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[CS2] Carl Clover Tactical Discussion/Questions/Help


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Posted (edited)

Okey people i will share this with you because i like this forum:

Against Hakumen do this ender:

Loop, j.B, j.C, 5B, Cantabilble, 5C, 2C, 8]D[, 6[C], 3]D[, 6]C[ (Full charged)

The trick is this: 6C full charged beat all D counter moves and Yukikase. Now what you need to know is that after cantabille you must move nirvana a little bit close to you, making that 2C will connect after 5C.

Then after making nirvana near to you, you make her to take a little distance from you, that way when you do 8]D[ the 3]D[ will connect at the direction were are you.

Maybe i will record a clip of this ^^

Edited by JG
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Posted

Hey, i just made a 50 Heat combo and I want to know what you guise think. Should I go for Oki, force standing with 3D, or Fermata at the end? Also, is there a way to land a late combo Fermata AND 3D?

Posted
Hey, i just made a 50 Heat combo and I want to know what you guise think. Should I go for Oki, force standing with 3D, or Fermata at the end? Also, is there a way to land a late combo Fermata AND 3D?

That depend.. If that combo consume a lot of your gauge i recoomend you finisth it either with Fermata or Gear super... and then run away xD.

If you have a nirvanga gauge... you could ender with fermanta, j2.c, j.C, and 3]D[ for oki

Posted (edited)

Wow so i decided to go back and mess with CS1 carl for a while and i forgot how odd the inputs are for some of those combos o.o

CS2 Carl is growing on me though, not because of simpler combos but i really have come to love j.C 3D shinanigans. Even when not doing the reset, being able to end random nonsense with j.C and almost always forcing them to land on or close to a 3D is just insanly useful. i found myself doing allot of j.c enders and then saying to myself 'fuck, right... cs1.' even without 3D, j.C knock down gives carl a few solo oki options sine he falls to the ground right at about the time they would be instant teching, and if they wait it's even easier to react. You still deal with wake up reversal lame-ness but i love scrubbing in a grab or just jumping over their head as soon as they tech and doign j.C 5.B cantabile set ups. I also have found i prefer to punish rolls with 6B these days.

who knew. Because initialy i hated all this xD

Edited by Mascarpone
Posted
Wow so i decided to go back and mess with CS1 carl for a while and i forgot how odd the inputs are for some of those combos o.o

CS2 Carl is growing on me though, not because of simpler combos but i really have come to love j.C 3D shinanigans. Even when not doing the reset, being able to end random nonsense with j.C and almost always forcing them to land on or close to a 3D is just insanly useful. i found myself doing allot of j.c enders and then saying to myself 'fuck, right... cs1.' even without 3D, j.C knock down gives carl a few solo oki options sine he falls to the ground right at about the time they would be instant teching, and if they wait it's even easier to react. You still deal with wake up reversal lame-ness but i love scrubbing in a grab or just jumping over their head as soon as they tech and doign j.C 5.B cantabile set ups. I also have found i prefer to punish rolls with 6B these days.

who knew. Because initialy i hated all this xD

I dont think that this carl is more easy than CS1 Carl.... Now the execution stuff is way more important and you end doing more long combos, so your timming should always be on check.

I like this Carl more than CS1 carl, now we have more option for oki and this Carl is just more safe.

Love that is more easy to connect fermata xD, is nice to know 5K combos at middle screen hehehehe ^^.

Posted

Lol i got so close i had Zidane in a UB set up & he was about to eat it to...... then time ran out =/ i forgot about time.

It was so loud i couldn't hear anything lol

It was RoM>full charged 6C

Lord knight got 1st

SKD got 2nd

& Zidane got 3rd

Posted
The trick with that one is I just found out is(and if you already do this sorry) 2[D] then hold it again before you hit C. then what works for me is 9b,3[D],8C. This is important that when you do the 8C that you jump straight up or you will always fall in-front/behind the character. Thank for all the help with this combo I was doing it the wrong way the whole time finally got it.

this was essentially my problem! while holding it, when I go for the rest of the combo, I only slightly (and accidentally lol) tap 3 before going for 3]d[ and that's actually enough to make the difference! You see, THIS is why I love dustloop. You ask questions, you get answers. Everyone can help each other here, WITHOUT the elitist prick attitude, or troll responses, or shooing me elsewhere... I really like this site. I've seen those type of responses many times on.. other sites, while searching myself for answers lol. So far I've only been to this thread and the Tao thread, and both were equally helpful! Thanks again!

Posted

Yeah I did kind of notice that, sometimes I feel like "oops, that was a little outta range.." but lo and behold I still get a grab in, lol. Carl suddenly says "Oh no../I messed up.." less. Maybe I'm just being optimistic or something. :keke:

Posted

Carl's grab range is awesome now. 5a-2a x whatever-Green throw. Also, is 2C-8D-j2C-2D any good? I just noticed how awesome 8Ds recovery time is.

Posted
Carl's grab range is awesome now. 5a-2a x whatever-Green throw. Also, is 2C-8D-j2C-2D any good? I just noticed how awesome 8Ds recovery time is.

5B, Catanbille, 5C, 2C, 6[C], 8]D[, 3]D[, 6C full charged release.

Try that and have fun!

Posted

I have a question, the new unblockeable ( j.B + 3]D[) it safe against Jin DP that consume metter?

Posted

yes it should be because no other characters Dp works on the new loop. Its cause the inv frame activates before the attack hits, so carl ends up wiffing the j.b causing him to land & block the Dp because of how low to the ground he is.

Also does anyone have a good combo to use after 2D that uses only 1 Ada attack ?.?

Posted
yes it should be because no other characters Dp works on the new loop. Its cause the inv frame activates before the attack hits, so carl ends up wiffing the j.b causing him to land & block the Dp because of how low to the ground he is.

Also does anyone have a good combo to use after 2D that uses only 1 Ada attack ?.?

Are you sure with that? that is the only DP with the rag one, that give me trouble.

1 adda after2]D[... 5C, cantabille, , 5c,j.b, j2c, jb, jb, jc, 8]D[, fermmata? maybe that can work

Posted (edited)

like i said im not sure how Jins Dp effects it, but the reason the loop is safe in the explanation i gav. The inv & the attack might both be on frame 1 cause it does cost heat so his D-Dp might be a legit way out.

How would i hit cantabile after the enemy is airborne ?.?

Edited by Akira-Shiro
Posted
like i said im not sure how Jins Dp effects it, but the reason the loop is safe in the explanation i gav. The inv & the attack might both be on frame 1 cause it does cost heat so his D-Dp might be a legit way out.

How would i hit cantabile after the enemy is airborne ?.?

Bah my mistake with 2]D[, for some reason i read 3]D[... but still this 5c,j.b, j2c, jb, jb, jc, 8]D[, fermmata use 1 ada attack,

Posted (edited)

If you have enough heat you can do another 5C sj.B j.2C j.B j.B j.C 8D Fermata after that first one but the timing is tighter. Yay looping. (does over 5K p.s)

Edited by Mascarpone
Posted

Uhh were has Zong been T-T the carl match up thread hasnt been updated since CS. Cause best believe, i need help vs litch & noel

Posted

Sadly it's because match ups are beginning to look like they did in CT. Get the loop? cool ggs. Cant get the loop? you're in trouble... Fighting Hakumen? good luck.

It's less-stupid than CT but still kinda .... that way-ish... so the match up info just becomes a briefe list of what you can punish into reset and since carl can hit confirm just about anything into it.... yeah.

that said i'd adore some match up info anyways.

Posted
yes it should be because no other characters Dp works on the new loop. Its cause the inv frame activates before the attack hits, so carl ends up wiffing the j.b causing him to land & block the Dp because of how low to the ground he is.

Doesn't work on Mu, you get snagged on the frame 1 autoguard until you get hit. Just for reference.

Posted

Ok so i started playing BBCS again and im just wondering where do you start with even learning him? cause i am determined to main carl and not suck and are all the combos just improvised? or are their like set combos to start with

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