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Zeero

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Everything posted by Zeero

  1. Actually looking more closely at the zetaboards information i posted... Chararcter Duration Notes Arakune 48 Frames 7~36 invincible, can go through opponents Carl 21 Frames 3~14 airborne, 16~ normal move, special move and throw cancel possible Hakumen 16 Frames 3~11 airborne, 6~11 air special move cancel possible. Carls only in the air from 3~14 frames... it starts to be cancellable on its 16th frame... so its definitely a ground special cancel in CT... So either CTSmade Carl's airbourne frames longer or made it cancellable earlier for it to be cancellable with 214C... not to mention Carl's dash has more recovery now (god knows why) I still fail to see an application
  2. While I didnt try, but if im not mistaken, i believe they mean a ground move... like 66 236A or something... i guess the change in CS is so it is air cancellable? maybe? Regardless i doubt we'll get a "Alle-can dash" in CS, coz that'd be too good to be true if the cancel points are early enough.
  3. people gave up on her =( I dont see why they decided to (imo) nerf her so hard, shes not really spectacular at anything. Maybe coz there were 2 litchis in top 8 for SBO (or 4, i forget)?
  4. The only reason why Alle-can works is because j2C has a downward trajectory. And if start up on allegretto is short, that means allecan won't exist because it takes use of its long startup =) Allegretto isn't an overhead move, and it has slow startup and recovery... so doing it off a dash is next to suicidal unless they change it or make it worth it like major chip damage or take off 2 primer (thats what they call guard libra now right?)
  5. So last night i was trying to play Carl without throw loop. It wasnt that bad coz i never really liked it anyways. but lets just say i was quite dependent on 5B jump cancel, j2c as an overhead option, 3c iad j2c clap loop... which is also all gone... sigh
  6. carl can always cancel his hop tho... according to http://s1.zetaboards.com/blazblue/pages/02#dash Carl 21 Frames 3~14 airborne, 16~ normal move, special move and throw cancel possible but honestly, i'd like them to do something with carl's backdash... as if his guard libra and life isn't shitty enough, he has what i'd argue the worse backdash in the game (20 frames, 19 frames of airbourne but only 7 invin) all dreams all dreams
  7. schools been hitting me, but doesnt stop me from checking out the new Carl! =D If they're gonna make carl go back to being fully dependent on sandwiching (which i'm fine with), i hope they do something about 6D hitting airborne, at least make it so its a knockdown or it floats long enough for us to follow up with a combo. Else its still too easy to get out! Esp now with carl's weakened options
  8. I remember also reading in that thread that you can only do ground loop 2 times before it doesnt work. I'm beginning to wonder if they changed Nirvana so that she basically attacks a 2-3 times before she dies off, but then recovers crazy fast. ie: do a combo with 2 Nirvana hits, you are forced to end it because Nirvana is already dead that'd be great (sarcasm). Its as if us Carl players don't have enough trouble positioning Nirvana outside of that 1 combo and now she dies in 2 moves after we finally get her somewhere.
  9. Carl = Ryu? Spam Nirvana douken and run? 214214D + damage just got me wondering how much damage 2C 214214D is gonna do which then got me wondering does 2C still combo into 214214D given the lesser hitstun on 2C? if not, isnt 3C (with huge proration) into 214214D our only option? which means 214214D is still useless?
  10. I'd like to see this new 8D so that it is like a mini 214214D now. it still makes sense...sorta?
  11. what i'm wondering: slower j2C = no 3c->summon->iad->2C8D loop? easier to tech = less iterations of 2C8D loop? changed 8D = no 2C8D loop at all? so technically, carl who used to have 3 main useful combos -> throw loop, clap loop, ground loop, only has ground loop remaining? And i've also read somewhere that ground loop can only do 2 iterations before it doesnt connect anymore. And no JC on 5B blocked = no summon->5b->iad j2c setups? so doesn't this mean they reverted Carl back to the bottom tier when BB first came out because he had so little options and damage output is very low? Yet they seems to have kept him with low life, low guard libra, and low damage. Carl users will never get any love lol.
  12. most of the time, dash->2C is sufficient if they tech in the corner, 5b jb 8d land jump throw+8d very rarely do you need to use anything else unless that wierd thing happens when they drop to the ground from a 8d... but u're screwed regardless if that happens.
  13. Nice combo vid kyle
  14. really? I think Carl is garbage and the only thing he can actually use in a gameplay is his throw loop, everything else is no good. No matter how hard i try its pointless trying to get into a good range coz you're probably outzoned. You're better off sitting there waiting for them to come in and make a mistake. But that doesn't work either because u probably have lost more life so they end up sitting there in the corner for 99 seconds. And unfortunately because i don't have perfect execution, landing that 1 hit doesn't help sometimes. The difference between Carl and the other top3 is that while the other top 3 sits back and hits you with stuff, you're hiding behind nirvana getting stuff hurled at you and you can't do anything about it. I honestly think Carl is overrated, i'd say hes mid at best, no way top with his shitty range/priority/damage (minus throw loop) But then again, i'm playing people where essentially: 1. ground pressures don't work on them, they know how to get out. and this even includes 236236D. 2. they sit back and chill and just out range you the whole fight 3. they can tell whether the throw loop is gonna be successful or not, so they don't even bother breaking the ones that work and just sit there and watch me fail 4. they know their combos... and 4k on average on carl isn't pretty.
  15. coz you didn't mention it was with carl in the corner in that post but in the first post I've always wondered how i can position myself in corner so that nirvana is back enough, now i know, good stuff
  16. unfortunately not every carl player can pull off the 100% loop every single time like me
  17. he probably 100% looped everybody he played!
  18. http://www.youtube.com/watch?v=L_N58O_-8So 1:53 they both needed a few seconds to recover and think about how bang got out lol. Clap was too slow.
  19. its all about buffering and using recovery so you can control nirvana
  20. Carl pulls wonders out of his hat
  21. or maybe the ring pushes outwards... so if it hits the bottom half they plummet...
  22. I think the ring makes people float, the actual nirvana clap makes people drop... maybe put nirvana slightly further?
  23. just a warning. I read wrong against v twice at a tournament and B vivace into her 214D. then i died. yup.
  24. For the thing Zoog mentioned where they hit the ground then bounce into the 8D then just throw and repeat, it works on a lot of other characters, however you usually can't get more than 3-4 throws down before you're too low to do it again, and if you tried to do the airdash throw relaunch, it doesn't work that well either from my experience... The relaunch hit is easy to hit but hitstun has been reduced a lot and I can't get 8D to recover fast enough to do 8D again early.
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