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[CS2] Carl Clover Tactical Discussion/Questions/Help


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Posted (edited)

Hey.. in the end they didnt kept the input change for Fucco.. Is still the same as CS1 41236 ]D[.

Sad, i would preffer it as 236 ]D[

Edited by JG
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Posted
http://www.youtube.com/watch?v=0DIVLLQfVfU

@ 32:00 How the heck did Galileo manage to block that?

I could have sworn that in order for it to be a tru UB u would need J.a,,,,,,,,, J.b just turns it into mixup game, if u look closely he blocked high then low meanin u would need to delay j.b for a sec.... or just use J.c since it has slower start up.

Wat happened i would call luck, cause to help with the proration people do UB-J.a>J.b so u wont have j.a(x2) in ur combo. If the carl had did 2 extra j.a's instead of the J.b he would have got the UB. But he miss counted how many J.a's u do before the j.b

Posted

Is anyone practice the loop with CS2 on PSP?

I could manage to do it in some aspect... but performing the UB at the end of the loop is hard.

Also, it feel weird connecting the j2.C after a j.C, 3]D[. Oh well, just testing ^^

Posted

List 1:

S: Makoto, Tao, Hazama, Jin, Noel

A: Carl, Rachel, Lambda, Litchi

B: Tsubaki, Ragna, Arakune, Mu, Valkenhayn, Hakumen

C: Platinum, Bang, Tager

I saw this tier list (not sure how credible it is) and wondered why Carl was ranked so highly now after being ranked so low when BBCSII first came out? If anyone could explain in detail what has been discovered to move him up the tiers would be greatly appreciated.

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.

Do you by any chance have an explanation of this (with move notations rather than move names) and or a video of it happening? Please.

Thanks to anyone who helps.

Posted (edited)

Carl's loop in CS2 cemented him in A, though the Japanese had already put him there. A character like Carl will almost always get better over time as more things are discovered too.

Claptrap in CT was his (mostly) unescapable 100% combo, if you care that much for the notation it's in the archive

Juggles in CS1 are his long combos that were viable for damage instead of resetting all day, if you care that much for the notations it's all that was being talked about for an extended period of time and you need to catch up.

His new CS2 loop is a combo into unblockable reset, done over and over until Nirvana is almost out of health, combo into super uppercut > gear, if it doesn't 100% them then Carl turtles until Nirvana has enough health again.

What Mascarpone meant was that all of these were very likely not planned by ArcSys. The players took Carl's flexible nature and found ways to combine his moves with Nirvana for these. Sure ArcSys figured that some moves were going to be combined, I can't imagine they'd not guess that jC's slap would be used to knock people into 3]D[, but I also can't imagine they foresaw the loop (especially considering ArcSys doesn't much care for loops)

Edited by Marisa
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Posted

I think his frailty will always keep him in A class, as long as S class exists. It's the thing that brings balance to his otherwise ridiculous nature.

edit: Also i don't know how accurate that list is because what I've seen of platinum, i find it hard to believe she's in the bottom three. She's fast, her pressure seems good and she can crank out some really nasty damage.

Posted

From what I've seen Carl can get 4.5k in the corner. And break 5K with meter. Mid-screen, Carl can get 3K with his bounce loop combos.

Posted
Out of curiously, how much dmg can do yall think carl gets mid screen & corner ?.?

Without the loop? i think that maybe around 4k+, more if you use heat usage. Carl can still do 4k combos but the problem is that is always better to use the loop. But you can still see some player trying to do regular combos. Now they are mixing volante and the j.C with 8]D[.

I can“t remember were was the youtube link were you can see Ranrebo doing a 4]D[ CS1 combo adapted to CS2. He manage to do it after a 3C Ch, the resulting dmg was around 4.6K.

I hope that with the CS2 console release or at least with PSP CS2 with remotejoy, they manage to find combos that can deal atleast 4.5k + without the loop.

  • 2 weeks later...
Posted

I'm no Carl player, but can anyone explain this?

http://www.youtube.com/watch?v=PNM4Xh6aMng

Is it PSP only? I've not seen any arcade match vids with it happening, though it is pretty situational, you'd have thought someone would have come across it by now.

Or maybe they have and I've just not seen it as I don't keep up with Carl stuff. Either way, can anyone confirm if its in the arcade version?

Posted

I'm just as lost as you. I'm not surprised no one has found this yet. Rarely if ever does anyone have one primer left when Carl puts them in an unblockable setup. Plus that unblockable is obsolete when compared to the new one. Not only that, if you look at that video the 2D hit first and then the 6B. When you do that setup you usually want the opposite to happen so you can get more damage. Which is possibly why no one has found it yet. That or it could be a PSP thing.

Posted (edited)

I uploaded this combo clip that I made in PSP CS2, i hope that you like it.

http://www.youtube.com/watch?v=PpIG_ArVsiQ

http://www.youtube.com/watch?v=MoecB1JO8N4 <-- This is the same combo, but recorded from remotejoy.

I think that the dmg dealed from this combo is awesome and the 4]D[ part is really more easy in CS2, but the sad thing is this combo consume almost 3/4 of Nirvana life.

After doing this I realize that Cs2 Carl still has S or A class material without the loop, only if Nirvana gauge was the same as CS1 gauge.

Carl just need his Nirvana gauge back to Cs1.

Also, j2C- j.C and 2]D[ can connect and give the bounce proprerities (like CS1), but the timming is more strick if you want the both thing and be a valid combo (red beat).

Edited by JG
Posted (edited)

Do you think you could do a request, cause its been bugging me as to how much dmg this does. An i am unable to test it for myself,,

W-O-C-N 5b>5c>cantabile>J.2c alle-can>5c>J.b>J.2c>allegreto>Brio>5c>j.b>j.2c>j.c>8D>J.2c>allegreto>fermate>GearDD>8D

If u could i would like to kno how much dmg this does, i dont need a vid..... just confirmation

Edited by Akira-Shiro
Posted
Do you think you could do a request, cause its been bugging me as to how much dmg this does. An i am unable to test it for myself,,

W-O-C-N 5b>5c>cantabile>J.2c alle-can>5c>J.b>J.2c>allegreto>Brio>5c>j.b>j.2c>j.c>8D>J.2c>allegreto>fermate>GearDD>8D

If u could i would like to kno how much dmg this does, i dont need a vid..... just confirmation

Yeah men, maybe tomorrow i will try it.

Posted (edited)
Do you think you could do a request, cause its been bugging me as to how much dmg this does. An i am unable to test it for myself,,

W-O-C-N 5b>5c>cantabile>J.2c alle-can>5c>J.b>J.2c>allegreto>Brio>5c>j.b>j.2c>j.c>8D>J.2c>allegreto>fermate>GearDD>8D

If u could i would like to kno how much dmg this does, i dont need a vid..... just confirmation

Men, from what i quick tested before i went to bed, i notice in the part: cantabille j2C Allen~can, sj.B, j2.C, Allegreto, Brio (without super jump B, j2.C cant connect after 5C)dosnt connect in the corner, because the rival is way to hight for that. Brio just can“t hit him. The only way that i notice in the little time i test it if you do the j2.C Allegreto faster, that way you dont jump and go a little bit downward and then Brio have more chances to connect. But doing this seem to make the combo invalid, blue beat in the allegretoo. Maybe that setup inst very reliable.

On the good side, i learned that you can do 5B,5C, Cantabille, j2.C Alle~Cancel, 6B or 5C and then jB Allegreto, Brio...

If you want i cant test the rest of the combo with that starter.

Maybe im wrong, but later i will continue to test your idea. I hope that what im saying can help you.

I will test again your idea because i remember that i can wait after i throw allegreto xD. If i delay brio a little bit maybe is posible that connect.

Edited by JG
Posted (edited)
thanks that would be greatly appreciated

The total dmg dealed was 5.487 ( Double clap at the end XD). Still connecting Brio after allegreto is hard because the altitude off the rival, sorry i only get blue beat in that part.

Is more realiable doing j2.C allecancel and 6B, then sj.B.. etc will work better.

I hope that this could help you, still very nice find dude.

Edited by JG
Posted (edited)

Thanks, & how is it wiffing, Brio goes at an angle & the hitbox gets bigger the further away u are. If it misses then doesnt that mean Ada is to close.

Also could u do this.

W-O-C-N 5b>5c>cantabile>3c>2D>5c>volante>5c>S.jb>j.2c>allegreto>brio>5c>S.jb>j.2c>J.b>jcancel>j.b>j.c>8D>fermata>GearDD>8D

lol im sorry im using u as a genny pig but everyone i kno wit CS2 dont use carl

Edited by Akira-Shiro
Posted
Thanks, & how is it wiffing, Brio goes at an angle & the hitbox gets bigger the further away u are. If it misses then doesnt that mean Ada is to close.

Also could u do this.

W-O-C-N 5b>5c>cantabile>3c>2D>5c>volante>5c>S.jb>j.2c>allegreto>brio>5c>S.jb>j.2c>J.b>jcancel>j.b>j.c>8D>fermata>GearDD>8D

lol im sorry im using u as a genny pig but everyone i kno wit CS2 dont use carl

Brio whiff because when you do that combo, the rival float too much. If you delay Brio to making the rival fall a little bit, Brio would connect but is very posible to get a blue beat. If you change Allegreto with j.C your setup is 100 % valid.

Dont worry for using me as a genny pig xD, im starting to play a little bit more Cs2 becase is going to be realeased on Ps3 in May so i wanna have at least some solid base in that game with Carl. What im trying to said it is no problem try to test some of your stuff, it help me to train and adapat to CS2.

In Cs2 one need to know when to desactivate nirvana in combos in comparicion to CS1

Posted (edited)

These 2 combos have been stuck in my head for the longest, the first one only use 2 of Ada's moves & does 6k, & idk how much the second one does but it use's 4 of Adas attacks idk how much it will do but probably a lil over 7k maybe. If u need to replace allegreto with J.c the please do ^-^

Idk why but people seem to think carl couldn't do his same dmg from CS cause of adas life lost. That was my reason for thinking up both combos, but this just means carl (Like majority of the cast) didnt get a dmg nerf just reworked into a corner character, people thought litch got a dmg nerf >.> till someone got 7k wit her, Same issue wit bang, until someone bust out a FRKZ 100 heat corner combo & he do 8k lol

But yea would u be so kind as too test that second combo out for me please ^-^

Edited by Akira-Shiro
Posted

?.? It was only CH 5c that got a hitstun reduction, CH j.b is air untechable, J2c has more untechable time, & Cantabile is air untechable

Posted (edited)

Idk why but people seem to think carl couldn't do his same dmg from CS cause of adas life lost. That was my reason for thinking up both combos, but this just means carl (Like majority of the cast) didnt get a dmg nerf just reworked into a corner character, people thought litch got a dmg nerf >.> till someone got 7k wit her, Same issue wit bang, until someone bust out a FRKZ 100 heat corner combo & he do 8k lol

But yea would u be so kind as too test that second combo out for me please ^-^

Because in CS1 you deal like 5k or 5.5k without heat gauge or being in the corner. With Carl is getting very hard to pass 5k with just one heat gauge in CS2.

Well Eesuke is trying to get new combos for Carl, you can check the last A-cho batch where he play almost without the loop. His max dmg was around 5k

Thanks, & how is it wiffing, Brio goes at an angle & the hitbox gets bigger the further away u are. If it misses then doesnt that mean Ada is to close.

Also could u do this.

W-O-C-N 5b>5c>cantabile>3c>2D>5c>volante>5c>S.jb>j.2c>allegreto>brio>5c>S.jb>j.2c>J.b>jcancel>j.b>j.c>8D>fermata>GearDD>8D

lol im sorry im using u as a genny pig but everyone i kno wit CS2 dont use carl

Let check your second combo.

5B, 5C, Cantabille, 3C, 2D, 5C, Volante, 5C, s.j.B, j2.C, allegro, brio, 5C, s.jB.

I change 2D, 5C, Volante to 2]D[, j2.C Alle~can, Volante, 5C. Because after 2]D[ Nirvana doesn’t recover complete by the time when you do 5C and then Volante.

Until that part I don’t have any problem, Red beat all the way and Volante combo for me aren’t hard because they were my main combo in CS1 ( double volante, + 2]D[ loop, etc). But, after brio your hitcount is 18, the hitstun that you induce within the next part of your combo is very litter after brio, 5C, s.jB especially if your hitcount until s.jB is around 20 or 21. After s.jB your combo just get blue beat.

Sorry for the delay, but university stuff just get my crazy! xD

?.? It was only CH 5c that got a hitstun reduction, CH j.b is air untechable, J2c has more untechable time, & Cantabile is air untechable

From what i understand onlye Ch 5C got hitsun reuction.... but im not sure about that because when i try to do my old CS1 combos tend to get blue beat after 14 hit. For ejample: 6B, 2]D[, j2.C Alle~can, Volante, j2.C Alle~can, Volante, 5C, jB, 8]D[.. get blue beat with the 8]D[.

U_U

Edited by JG
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