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[CS1] Carl Clover Tactical Discussion/Questions/Help


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Posted

Sute janbu Hrmm... Could that just be his dash? OR After googling Step jumping can be one of two things: one is where someone cups their hands and flings you (omfg, nirvana and Carl doing that together would be tooooo tight. He's already like a little action hero, with his rolls and everything) The other is those kicks you see in karate movies where they just jump and kick someone. So like... Tao's walldive. Could be cool, but I'd much rather being near Nirvana give him awesome options. Either way, volante combos sound tight as hell. Also, kinda hard. srk to reverse negative edge srk? Hrm... Still, 2k from Nirvana being further than fueco distance is more than we've had before, I guess. C'moooon, Carl. Be a cool character!

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Posted

Nah, I-No and Johnny can cancel the first few frames of their dash startup in a jump -- the references to those characters make me think that that is the case. Pick those characters and do 669 real quickly. It's to compensate for the fact that they can't have running jumps the way other characters with regular dashes do. And a 1/3rd of a screen in one jump is AMAZING.

Posted

Yeah. It's slower though safer since you could just ~glide in but still hold 4 + react FD to anything. And if momentum in BB is like in GG you also get a buffed up airdash (hence, buffed up iad kara-throw) or a buffed double jump. I'm a big fan of the dash-jump (or step jumping, as referred here).

Posted

An even more buffed version of iad kara cancel? It's already fun as hell to do so my enthusiasm for CS just doubled :yaaay:

Posted

I'm always afraid to use 6A. if it whiffs your face gets broken in =( Btw this has been bothering me: When they state that Anima is untechable do they mean that the throw itself is unbreakable or the floor bounce after the throw is untechable allowing for more set ups?

Posted

I think it would make sense to at least give Anima the same breakability properties as Tager buster, since it's easily Carl's worst move.

Posted

breakability properties? Would you care to elaborate... I'm not catching on here.

Posted

That would make for a really hot mixup during a sandwich string. After carl does his block string the opponent either has to deal with Nirvana's throw, or jump and get hit by 8D.

Posted

breakability properties?

Would you care to elaborate... I'm not catching on here.

Yeah, basically what The Light and Zoogstin said. Green throws unbreakable (like the Tager busters), but still purple-throw breakable (unlike Taokaka's pounce super, which you can combo into).

Posted

Anima needs a little something to make it usable really. Because theoretically if you can actually catch them with it it has some fun follow up combos. just.. well... it's easy to break and Carl yelling out "anima!" is a LITTLE bit of a tell... ... Only way you could catch a decent player with it is if you use it and they go".. wait.. Anima? did he just useOH crap.. i got grabbed."

  • 2 weeks later...
Posted

Oh that's gonna be a pain in the butt c.c Accidental Fermata here i come!!! maybe i really should get a stick.

Posted

Sigh, Volante is 421D:psyduck:? I just got the hang of Con Brio too. All the accidental Animas are flashing before my Eyes already...

Posted

Aracde release; Carl: Cantata, folko,2D, 2C guard crushes Nirvana recovery is good, generally one carl only aerial combo can buy enough time for nirvana to recover to full (need more details) 2A>5A>2A>5A gatling 5B>2B>6B gatling 5B>2B>5C>6D>nirvana resting>JC>5B>2B>5C>6D for about 3k in 2 loops and little meter usage, probably for when player want to conserve nirvana meter 6D loop is basic pressure and won't take much nirvana meter Generally carl's gatling has decent buff, in the case where nirvana is broken he can now hold on his own. carl and tsubaki has special match opening nirvana guage may have been increased 5B jump cancellable on block volante hit stun on ground is not long, air hit decent, counter hit in air completely untechable. 5B jump cancellable on block 5B jump cancellable on block 5B jump cancellable on block 5B jump cancellable on block 5B jump cancellable on block 5B jump cancellable on block 5B jump cancellable on block 5B jump cancellable on block YES!!!!!!!!!!!!!!!!

Posted

In the second video, Carl's j.B hit litchi clear across the screen @.@ what was that?

CH wall bounce.

C-O-N

2B, 2C, 632146C, 2]D[, 2B, 2C, 632146C, 2]D[...

Guard Crush on (6)-primers into a Super launch, Nee~san should recover in time to 8]D[.

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