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[CS2] Carl Clover Tactical Discussion/Questions/Help


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Posted (edited)

O_O nooooo that elbow drop is gdlk most AA either clash or just lose

Edit: NVM i tested it carls AA does beat out tagers elbow drop...... but it does clash if done to early

Edited by Akira-Shiro
Posted

The People's Elbow is beatable with most AA, you just have to make sure you do it right. It's so slow and telegraphed though so it's really easy to react to once you know when to do it

Posted
Whoa, whoa, whoa. What are you doing? What, what, what are you doing?

sorry couldn't resist the urge.

I've never bothered AAing the elbow because unless i'm mistaken Carl can just block and punish it with 5B.

  • 2 weeks later...
Posted (edited)

Been going over the last few pages and something has been brought to my attention that we must address.

On page 16, there was a link to a "DP safe" reset. Most people shoved this off right away. I understand what it looks like, considering there was another vid where he did get hit by a dp...but what if it actually is dp safe? What if he just merely screwed up an option select with his j.b? It looks like it works in that video, so I was wondering if that could get tested a little more? Honestly, if he has dp safe option select unblockable reset from COMBO...I'm willing to say he is complete bull $%^#.

Also, I'm seeing Carl's backdash a lot more as an answer on wake up. Did it's inv. get buffed or something?

Edited by Afro-Demon
Posted

Well the romors say that the UB with J.a and 3]D[ is actually a real UB with just 1 frame windows to change guard stance. If that is true maybe is DP safe.

But i think that the main reason why they said that is DP safe if because you can easily bait the DP with just bloking and make nirvana do 3]D[. That way the opp never will be sure when he attemp to do a DP in that situation.

Posted

Personally I think its legit. Its a bit more awkward to do than it will be in CS2 I believe, plus unfortunately you have to use j.A which will prorate combo. I still think its worth it though.

Posted

Well dude if j.a prorate the combo, you know what happen, right? you just go for another loop. At least that is the way for Carl in CS2 now.

Combo, UB, Combo again, UB again, etc..

Its dumb, because now we just need to learn one loop. But o hell i dont complain, if it wasnt for that we could deal big dmg. Our combo and dmg potencial with Nirvana was nerfed too much for a char like Carl that need to be able to do good dmg combos.

Posted

To say it straight, CS2 Carl reminds me of a slightly buffed version of his CT version. Relies on only 1-2 tricks, all-or-nothing, ect. Only reason I say slightly better is because Carl is actually the good part of the deal now, so when nirvana dies we'll only die 5 seconds later rather than 3. It's true, he had a lot more flexibility with his CS form, but he's still more flexible than his CT form. I didn't really care having multiple nirvana attacks in one combo, I just cared that they had some type of synergy that involved intense team work. Rather than being link for combos, nirvana is now a link between combos.

Posted

I've been telling my friends that CS2 Carl is CT Carl all over again, but it's mostly as a joke. But yes, if Carl hits you in the right situation, he can kill characters from full health with this loop. It's pretty silly. The characters that can most easily get out of it are once again Rachel and Hakumen (well, I haven't seen a video of Rachel getting out of it, but I imagine it's possible with backdash + wind; meanwhile, Hakumen can guess and counter).

And about the whole "almost unblockable 1 frame to guard" thing: that's the Guilty Gear way. That doesn't apply in Blazblue; perfectly timed unblockables are actually unblockable (and they're really annoying when you accidentally get them with 6B+2D, since you only want "almost unblockables" with 6B).

Posted
I've been telling my friends that CS2 Carl is CT Carl all over again, but it's mostly as a joke.

I've been saying that a lot as well. Just not as a joke. This setup has made Carl pretty one-dimensional, not as much as CT but darn close.

Although I didn't consider Rachel as a possible escapee, I did consider Hakumen's counters as a threat. But don't forget about Tager. His backdash actually outlasts Nirvana's 3D. Also if he doesn't backdash he can reversal 720 and Carl will just fall right into it considering its invincibility.

On another note. Although j.B Fatal Counter is gone I noticed that j.B Counter-hit seems to be air-untechable.

Posted
I've been saying that a lot as well. Just not as a joke. This setup has made Carl pretty one-dimensional, not as much as CT but darn close.

Same, definitely feels like a step backward to me. Back to abusing the properties of a couple moves to do damage, CT was throws and 8]D[, CS2 is j.C and 3]D[.

Bleeeh, still unhype for CS2...

Posted (edited)

Yeah, I'll agree to that. I'd gladly let them take the j.B>j.2C link if we could get some damage resistance for nirvana back. Rather be creative with block strings that get a brain dead reset loop.

Imo, I picture CS1 Carl with a damage nerf, the j.C, cantabile and 3D change from CS2, and that anima change (with the super armor) from the loke tests to be the ideal Carl. Doubt it will be realized, but a man can dream.

But yeah, he is basically CT all over again. Most combos he does can go straight into that reset. Coolest one I saw involved ...>2C>viva>j.B>j.C>loop.

Edited by Afro-Demon
Posted

Hakumen can spam yukikaze motion through the whole loop. When the reset happens, it will most likely (3/4 the time while i was playing) catch either nirvana (best case) or carl. Hakumen's yukikaze slash hitbox is very small now so its extremely easy to avoid if nirvana activates it.

Bang's ashura can be thrown out aswell, but I was able to block on reaction right before the ub.

Tagers that I've fought have tried all manner if 720 mashing against the loop. None worked, using j.b to make the ub gives you a chance to either jc if they block first into a backdash or buffer allegretto.

Truth be told though, you can just repeatedly do j2c>j.b until you get board against tager regardless of whether its hitting or not. They must spend bar to counter assault or use a burst.

We tested that a bit, if tager attemps to mash out anything, he gets counterhit right back into the loop. He can magntecwheel but theres time to rapid or just barrier.

All in all, it feels somewhat ct'ish but not as stupid. Carl just doesn't feel like he needs nirvana as much in cs2 to get damage.

Atleast thats my take on things after playing cs2 a month.

Posted
woah DUDE you're in OKLAHOMA and you didn't show up tot he OKGAMERS tournament in Tulsa? just this last weekend dude? We had some TX and ARK people come down yo.

School work keeps me too busy to attend pretty much any offline tournament. And Tulsa is like a 4 hour drive from here, so I'd have to clear up a couple days to go there.

That wasn't an unblockable, just a mix up thats hard to block, Litchi switched her blocking stance just as 5B hit.

Did you mean j.B? Because I meant the part where the Litchi blocked the j.B/3D reset. I thought j.B/3D was a legit unblockable, or did the Carl not time it to be a true unblockable? I swear it looks like the j.B and 3D hit at the same time to me. :psyduck:

Posted (edited)
I want to know what they thought was wrong about CS1 Carl to justify the loop in CS2.

That was just a mistake for Arckys.

If you think it more deeply, you wil see that they removed too many gatling and combo option for Carl. For ejample j.C and j.B donst connect, the same with j.C and j2.C, so you cant do CS1 jump loop. Also 3C is useless, hell you can´t even combine it with j2C alle~can, i really dont like that change

Unless 3c hit as CH.

In the end i think that they belived if they add j.B, j2.C link for Carl, he could still have some option. But who will know that thig was going to turn this way.

Edited by JG
Posted
I want to know what they thought was wrong about CS1 Carl to justify the loop in CS2.

This new reset in CS2 is just like his juggles in CS1 and the Clap Trap in CT. I'm pretty sure that no one, including the developers, foresaw that his moves would be able to combine to produce this specific effect. It's the same story with carl every single time.

Posted

Yeah you can't create a character like Carl and at the same time expect him to turnout like how you planned.

On another note, Carl players are definitely turning to Rhapsody of Memories as a reversal super to people off of him.

Posted

I've kinda started doing it myself in certain situations xD it works surprisingly well if you do it right c__c'

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