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[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
or let carl fall a bit and do a late airdash and early J.A. Same concept where carl has to fall a bit. I'm not sure if 2C picks up on grounded... it might on bigger hitbox characters... But sometimes i 2C opponents extremely low on the floor and it works... but its a black beat... but clearly they have not landed on the ground yet... which you can see here at 2:19 http://www.youtube.com/watch?v=sFMLbcZtAuk its a black beat... but Ragna hasnt hit the floor yet... Also, another potential combo from that vid with the combo at 2:19 and how he did 2c off an airthrow 8d.... 2c 8d airthrow 8d airdash airthrow 8d 2c 8d airthrow 8d airdash airthrow 8d (probably cant continue it anymore here... else it'd be gg) If this all actually worked somehow... that can be the new loop and its damage will be beyond this world since throw damage is never prorated... 4 airthrow combo which isnt breakable because it is a trap. Imagine how Carl's tier rank will jump if that actually works Kinda wanna try it now Btw kyle, i think i met your friend Som (uses V-13) at our arcade? He was talking about a kyle that uses Carl and posts on dloop -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
While i'm not 100% sure, the 8d airthrow break trap isnt as easy as most people think it is, or at least the way i do it is escapable. The litchi player i play with a lot has escaped it (tech->airdash forward immediately) every single time i tried it on her (yes, im pretty fail). I think this is how it should be done to make it actually work. 1. Nirvana has to be close by, as in when your opponent techs, he should be in the 8d ring. If they're at the edge, they can airdash. 2. Airthrow has to be low, so that opponent is in 8d ring when they tech. If they're above it, they can tech and airdash. 3. 8d has to be active by the time the tech happens, if you're late with the 8d, then they can airdash out of it. At least thats what i think... i can't get point #3 to happen because im a execution scrub and the litchi player has been able to get out of it everytime... so i think if people even tried to airdash and forwardtech instead of just eating it because they think its a trap... they might be suprised... Example: http://www.youtube.com/watch?v=tgcQD5elWYA 6:09: seems like a proper tech trap because jin barely had a chance to move, 8d was active by the time he teched, and airthrow was low enough so 8d was right where jin was... at least i hope it is. 6:27: definitely not a proper tech trap because jin actually had to fall a bit into the 8d, he could have airdashed forward out of the 8d thats below him right when he teched (bc+66). -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
The quality is pretty bad. But i think ragna had negative penality while taking that combo, which is why it did so much damage. It still all comes down to whether or not you'd want to delay something in your ground loop to setup for a reset, or finish it off that way, ragna could have stayed on ground and ground teched away from your pressure. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
pretty sure TK Allegreto isnt fast enough to connect after 5b. but something similar has already been seen in vids before blah->623C->5B jc jB 214C 8d dash-236B is too slow- (2b)-depends how far nirvana is- 2c and so on. or if you're talking about a tech trap, once people learn more about the game and Carl, they'll always tech forward/jump forward/dash forward against Carl, just be prepared for things to not work your way =(. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
good to know At least now i know why i constantly get negative warning against arakune, as he does his stupid iad C thing and throw bugs at me all day, i move back and pull the screen. That means the proper thing to do now is to sit in the corner to get trapped, at least i'll take less damage at a time. i hate arakune. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
DIOs combo with the RC is quite interesting and full of potential -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
np, i've been playing Carl (on a weekly basis) since game released so i know how frustrating (and costly) it really is Especially when i have to figure out a lot of stuff on my own Dont be afraid to ask if you guys have anything else -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
Actually i've been doing B C 6D iad C land A B C 6D no problem... 6D hits when you're already in the air (a bit forward) so it doesnt block Nirvana... block strings is a different story. 22b+d 3c etc. if you do it with or after the 3c, nirvana teleports to where you are AFTER you roll, which sucks or if you start it off with a jump in/iad jc 22d 2b 3c etc keep in mind that theres startup frames with nirvana's teleport, and she teleports to the spot you're at AFTER the startup, so even if you do the teleport motion then the roll, she'll still end up where you are after the roll if you're not fast enough. You can play tricks with this, ie 22d 236B. She'll teleport to where you are after your roll has finished (or halfway, i dont remember exactly). Sometimes this is useful for characters trying to zone you away, for instance, arakune when you're non cursed. if you're cursed, just stand up and walk away coz the games over -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
its just aa2c aa2c aa2c you need to do it right after you airdash to have the momentum,not when you're falling from the dash, and the airdash has to be somewhat low else your A goes over Tager and whiffs after 2c -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
i would think its a lot easier to do than the floating one (which i havent even seen asides from tager and hakumen). But i think that one is techable because the 8d feels like its done too late and wont execute if Noel actually teched (which she failed numerous times) -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
I apologize for my lack of attention But regardless, the application will end up being the same because BB infinites do no damage. Perhaps you can do jaa2c summon jaa2c(3d) and go for infinite unblockables? This sounds too good to be true though But it does look like in corner it won't work due to pushback. Or maybe they know it wont go over 11 hits so he decided to go with the jc? i'll test it if i have a chance -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
I think the vid itself answered your question... after 11th hit, j2C no longer links from jA. And the damage is pitiful since theres so many jA's, i'd say the only use is to stall time for nirvana summon -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
actually it does i tried it last night on computer, whenever they tech my throw, if i didnt do 8d early enough, 8d is stopped. Also, if i do 8d too close, the pushback from throw tech makes them not get hit, so yea. some more positioning and timing fun -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
nice match, but sadly goes to show the amount of effort Carl players put in to be competitive, then lose lol Honestly i didn't think the taokaka was that great, felt kinda sad to see the Carl lose. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
so in the end, its all about timing and positioning of nirvana and her attacks... whats new guys? -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
exactly. When you tech throws, you're completely invulnerable until the time you can block... in this case, 8d is air unblockable, so shes screwed regardless This carl player has shown the light -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
that Original coloured Carl near the end has some serious stuff going on (although i don't think his opponents were too good... but he was regardless) does anybody know who that player is? -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
for the DIO vs Manakan, at 9:45, it is also an unblockable into a possible 2c8d loop. blocked gear -> 2d 3c -> 2c8d loop -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
things are looking up. But in a offense oriented game like blazblue, i still think hes bottom because he really isnt that useful unless you get them in between Carl and Nirvana and doesnt have much escape/defense options. but definately better than before -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
put it in lingo so today i did 5k on taokaka by doing throw -> 2b {2c8d}x3 2c 214214D. Wow. And it does seem like 8d and 623D stays even if carl is hit if late enough, but i cant get any other move to act the same way. I also tested 8D and it is also now confirmed to be air unblockable, so try to set that up as much as you can as it can lead to 2c8d loop. edit: 623C has whiffed on me in my B&B combo (2a 5b 6b 623C ~) in the corner like 10 times today. It doesnt actually have hitbox right in front of Carl, so keep that in mind to not get screwed over. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
Oh, also a tech trap? 2a 5a 5b 5c 6d 2a 5a 5b 6b 623C 8D 236B (basic loop combo shown on combo vid) after the 236B 2b [2c8d]x3. Not sure if its really a tech trap, but everybody who neutral teched immediately after 8d got hit last night for a big combo. People who didn't tech gets picked up by 2b into 2c 8d, but i think that doesnt knockdown. And i have a question about general gameplay. When you tech from the ground, if you do it immediately when you land is it always neutral tech?? I don't think i've seen people forward/back tech right when they've landed. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
finally got to play some carl (and watch some vids) so i wanna say a couple of things. 1. j2c allecan is awesome. recovery is so fast i think you can instantly move affter it. Only problem is the hitbox is kind of small (think 1/3 of rachel's j2c in the middle) and it doesnt have any forward momentum so you can only use it in certain situations. But none the less an awesome options for us (and mekasue rapes with it). I didn't successfully combo after it because the recovery is so fast even i am shocked. but according to mags' vids, 2b 5c is the follow up. 2. I actually did the 2c 8d loop off a gear super today and was about to post (then i saw the vid lol.)I got 3 reps after the gear super and it wasnt techable. That means either its the 8D or 2C that can't be used more than 3 times in thembo...? 3. everytime you get knockdown and tech... summon is your best friend. As Zoogstin/Mike Z noted, you can use nirvana anytime you're not in block stun/hit stun. I was teching like this: 4(button) 22d. Basically what happens is i start my tech roll, by the time i stand up, nee san is behind me. Sometimes if possible, i'd jump and do 623D with nee san so if they jump after me/run after me, they get hit (unless they hit me first when im in the air). Of course most of the time i still can't do anything afterwards because im blocking they rushdown again, but at least i know nee san is nearby after a knockdown instead of the map away. Good find Zoog. 4. My new combo. 2a/5a 5b 6b 623C 22d [d] 5b 9b dj 9b 9c 623]d[ Basically the same thing except you add Nee san's 623D in your combo regardless of where nee san is (since you summon). Off a 2a, i think it did about 1.8k to Ragna, and off a 5a (or off just 5b, don't really remember) it did up to 2.7k on Ragna. Extra damage is always a blessing for Carl. But i just saw DIO's new combo with ja j2c jb dj c 214C... maybe i can incorporate both and do 623D when j214C hits? 5. When nee san is nearby (read, right beside you), a wakeup option is to do 236236D as a wakeup super. Carl will probably get hit, but nee san's startup is so fast (and super armor) that they'll probably get hit afterwards. The damage isnt too great (unless you have another 50% to do gear super), but its an option. 6. Whenever you burst hold D. I kept forgetting to do so and nee san just did her thing when many better options could have been available -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
i think 5b is the only jump cancelable move on block... and probably 5a... I've tried jump cancelling 6b and 5c and 3c on block, and it didnt work. and i doubt it'll work off a 2a or 2b. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
the problem is, while 4D has super armor on the first hit, its like any other Nirvana move... if hit early enough (ie, when ur getting rushed down), its still going to deactivate Nirvana Which is why i don't really see the chance. Im still unsure of using whiffed 2Cs to buy time... the recovery on that move on whiff is pretty horrible. I IADed over them and did 2C to land and trap with Nirvana and i actually got hit when i landed... I'll have to say its bad timing on my part because Nirvana isn't covering me, but its just an example of how bad the recovery on whiff is. @Zoo, So from #1 its either a) 8D's "ring" stays even when Nirvana stops (it'd make sense since its a sound wave? lol) b) Nirvana's attack can't be stopped if Carl gets hit late enough... Something tells me its a) just because its Carl But seriously, i've seen Nirvana stop the arm drill pretty late (like almost end) when Carl blocked/got hit. so unless its a different property on each move, its just the 8D that has special treatment Potential Matchup information: If you're facing against Jin, when you arm drill and push nirvana and jin does the fireball (it goes under the arm and into Nirvana's body), it can actually hit both Carl and Nirvana So i guess Nirvana's hitbox is actually a line or something, Carl's hitbox extends past Nirvana when you push it... which is kinda sad -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
how do you do a teleport and 4D when you're getting rushed down?? When i get rushed down, i sit there and block, then whenever i see the opening, i'd jump and do 22d. Then i land again and block (as nirvana takes some hits sometimes). Of coz, meanwhile half my guard guage/barrier guage is gone. When nirvana can finally move, people are already the screen away Attacking with nirvana + carl is the only time i use roll, its not a good defensive tool unless you can give some ideas. Its not even good for when only Carl since the recovery is long enough to be punishable. 63214D is too slow in my opinion. unless they're trapped in your gear and you want to suprise them. Especially if it ends up whiffing, i lose my nee san for like 5 seconds at least. so unless theres some gimmicks to using it so that it'll hit for sure, i prefer not... so we need gimmicks!