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[CS1] Carl Clover Combos: 2]D[ is 104% multiplier


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Posted

BTW, with that CH 6A combo..

Drop the j.C after the IAD.

After messing around for awhile, I get this:

CH 6A > IAD > Late j.B > Land > 6Axxsjc > j.B > j.C > dj.B > Allegretto.

I'm sure you can mix and match aircombo, like you already stated.

Combo'd on Tsubaki fine, for about 1.9k.

Not much more damage than CH 6A> j.B > j.C > dj.B > Allegretto, but it's enough to use it, since it seems like it can be done consistantly.. Totally worth the extra 200 damage and the flashiness.

Maybe something will come of this. I figure if it combos on Tsubaki, it should work on almost any character.

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Posted

That seems pretty legit, pretty legit. You also have to remember that doing the 6A IAD stuff moves you a fair distance... Which may be moving you in position to do a combo with Ada, which means more easy damage and ending the combo with very convenient knockdown or a tech trap into more easy damage. On a related note, here's something pretty sketchy yet awesome. If the opponent isn't exactly right next to the ground when you hit them with a CH 6A, and they're coming in at a high angle over Carl (that is to say, you're hitting with the part of 6A that is relatively over Carl, and not all the way to the side), you can do cancel the 6A to 236A and cross behind the opponent, and do 2B 2C to launch. This won't come up much, but whenever it will it is quite unambiguous and you should be able to react to the situation accordingly; teleport in Ada during 6A and you have a very easy, pretty good combo. The situation I can see this coming up most in is if you're right in the corner and being rushed down (by specific characters, granted), which is also the situation where it is easily best.

Posted

^^ CH6A with your back in the corner..

Somehow comboing into j.2C>Allegretto>Clap loop in the corner would be AWESOME.

Someone get started on this... or maybe I will.

We may not be used to it, but we have to always consider 6A a go-to in CS.

After all, it is a real anti-air now.

Posted

For HIGH SPACED CH 6A combos you can also do: CH 6A, IAD, Glide Toss into whatever. I want this training mode so badly.

Posted

... Glide toss?

j2C~B?

Glide Toss/TurboFall/Karacancel Airdash

Airdash, J1[C]~B

your up @5:30 PST LOL

Posted

Oh, you hold 1? This may explain why I have in the past had a difficult time doing it. Also I woke up at midnight. Couldn't get back to sleep.

Posted

In CT, CH 6A 236A 22D 5A 5B j.B j.C 8D to whatever is reliable, largely independent of spacing; does this still work well in CS? And does it lead to enough damage to be worth using?

Posted

Living a stone's throw away from someone who actually bought Continuum Shift is... Convenient, to say the least. I had an idea, and after mashing out in event mode against no one for awhile... ??? > 5B 6B+22D 623C RC, IAD j2C allecan, 5B 5C jc (6D) j2C jB jC, slight delay to uncombo, 5B 3C+(2D) Should work the same on every character, although, Hakumen/people with DPs can obviously get out after uncombo; uncombo leads to unblockable into another easy combo. I'm not certain this is quite the best thing to be doing, but it's certainly quite flashy.

Posted

How is it better. I've always been fine with the way 6A was in CT but it doesn't feel any different in CS.

More priority.

Actually beats Tager elbow now?

Beats/trades with a lot of stuff that it would never beat.

Living a stone's throw away from someone who actually bought Continuum Shift is... Convenient, to say the least.

??? > 5B 6B+22D 623C RC, IAD j2C allecan, 5B 5C jc (6D) j2C jB jC, slight delay to uncombo, 5B 3C+(2D)

Yes, it's very convenient.

But more importantly:

How can you jump cancel 5C (6]D[) into j2C > j.B > j.C?

That j.2C would hit way too high for j.B to combo..

Or maybe I'm not understanding what you're getting at.

Posted

So, the way the spacing for this works out, is Ada is at a specific distance from you from the initial startup and teleport; you really have to do the teleport there. After you cross around them with 623C RC IAD j2C allecan, after the 5C, you jump, and Ada's 6D knocks the opponent back towards you and in fact into you as you're falling from the jump. Then you j2C while you're only a bit off the ground. You need to time the 6D fairly late so that the opponent is still in hitstun, but it works.

Posted

Hmm, so it's a late j.2C. Interesting Idea, I'll try and incorporate that. I usually stick with j.2C>j.B>j.C after 6B.

Posted

Jump Loop combos are tighter than I anticipated. If the J.B is to late you sail over the opponents head, also if your opponent is too far away, or ADA is pushing forward more than your 6B pushback. Basically, there are a few factors working together here and I haven't gotten my finger down as to which combination makes this the most successful. =? Anyone have input on this?

Posted

I thought they were only reliable on Tager, Lambda, and possibly Bang. But then again, I've hit Noel with j.B after j.2C in punch loop.. But not in a real match.

Posted

It works on Hakumen as well. As for other characters besides the one you mentioned, I read that they only work on characters when Nirvana is pushing them forward.

Posted

Kyle, if this is what you mean by jump loop,

Jump Loop (6B, J.B, J.C, J.B)x2

Is great in the corner. No robot needed.

then I'll refer you to the following post:

You can use this combo (5B/5B,6B f.jump j.B j.C j.B land 5B etc.) with solo Carl on only Hakumen, Jin, Tager, and Hazama for an extended BNB/gatling. Works off of both 5B and 5B, 6B. With Nirvana pushing the opponent towards Carl in a sandwich situation, you can make the j.B (and therefore the rest of the combo) connect on Lambda, Noel, and Litchi, after both 5B or 5B, 6B.

So in short, the combo always works on Hakumen, Jin, Tager, and Hazama, but also on Lambda, Noel, and Litchi when Nirvana is pushing them towards you.

This means the jump loop (solo Carl, no robot) only works on Hakumen, Jin, Tager, and Hazama, and on Lambda, Litchi, and Noel with robo push. It doesn't work on anyone else. As far as I've tested, the corner doesn't add any additional characters to this. I tried doing the combo with solo Carl in the corner on Lambda and Litchi (who can be jump looped with Nirvana pushing), and it still didn't work.

Of course there are a few more characters you could count in a fuzzy guard situation off of jump cancelled 5B (not 6B, since we established that you can't) such as Ragna. But as for the comboable characters, it's only the 7 I've listed above if I've tested correctly.

EDIT: Hmm, now I see that you might have meant that already comboable characters (Hazama, Jin, Tager, Hakumen) can be looped only in the corner. This is probably true.

Posted

<3 THIS:

No-Neesan JumpLoop VS:

:TG: YES

:RG: -

:NU: -

:LI: -

:HA: YES

:AR: -

:BANG: -

:TA: -

:RA: -

:NO: -

:JI: YES

:CA: -

:HAZAMA: YES

:TSUBAKI: -

Neesan JumpLoop VS:

:TG: YES

:RG: -

:NU: YES

:LI: YES

:HA: YES

:AR: -

:BANG: -

:TA: -

:RA: -

:NO: YES

:JI: YES

:CA: -

:HAZAMA: YES

:TSUBAKI: -

JumpLoop Fuzzy Mix-up:

:TG: YES

:RG: YES

:NU: YES

:LI: YES

:HA: YES

:AR: Confirm Please

:BANG: Confirm Please

:TA: -

:RA: -

:NO: YES

:JI: YES

:CA: -

:HAZAMA: YES

:TSUBAKI: Confirm Please

Posted

JumpLoop Fuzzy Mix-up:

:TG: YES

:RG: YES

:NU: YES

:LI: YES

:HA: YES

:AR: Confirm Please

:BANG: Confirm Please

:TA: -

:RA: -

:NO: YES

:JI: YES

:CA: -

:HAZAMA: YES

:TSUBAKI: Confirm Please

Assuming you mean just a standard fuzzy guard into immediate jB, as in quite a few setups possible setups.

I wrote this awhile ago.

Everyone except Rachel, Arakune, and Noel has a guarding hitbox tall enough to be hit by jB at is minimum height while jumping. It's interesting that Noel doesn't, given that her being struck standing hitbox can be hit... But I tested it against every character, and you just can't fuzzy guard Noel this way. Of course, note that the characters you can fuzzy-guard this way but not hit normally you couldn't ever possibly get a second rep of jB jC jB on, as their hitbox will naturally shrinks to being too small.

Posted

UPDATED:

No-Neesan JumpLoop VS:

:TG: YES

:RG: -

:NU: -

:LI: -

:HA: YES

:AR: -

:BANG: -

:TA: -

:RA: -

:NO: -

:JI: YES

:CA: -

:HAZAMA: YES

:TSUBAKI: -

Neesan JumpLoop VS:

:TG: YES

:RG: -

:NU: YES

:LI: YES

:HA: YES

:AR: -

:BANG: -

:TA: -

:RA: -

:NO: YES

:JI: YES

:CA: -

:HAZAMA: YES

:TSUBAKI: -

5B, J.B as Fuzzy Mix-up:

:TG: YES

:RG: YES

:NU: YES

:LI: YES

:HA: YES

:AR: -

:BANG: YES

:TA: YES

:RA: -

:NO: -

:JI: YES

:CA: YES

:HAZAMA: YES

:TSUBAKI: YES

Posted

Standing Tager:

5B, 6B, J.2C , J.B, J.C, J.2C , J.B, J.C, 2B, 3C, J.2C, Alle~an, J.B, J.C, J.2C, Allegreto

http://www.youtube.com/profile?user=AutonomousR#p/u/13/yIGmbBh-5Fs

Lol, I like how you changed it. Have you tested that out?

well.....blargh confusing again >_< if theres a better way to read j>whatever stuff please tell me now I would like to know X.X

This is the best way. Learn it.

If you guys still need testing, I'll take a look at the blanks and Icons and try to get on this.

We should all try when we can, to try and get a complete chart going. This is interesting info.

EDIT- Lol... After looking again.. Dashes mean 'NO,' not 'needs to be tested,' I suppose.

:vbang::eng101:

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