due to 2C's new tech-time and 8]D['s slower release time that the 2C8D loop no longer exists? ... and if so why on earth would they take that away? Outside of throw loop set ups it really didn't do great damage, and without it, how is more damage off of Fermata going to be that much more helpful really? 2B, 3C, 2B,2C, 214214]D[? i'm just a tad puzzled.

Posted

Your having the same thought as all of us. I'm positive there will be other options, but it appears high damage was not a quality they decided to give the little guy... as of yet. Although, I did notice that overall everyone else got a damage reduction too. I'm curious to see his new arch-type. Gawd I hope it's not zoning.

Posted

If Nirvana doesn't have projectile armor, I think that means that she can still eat projectiles for you, they'll just interrupt what she was doing and possibly knock her out. So you can still use her as a shield, you'll just have to be more cautious about it, which seems pretty well balanced to me.

But hey, I'm just a Tager player, what do I know?

its not even about being cautious with nirvana now, its about sitting there watching nirvana eat projectiles without being able to gain any distance whatsoever. Or deactivate her and eat the projectile yourself, making nirvana unable to move again. this means free zoning carl out by anybody with a projectile :psyduck:

I'm still saying fireball spam is all carl has left :yaaay:

zoning with fireball and anti air predictions with 623D (which is air blockable now). :vbang:

im gonna go kill myself lol.

Posted

Your having the same thought as all of us. I'm positive there will be other options, but it appears high damage was not a quality they decided to give the little guy... as of yet.

Although, I did notice that overall everyone else got a damage reduction too. I'm curious to see his new arch-type.

Gawd I hope it's not zoning.

It probably never was an option they intended lol. Infinite un-scaling loops like the Clap trap usually stem from player creativity and developer oversight :P

I will say one positive thing that comes of them cutting Nirvana's HP so low: it still seems to recover at the 3/tic rate it did when it was set to 8000, so a downed nirvana actually recovers very quickly. .. .. She just goes down more too i guess... which.. works so well with all the mix up carl doesn't have solo anymore?

.. ok I really have nothing.

Loc test soon though. Lets see what they decide to do.

Posted

Keep in mind that as of right now, if Nirvana loses all of her life, she recovers very slowly, the same speed that she does in Calamity Trigger to be more specific. Its only while she's still alive that she recovers quickly.

Posted

Perhaps it's just that my perception of time is different between playing and watching matches but in the (few) 3rd loctest videos featuring carl it seemed like Downed Ada recovered faster than in CT...

Posted

RyokoAlways posted this: -Nirvana can rapid fire volante 3 times, 8D 5 times before breaking down. (no change, I think) -Nirvana recovery from breaking down is 15 seconds. Have not checked regular recharge speed. -Carl's hop allows him to go past downed opponent (pretty cool change), still has a bit of recovery (not cool). -Can do specials, but not nirvana supers during hop (the guy mentioned he may just have screwed up input, so they will try to reconfirm). -Something about jB that I'm not sure... Kyle, change mah first post for me, please~.

Posted

lol crossover hops. this isn't SF4 I wonder what is better for crossover (read as, which has less recovery) 236A or dash. pointless change seeing how he already has moves which serves the same purpose lol.

Posted

NONONO Crossover SPECIAL CANCELABLE HOPS! Lolol xup allegretto on the ground, wtf? Space it so if you cancel, you're doing alle on one side, and if you don't, you're doing a low on the other. Fun times to be had! j.c is jcable now, and links to j.b. Buuuuuuut, that's from loketest 3, so i dunno.

Posted

Updates from loketests Carl: Brio can be regular guarded in air (i think that's what it says) 2A>5B>6B>canta>volante>5C>JB>JC>JB>JC 2065 2A>2B>3C>J2C>alle>5C>JB>JC>JB>JC 1600 ~3C>input volante>hit downed opponent with 2B>volante hits>5C~ Air combo after 5C not confirmed. (neesan behind carl)2A>5B>6B>canta>2D>A viva(?)>2C>8D>volante>5B~ (jB doesn't combo afterwards so so knockdown after volante may be a good idea) 6C startup feels the same focco, 3D no change Volante > 2A 664 has step jump... holy moly I'm pretty sure I read this right 'ステジャンプ' (this is big change, this can open up quite a few things for carl) step jump covers 1/3 of screen step cancel into alle isn't hard, but no use found thus far ground target jb > jC does not combo (same as CT) Not sure what a step jump is but it sounds good.

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