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[CS2] Carl Clover Tactical Discussion/Questions/Help


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Posted

I am also affraid of that to,, but i mean ms.alucard is able to do a 100% safe blockstring into a 6f oh =/ and ours is only on dash. So it will me easly telegraphed, but you kno arks doesnt like carl having legitimate mixup so i expect it to get removed soon =/ However on the bright side our dash is probably gonna stay the same distance.

Lambdas 236D doesnt bonce on the final hit... it ground stuns soo 3D probably will to

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Posted

This is all very interesting. Carl is still looking like he's going to be a beast. The ground bounce on 3D is interesting like you said Mascarpone. I imagine that the hitstun on either 3D or 6D may not be long for the sake of preventing inevitable shenanigans.

6D blow back in my opinion is a nerf as it will make follow ups a lot harder like it is with the current 623D. But then again who knows IT'S CARL AFTER ALL.

Carl being able to dash and do air moves is kind of silly. And quite honestly sounds too good to be true. There's a major nerf somewhere in hear and that has to make up for something that (on paper) seems really good.

Posted

I wouldnt say that zoogs,, we dont use 6D in our air combos regardless so how would it be a nerf. So long as they are standing 6D still has its same stun properties, if they are in the air it has the same effect as Brio ?.? how is that a nerf

Posted

actualy i interpreted the 6D air blow back as similar to Noel's Assault Through CH meaning they slide along the ground which would mean it's filler for corner combos or maybe near corner into teleport combos. I could be completely mistaken though. But even if they dont slide allong the ground, They'll probably travel in a straight line as opposed to brio's high-as-a-kite arching trajectory, which means it would probably be easier to follow up with a 5C or j.2C alle~can in the right situations.

Also for some reason i was thinking Lambda's Air-Saber ground bounce when thinking of 3D not her rolling blade. My head is silly. Thats why i wondered about j.2C alle~can pick ups.

Posted

Our 3d is similar to A-11 236D and our 6d is the same as it is now. The only diffrence is they float if hit with 6d in the air.. like berial edge. However i do not think they will travel that fast accross the screen. "6D - Causes corner blowback on air normal hit, wallbound on air counter hit" blow back is how you would describe ragnas berial edge. As for wall bound i think its the same as it is now.. they were just stating it to let us kno the CH properties haven't changed for an air-CH.

Posted (edited)

This patch needs to hurry up.... >.< i get so frustrated carl cant get good damage off of a hit conferm. Its like all our good combos are virtually improbabale >.<

Edited by Akira-Shiro
Posted

Idk if they tone down noel and makoto allot, 4.6k is actually not bad damage by comparison to the rest of the cast, and that is what they were saying he could get with a 5B starter and 50 heat in one of the loc tests. The only reason it's not good damage now is because makoto gets 7k, noel 6, and hazama gets 5k off a throw (8k off of a 5.C what??)

Posted

Uhh no,,, ur forgetting that the 4.6k is if we are in CON formation only and it cost 50 heat. Majority of the cast can get 6k with 50heat. So dont make it seem like its just the top 3. Even then there are a few who can get 5k with 0heat IE ragna =/ so u being satisfied with this pathetic 4k is sad. From a CH 5b in NCO formation we get 4k with 50heat. You kno for a fact that ur spending majority of the match just trying to get them in CON and sometimes its not even possible if ur against someone who knows the match up. All of our good damaging combos are virtually improbable.

Jin can get 4k 0 heat, Same for noel, Makoto, Hazama uses 50heat but gets it right back, Tsubaki with full light, Hell even bang gets 4k, there are only a few characters that do not get 4k with 0heat. And thats hakumen he needs 25 heat, and carl. Majority of the characters in BB are able to get 4k from an OH we however are not that lucky. We should be getting 4k in NCO formation, 5k in CON formation, and 6k in the corner. However instead we get 3.5k NCO, 4k(with a good starter) in CON, and 4.5k/5k in the corner depending on the starter.

This is he reason why i get upset and truthfully its a reason i neglect my carl, we all play the most difficult of characters in BB yet we hav the lowest damage output. It truly does baffle the mind and yet some charaters get 5k doing easy mode combos. Im hoping and praying during the patch out 5c p2 proration goes from 92 to 95, while all of adas p2 goes from 90 to 95 because our combos should be going a bit longer then what they are so we can get more dmg.

Posted

More Changes just came in.

* 2D and 4D knockback/float trajectories have been slightly altered. The opponent goes slightly more horizontally for 2D and slightly higher for 4D compared to before.

-6B -> cancel to jC on hit removed

-Slower startup for Rhapsody of Memories. Carl does a very brief pose before the super flash occurs.

- Stagger on 5C CH removed

- Carl no longer goes into the air as well for 4D (not sure what this means, don't know Carl at all >_<), no longer removes primer

- 6C's floorbounce effect from the previous loctest now only floorbounces after charging for a certain amount of time. Uncharged, it just knocks them to the floor and allows for emergency tech.

* J2C's effect from the previous loctest of crossing over in the corner was apparently not because of a crossover hitbox, but due to the Carl himself crossing over. This effect is also seems to be character specific.

Posted (edited)

... what the nerf stick?

the 4D thing means that when you jump up ito the opponent as they fly away after 4D's 2nd hit you no longer get carried to the back of the screen with them. I think it was an odd bug. But wow this sounds like allot of nerfs, aside from the 2/4D thing looking like they are easier to follow up. Unless their untech-time is the same but they fly higher from 4D meaning they are harder to hit with 5C... and we cant jump cancle 6B hits??? good lord why ...

Edited by Mascarpone
Posted

Its not that bad,, this means after 4D we can dash and use j2c if they to high.... however the height of 4D is very dependent on when u release it. So its hard to say if thats a nerf or not. As for 6B well oh well =/ no more 5b>6b>623c>6b combos. So if we are out of reach for combos all we got is 5c>jb>jb>j2c>jc not as effective but its something. We also dont kno how the proration of our moves will be changed 2 the end of the locktest so lets keep our chins up.

Posted (edited)

IDK i just dont see the justification for the 6B thing. I'm hoping that some of those things are like 5.b not being jump canclabble -on block whe we wet from CT -> CS

Don't really see the 6C thing either. the stagger and force-standing isn't so amazing.

Edited by Mascarpone
Posted (edited)

Lol it never was im kinda happy about the new 6C too, its alot more useful now imo

Edited by Akira-Shiro
Posted (edited)

Hey.. what is the deal with modifying 4]D[? Seriusly, if we loose the ability to comboing off that move.. we could loose a lot of dmg potential.

With this new 4]D[, can we still do stuff like: j2C~Allecan, 5C, j.C, 4]D[, wallbounce and pick up with 5C, j.B, j2.C, j.B, j.B, j.C, 8]D[?

If that type of combo is still possible, i dont care about the changes to 4]D[.

Edited by JG
Posted

my hope is that it bounces them higher but they are uable to tech till almost hitting the groud so we have more time to follow up

Posted (edited)

Im assuming it is,, if they had removed some frames of untech time it would have been put in the test. I do believe they are talking about the angle in which the second hit of 4 D launches the enemy. They hav it posted as "Harder to combo with" so we assume its a nerf. However if wat they about the change in angle is true then that means its almost impossible to drop the combo. The way we do it now we need the enemy to be fairly high when we do the move so it will combo. If 4D hits higher on its own then we will be able to use this combo after a 4D crossup well it will be easyer. At the same time we wont kno if they are talking about the second or first hit beacause 4D is a 2 part move. For all we kno the first hit of 4D might not be so low to the ground now.

Edited by Akira-Shiro
Posted

Akira I don't think they're talking about the attackbox hitting higher. Just the opponent getting knocked higher (I assume after the second hit).

Posted

Thats what i was talking about O.o The way we do the combo now we need to release 4D a little before 5c so that they are high enough to get launched correctly by 4D. If the enemy is to low they fly into carl as we are falling down after 4D & the combo will drop. So with this we just change the timing and we got our old 4D combos back. At the same time they also could mean that they fly at an angle similar to brio, if thats true i could see why it would be harder to combo =/ i dont like the way brio launches

Posted

Also Idk why you like knock down + emergency teching on 6C more than a stagger. Unless the charge-time for the ground-bounce is pretty quick, it's Gonna make 6C pretty meh. Atleast for the ways i use it.

Posted

Hey hey... It seem that they removed 6B jump cancel! why?? wtf with that seriusly!!.

If that going to be true, no more IAD j2.C allecan or 6B,j.B, jC 3]D[ mixup.

Why they just keep removing stuff to Carl and buffering Jin and Lichi!?

Posted

Wait, what? This is silly. I refuse to believe that just happened. I reject this nerf from reality. I going to play TF2 until Viagra mode comes out.

Posted
Wait, what? This is silly. I refuse to believe that just happened. I reject this nerf from reality. I going to play TF2 until Viagra mode comes out.

I hope that you arent trolling me xD.

Also i forgot to mention, if we loose the ability to jumpcancel from 6B we also loose 6B, j2C, jC, 3]D[ mixup...

Posted

Just bored, losing 6B jump cancel isn't that big. I just want to go do an overdramatic "zomg nerfed" thingy. That alone most likely means nothing to the overall game plan.

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