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[CS2] Carl Clover Tactical Discussion/Questions/Help


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Posted

Yea i have seen gamplay of litchis 6B combos i dont kno if it was Fio but it was some combo that did about 5k, they flew into to corner and hit the wall first though. I understand what your saying, but its not her max is what im saying. Also 6b is kinda hard to land without the proper gimmicks. But this isnt a litchi thread so lets not get off topic. I was discussing the change to the overall cast and litchis 6b did get nerfed compaired to CS1. No wallbounce mid screen on CH,

Posted (edited)

it does wallbounce if you glide throw after it and you get a combo off that.

EDIT: can someone give me tips to get J.2C alle-can, volante, 5C? I cant find the right timing to make volante hit after 5C in order to do J.2C again. any help?

Edited by Diveman
Posted

I got it by trying over and over and over again (for hours on end one day) and as far as i can say it goes something like this: after the allecan, while still holding 4 from 214C, hit C again for 5(actualy 4)C then more or less imidiatly use that 4 for the start of 421]D[. It's tight. as hell. lol. Just a do-over-and-over untill you have it down thing. As far as picking them up after that, its also tight and depends on how high up you hit them with 5C volante. If you're doing another 5C volante or allecan jb 8D you can start that while they're pretty high. If you're going for a 4D, you have to let them get pretty close to the ground and release the 4D just before you 5C after alle-can. it's a tricky beast :x

Posted

When i do that, i input (214)c then release the D button :/ but he is right.. Its not something we can ligitimitly help you with u gotta learn the feeling of it on your own :( srry we couldnt be of use to you

Posted

CS2 is out in NA ?.? for Xbox....... But i thought that release date was for Jap's >.> or where they just pullin our leg

Posted

My aopologies in advance for such a scrub noob question/request.

Does anyone have the notation and/or explanation of the Carl CS2 reset loop he does in nearly all the Japanese match videos?

Or a link to a post explaining it.

I can go off what I see in vids and replicate that but I would really appreciate the notation and if possible an explanation of it and ways into it.

Many thanks :)

Posted (edited)

Hello everyone!

I will be re-structuring the threads soon.

Here are some Day-1 impressions. =D

-B+C proration SUCKS. ~55% loss. Don't expect GODLIKE DMG from B+C, Fermata.

-J.C, does NOT gatlin to J.B. Jump-Loops are gone

-8]D[ is air barrier. we lost our UB set-ups. Now they are situational guard crush set-ups.

-4]D[ second-hit has a funny bounce property. I am not sure if they are bouncing off Carl or this is a BBCS2 (1.03)BUG-GLITCH.

-J.C does NOT gatlin to J.B+C

-J.B is NOT Fatal Counter Hit anymore. Funny how the combo's are easier now. This will be challenging against Bang/Arakune/Taokaka.

-Nirvana meter is the smallest ever. If you approach with Nirvana expect to to have ~50% life when it's combo time. If they block the first mix-up, expect to not virtually no Nirvana meter left.

-Anima bounce is comparable to gold burst now. So easy to pick-up from.

-Wal-Mart Loop has to be delayed all over the place. notation is: (J.2C, Delay, J.B, Delay)x7

-3C has minimul hit-stun. Not used for solo-Carl combo's. Still usefule for UB's with 2]D[ tho.

-j.C knocks down, we will be modifing out air combos to end in J.C while netting DMG with variations of J.2C.

Quick notations for anyone asking:

C-O-N- whatever into, 5B, 2B, 6B, 623C, 5C, 5]D[, Sj.B, J.2C, J.B, Jump Cancel, J.B+3D, J.C, J.2C, Delay, J.B...

do note- Nirvana needs to be completely off-screen by the time you superjump from 5C.

N-C-O- whatever into, 5B, 2B, 22]D[, 6B, 623C, 5C, 2]D[, 236A, 5C, 5]D[, Sj.B, J.2C, J.B, Jump Cancel, J.B+3D, J.C, J.2C, Delay, J.B...

do note- Nirvana needs to be completely off-screen by the time you superjump from 5C.

Edited by Kyle
Posted

Okay i have to admit that JC3]D[ is probably the most awkward thin I've ever experienced combo-wise, and often gets me jB6D jB623D and jB2D. i feel like it's going to take me months just to combo again =x

Posted (edited)

you know...Carl has been A-tier for 3 games straight. Id like to ask arcsys why they hate tager though.

EDIT: I usually do J.B, 3]D[ J.C instead of JC3]D[ and it works fine.

Edited by Diveman
Posted

potayto potahto idk i get all kinds of wierd things happening c.c'

oh yes i got over-zealus and got 6B jb air dash jC once too that was kinda herp derp.

it takes me forever to get inputs down -.- kinda sad.

Posted
Okay i have to admit that JC3]D[ is probably the most awkward thin I've ever experienced combo-wise, and often gets me jB6D jB623D and jB2D. i feel like it's going to take me months just to combo again =x

Exactly, its an awkward positioning, but you get used to it after a while. I wonder what made them want to make it usable now though...

Posted (edited)
Hello everyone!

-J.C, does NOT gatlin to J.B. Jump-Loops are gone

-J.B is NOT Fatal Counter Hit anymore. Funny how the combo's are easier now. This will be challenging against Bang/Arakune/Taokaka.

...

Hey, why you said that will be challenging against Arakune?. Men i think that thank to the new j.C is more easy, remmeber that j.B and j.C does gating so, if you hit any j.A in the air you can do j.B and j.C giving you oki stuff.

Now against Arakune is more easy to get him on CoN because he cant jump spam you, the same goes for Bang or Taocaca.

I really think that j.C is way better that j.B fatal counter.

A good thing about the new 8]D[, is that now is way more easy to connect fermata after it.

Edited by JG
Posted
Ara's new backdash is alot better now, iv seen people IB into a backdash & get out a C-O-N

yeah, it is a great improvement for him

But I REALLY wanted to start using rachel, but she looks impossible to use

anyway i need some carl users on my fl so if any of you guys get a random friend request its from me

Posted
Exactly, its an awkward positioning, but you get used to it after a while. I wonder what made them want to make it usable now though...

The lack of a reliable oki. You couldn't really do anything with Carl oki wise except guess. 3D let's you do something about teching. Also serves as a wonderful resetmajig.

Posted

oh on a side note: j.C can still be jump canceled on hit even with the knock down, though idk if it has any real applications.

Posted (edited)

Yes, this sets up for a very usefull UB

Bla>Bla>J.b>j.c>]3D[dj(Falling).c/3D

If they tech instantly they get caught in a UB & its burst safe

Edited by Akira-Shiro
Posted

Hey guys!

I haven't touched BB in about a year and I have almost zero experience with CS.

Are we still doing 2D loops or am I gonna have to scour some archives?

Posted

get in those archives

there is a 2D loop but its different from the original one

Posted

Sooo is there a secret jump cancle after the j.c ->3D that allows the j2C to connect or what because that's my new "hmm" thing here.

Posted
Sooo is there a secret jump cancle after the j.c ->3D that allows the j2C to connect or what because that's my new "hmm" thing here.

you just fall down sir. There is no secret, but that's basically the introduction into the one trick pony combo.

I think challenge 7 emphasizes your question exactly.

btw speaking of challenges I might as well upload all of them since nobody sees to have done so already

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