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Everything posted by Zeero
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http://www.youtube.com/watch?v=ExmsWQr6u1Y @0:30 Dio trying new corner loop? whatever->8D->dash 214C->8D? @3:05 New loop possibly? whatever->8D-> j2c allecan (2D) -> backdash -> (something) - im thinking something might end up being j2c bounce jc (2D). This would be awesome combo since 2D reverse prorates (104%) Dio is such an innovator Always top Carl in my heart <3
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Sry, I've also seen the 2nd hit of 4D removing a guard primer as well. But i somehow doubt that each hit removes a guard primer, more like the move as a whole removes a primer. Random stuffs I noticed: http://www.youtube.com/watch?v=d0HtP34Msd0 @2:18 Volante has like a good 1s startup before it appears... seems to start moving after 2s or so... and travels pretty slow. So much for saving my ass. @2:25 Volante still travels if Carl is hit @2:29 Volante disappeared if Carl is hit... Whats the deal? @3:28 Volante still there if Carl blocks @3:53 Volante disappears if Nirvana gets hit... http://www.youtube.com/watch?v=73oukgwVRBk @1:08 Some sad blockstun on the Volante hit... Volante -> 2A gets jumped? @2:47 Suspecting that the roll mixup doesnt work anymore when you're blocking the super punches. Lambda LOOKED like she auto turned to block all the hits. Im guessing its because they increased blockstun of the hits of the super so she was always in blocking animation with no neutral time to reset the block direction. Confirmation anyone?
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Just noticed something... comparing this to the original damage charts we have here... http://s1.zetaboards.com/blazblue/pages/carl_data/ Theres actually no buff to anything except 4D... and a nerf to j2c starting proration... So Carl's damage buff came from a nerf of everyone else? XD edit: Side note of what seems to break guard primer that I've seen so far 41236D 4D (1st hit) 2D
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Maximum Fiending @ Lovegety Station : GGAC | BBCT/BBCS [1/9/2010]
Zeero replied to X-Sapphire's topic in Archive
and im gonna beast with top tier bang woohoo -
you probably meant CT? lol Glad people actually who have played the game is happy with carl. On video it feels like he lost more than he gained but guess i'll never know until i play. Hopefully next month or so
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The one thing i can think of is after your 2nd sandwich loop, you might be able to pull off... (6d) 2a 5a 2a 5a (insert 41236]D[) 5b 2b 6b 623c(if needed) (drill activates) to break guard... I dont exactly remember how much 2a5a you can pull off and such though
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But after watching so much vids of other characters and all the vids of carl, i think the fundamental problem of Carl being bottom tier in CT (before throw loop) still exists... He has shitty life, he has shitty guard libra (primer now), and shitty defense options. If you think about what he gained in CS, he didnt really gain anything but bigger overall damage... but whats bigger than 100% combos? If you think about what he lost in CS, he lost clap loop (well deserved), he lost Brio (lost another defense option), he lost j2c mixup option which is still faster than CS 6C imo, "ever lasting" sandwich pressure since Nirvana dies faster now. Also, he used to have 2nd best guard break ability in the game next to rachel with sandwich pressure and high guard break attacks, but now i dont even know what actually removes guard primer for him except 41236D. Whats the other ones, allegretto and 6C? All unsafe options when blocked. So in summary, he got bigger damage for losing even more defense and offense options... Im not sure if they made vivace faster or 6A better or what but if those stayed the same, then he really lost more than gained. Higher level players will always IB your sandwich pressure and get out. Which is why i think Carl will end up being bottom tier with noel. Just my opinion though, dont hate me lol.
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Maximum Fiending @ Lovegety Station : GGAC | BBCT/BBCS [1/9/2010]
Zeero replied to X-Sapphire's topic in Archive
If this is a Farewell Yucorp are we getting smashed afterwards? :D Boss says it'll be here likely mid December, so im not exactly sure... I wouldn't have my hopes TOO high tho, shit usually happens with customs But hey, the fact that it MIGHT be here makes you happy doesn't it? -
Maximum Fiending @ Lovegety Station : GGAC | BBCT/BBCS [1/9/2010]
Zeero replied to X-Sapphire's topic in Archive
If its BB:CS, everybody can mash their way to victory!! -
THEY HEARD OUR CRIES AND PLEAS!! REJOICE CARL USERS!!
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[11/14] Rumble in the Tundra 3 Official results
Zeero replied to akazukin chacha's topic in Tournament Results
i was actually cheering for Blazblue coming 3rd lol. -
[11/14] Rumble in the Tundra 3 Official results
Zeero replied to akazukin chacha's topic in Tournament Results
TO ftw! -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
why dont i have an xbox? -
lol crossover hops. this isn't SF4 I wonder what is better for crossover (read as, which has less recovery) 236A or dash. pointless change seeing how he already has moves which serves the same purpose lol.
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its not even about being cautious with nirvana now, its about sitting there watching nirvana eat projectiles without being able to gain any distance whatsoever. Or deactivate her and eat the projectile yourself, making nirvana unable to move again. this means free zoning carl out by anybody with a projectile I'm still saying fireball spam is all carl has left zoning with fireball and anti air predictions with 623D (which is air blockable now). im gonna go kill myself lol.
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nirvana no longer have projectile armor Now we really have to sit there and eat jin spamming fireballs but luckily, we'll be spaming fireballs more than he will be and whats brio?
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I purpose a little event for us. Lets see who can be the first to play CS and actually WIN WITH CARL against competent players :D
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lol 8D is so slow and carl's dash is so slow i dont even think jAxN shenanigans will do any good. At most they take the 300 dmg that 8D does or something lol.
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As an added point to post above. I'm not sure how many of you are aware of this, but if you looked at Carl's attack data, he probably has one of the best guard breaking ability in the game due to nirvana and his naturally high guard break stats. But now that they also changed the guard break system...
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I love it when my observations are corrected coz that means Carl doesn't suck as much as I thought
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rewatching the vids and (re)posting my thoughts with vid references http://www.youtube.com/watch?v=6Yd_7aYjGeQ - not a great vid but some stuff can be seen. Carl starts at 5:40 1. 5:54 - random jump Allegretto - Seems like recovery got better after he lands. Anyone else feel the same? 2. 7:03 - 8D + airthrow break - I saw 8D starting, airthrow break happened, 8D stopped. 3. 7:20 - 2a 5a 5b 6b 6d 3c 2b 2c 8d - Cant see really well since some random guy walked by, but if you count the combo count, that combo I posted was 9 hits. Hazama looked like he TECHED after the 8D at 7:26. 4. 8:16 - 5C CH - crumble stuns now, so maybe 5C 236A follow up confirm combo 5. 8:25 - jB CH - wall bounce, possibly 5C follow up combo but im not sure. 6. 9:30 - Volante - seems like it does no hitstun or something, pretty instant recovery lol. 7. 9:55 - 2D - Doesn't bounce anymore? I cant see well but im guessing its 2D hitting since it took off a chunk of life. May explain the new combo at 9:34. http://www.youtube.com/watch?v=4k5DJAoeViY 1. 0:26 - 2A 5A 5B 6B 6D j2C 5B 6B 6D - 1672 pitiful damage 2. 0:59 - 5B 5C 6D dash followup - Failed 3. 1:44 - Volante - Cancelled Lambda's swords 4. 2:56 - 623D - Was that CH? If it was thats sad hitstun. If it isn't, did hitstun get reduced? feels so. 5. 3:05 - 5A 5B 5C 623C 5B (whiffed) - Isn't this pretty stable in CT for corner? 6. 3:30 - 2A 2B 3C 2A 5B jB (whiffed) - Did the jB always whiff? I dont remember. Hope its player mistake. 7. 5:17 - 5C 6D 236A 2A - Jin uppercutted the 2A. Perhaps reduced 6D hitstun or increased 236A recovery (or both). Feels like the first one though looking at animation. overall noticed: 1. Dash is sooo slow 2. I haven't seen nirvana drill for 3 vids. Was this replaced with Volante? I think i'd see it at least once in 3 vids 3. 8D feels really slow - Takes a good chunk of meter so 20% sounds right 4. Volante also takes a good chunk of meter, maybe 10-15% 5. Airthrow bounce/fall seems like its shorter(faster)? Or is it just me? JP Carl forums have spoken up, they're gonna go play Tsubaki instead or something liek that.
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I think they were referring to the j2c kara throw
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So i watched the latest CS vids of Carl posted here http://dustloop.com/forums/showpost.php?p=476467&postcount=227 And some things I noticed, not confirmed, just thoughts while watching the vids (so some might even overlap) 1. His forward dash is horrible. So slow, floats so high, and so long. It has longer range but i dont know if that is significant. 2. Seems like they REALLY amplified continuous use of Nirvana (not releasing D). Looking at a 6D loop, every 6D seems to use almost 1.5x of what the last one did. 3. 2A 2B 3C summon 236A 2B 2C still works. 4. It looks like Nirvana overall got slower, but im not sure. 5. Because of the slower dash, 6D dash 2a no longer connects in your loop. I'm not sure if they got rid of the 236A cancel of 5C because i saw 6. untech time of 236D seems to be reduced? couldn't follow up with combo. 7. Nirvana actually recovers slower when dead now. 8. Nirvana doken is awesome, but it takes a lot of bar. 9. 8D is REALLY slow, so im not sure if throw loop possible (failed everytime someone tried) 10. Seems like 6D hitstun also reduced? 6D 236A 2A got jin uppercutted 11. Due to dash longer, you cant dash 2C off a 8d i think. 12. Can't combo after airthrow? missed 5C (which is pretty easy) twice... 13. Maybe only ground loop left is 2a 5a 5b 6b 6D. Feels like all options off 5C ground loop doesnt work anymore (didnt see anyone try jumping though) 14. I dont see a damage increase so i dont know... while nirvana's fireball is awesome, it seems like everything else got worse... and hazama looks too awesome to resist. hmm.
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keep it simple, its an 100% combo regardless of how you do it