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[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
The funny thing is, i think nii san heals faster when shes dead than just not doing anything lol. but im not sure. I think she loses health blocking projectiles, but its still funny to see her block a whole noel super (then punch noel in the face). I didn't really check because all im thinking when i see projectile is "yes time to 'rush' nii san in!" In BB, its hard to stall because guard gauge gets crushed so easily. You can't even fd for too long coz then you'd get barrier break. Pick out hits (the C's) to FD to make it effective. keep jumping around so you don't get owned by ground strings, but remember to fd/ib on your way down incase of anti air, and break throws when you see them. This is what makes Carl stupidly hard to use against rushdown characters (like 7/10 of the cast or something) because his defensive measures are pretty limited. You can't even stall on the offense because carl's A's don't link to themselves so you cant do 2aaaaaaa all day. You can try rolling when your opponent is in the air and close to you, thats all i really can think of -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
I heard Ogawa TRIED using Carl and then quit because he realized Carl sucks. this makes more sense for a top tier abuser hey magz, quoted you on combos section... hope you don't mind. Trying to make 1 post with all information (hopefully will get quoted to first post?) and my bad for misreading at least now i know why i could never pull that unblockable off -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
will edit, tnx. so i've noticed a trend. A = little robot thing B = cape C = random gadget. D = big gadget (aka Nirvana) edit: i realized i said 5C hits low because someone said 2a+D 5b 5b 5c was unblockable... and i dont see where the unblockable part comes in unless its on 5C. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
done, im adding more to that post when i have time so first post can be updated. Post up if you see anything you want to speak against what i said so i can edit. Carl seems to have a small hitbox and heavier(?) so some combos will not work on him. (ie. Jin's C mash doesnt launch him, ice car doesnt connect on 3C) edit: except rachels j2c is pretty damn fast with wind and Carl's j2c is pretty slow. But regardless, more options. Did you test if theres recovery when you land? Theres recovery when I land from 214C but since 214C didn't really happen... -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
I was playing around with j2c in air combos (coz i thought u might be able to do something like ja j2c (pushes you up a bit) repeat... of coz i was stupid) but i canceled j2c into j214C and the bounce didn't happen, so that sounds possible., but wouldn't there be landing recovery from j214C? My memory tells me whenever i whiff a j214C, i actually land and get punished. Some stuff for first post (all based on my opinion, correct me if im wrong)... on second thought im going to make a complete thing since our first post isnt as useful as it should be: Carl Normals: 5A: Carl attacks with the little white thing that crawls all over him (another robot?) Fast, but very short ranged. Useful for punishing moves if you can reach since it feels like it prorates less than 2A. 5B: Carl attacks with his cape. Decent reach and speed. Whiff punishable against certain characters with longer reach? 5C: Carl stabs the floor with another gadget of his. Decent startup and recovery. DIO likes to use this a lot for poking. 2A: Carl hits low with his small robot. For a 2A in this game, its pretty slow, and range isn't that great either. Prorates like crazy? 2B: Carl "sweeps" the floor with his cape and hits low. Decent reach and speed but not safe on whiff. I think 5B is better. HunterSFL: Just wanted to note, if feels to me like 2B is significantly faster then 5B, like 1/3 of the total time of 5B less. 2C: Carl shoots his cannon. Only useful in 2C8D loop. Don't try it as anti air, it has no invincibility... (does it trade hits?) jA: Carl hits with his little robot again. Might be useful as anti air because of speed... but I wouldn't risk it. jB: Carl hits forward with his cape. Pretty good startup and range. I think the jap BBS said it can be used for air to air fights if you use it early. (I'm guessing you do 8B and they airdash into it or something) jC: Carl hits with his knife. Your main jump in attack. Doesn't have a really big hitbox under him so against certain crouching characters, sometimes when you airdash too high and do jC, it'll completely whiff and you'll land behind them (and get punished?). 6A: Carl's little robot thing takes off his hat and hits at maybe a 80 degree angle on top of him. Has very little active frames and a small (forward) hitbox. So its good only when your opponent is above your head. Don't try it against people with long reaching jump-in's because you'll most likely lose. 6B: Hits low, part of your basic combo. One of his farthest normals. On CH, it will pop the opponent up a bit in the air and towards you, untechable until they hit ground. At max distance, sometimes throwing this out will net you a CH against people trying to run in on you, then you can do 5c jb djbc. But don't throw it out too randomly, people who jump over it can definitely punish you. In pressure strings with opponent in between, using this will put carl closer to his opponent so the pressure is harder to escape, but it pushes guard gauge less than 5C so the choice is yours. 6C: Carl's overhead. Startup is pretty slow (feels like a whole second, remember to not hold the C) and telegraphed. Chargeable and full charged = unblockable. If this lands, they stun and crumble to the ground. I think if your opponent mashes, they can get out of the stun faster. Range isn't that great and only links off 5A (I couldn't get it off 2A, but the jap wiki says you can...). You can link 5b (then 5c and loop if opponent in between or 6b->623C if Carl's alone) after the overhead lands if you're fast enough. 3C: Carl's sweep. Not safe on block, not safe on whiff, so use mainly as part of combos (he has better choices though). Use in block strings only if you've got your opponent in between Carl and Nirvana, or if you plan to cancel it into a Gear super. Sometimes cancelling into 623C is also safe if your opponent is pushed far enough. j2C: Carl drill and falls vertically down with his knife first. On hit/block, Carl bounces. On whiff and you hit the ground, theres enough recovery for opponent to punish if they can reach. If you special cancel it early enough, Carl doesn't bounce. Use low on the ground and cancel to 214C to land for a 2nd overhead option. Throws: 4B+C: Carl picks the opponent up with his cape and whips him down onto the ground behind him, floor bounces. Look at combos section for followups. 6B+C: Carl picks the opponent up and slams him into the ground in front of him. Look at combos section for followups. Carl Specials: 236A/B: Roll. Goes through Nirvana and opponents. A goes for a short distance while B goes further. Has above knees invincibility after certain frames? Theres a recovery after the roll is completed which is punishable. 623C: Carl sends a gadget on the ground, on hit it launches and drags opponent towards you. Drags a certain distance only so if it hits too far, follow up is impossible. Useful sometimes to extend blockstun for Nirvana. Reaches very far but whiff punishable, so only throw it out when nirvana is nearby to protect you. Punishable on block if you do it too close. j214C: Multi stabs with Carl's knife. Slow startup so its used primarily to end air combos (if it hits). Has a pretty bad landing recovery(?) and punishable on whiff if they're nearby. Nirvana Normals: 5D: Activates Nirvana, holding 369 moves her forward, 147 moves her back. Very quick recovery if she is hit out of this move. 6D: Nirvana does a punch forward. Decent startup and range. Your main move for pressure strings/loops. Takes out a good chunk of guard gauge. 2D: Nirvana does an overhead ground slam. Really slow startup but can be used as unblockable (2A+D 5A 5B 5C i think) if situated properly. On hit, it floor bounces. I think you can follow up with 2C 8D loop on hit. 4D: Nirvana does a 2 hit spinning move. Quick startup and first hit has super armor throughout. 2nd hit wall bounces and allows Carl to do follow up, including gear super. 8D: Nirvana claps her hands in the air and creates a circular shockwave. 2 hit move. 1hit on the shockwave, 1 hit near her hands. Useful to end ground combos with if possible (eg, 623C 8D) since it is knockdown if it hits near the ground. When opponent is higher in the sky (2C8D loop), you want only the outer hit to hit, since that has a lot more stun time. Unblockable when opponent is in the air? 3D: Nirvana spin sweeps the ground. 4 hits in total and hits low. Decent startup (not sure about recovery). Nirvana Specials: 623D: Nirvana extends her "nails" at a 45 degree angle. Quick startup and far range makes it a good "prediction" anti air. If you tried to use it as anti air on reaction she'll (or Carl'll) most likely get hit out of it. Good way to trap your opponent in the corner if you think they'll try to jump out. Can also be used as part of Carl's air combo if positioned correctly. 41236D: Nirvana's arm drill. Very slow startup and long recovery but moves quite a bit and lots of guard stun/damage if it lands. Use with caution as it can be jumped over and then you'll be alone without Nirvana for a good while. Not as spammable on players who know how to deal with it. 63214D: Nirvana's command grab where she walks forward a very far distance and grabs your opponent. Slow startup and long recovery. Like all other command throws, its breakable unless it lands when opponent isn't blocking/getting hit. And its pretty easy to see it coming. Personally, I dont think its that good of a move since its so slow, and on whiff, she takes a long time to finish walking and recover. Supers: 632146C: Carl's gear super. Does not have invincibility and has a long startup, so don't use on wakeup. Decent for anti air attemps if they're far away, if they're too close they can hit you and land right in between Carl and the gear and be safe (also depends on who). Good way to finish off your opponent with a simple 2a 2b 3c 632146C because its burst proof and does almost 3k damage. Decent if used to stall time for Nirvana or whatever reason when opponent is in corner. You can still move nirvana while the gear is there so open your imagination (632146C 22d 41236D 236B perhaps?). Don't bother with it in block strings if its midscreen because your opponent can FD and get pushed back out of it (don't think its punishable though). 236236D: Nirvana punch sequence. Has super armor throughout and does about 2k damage only but very quick startup (i think you can even do 2a 5b 236236D and it'll combo). Lots of guardstun so you can do whatever you want (including 6C full charge unblockable) if you get your opponent to block it. If it hits while they're on the ground, you can do 5C/6C xN (but time it properly, else the punches might not combo). If it hits the opponent while they're in the air, they can tech and run away. After it fully connects you can follow up with an air combo with Carl. For max pain, after it connects, do a gear super. While the super is burst proof, they can burst carl's 5C if you do it. But even if they burst, the super keeps going so they'll still get hit. 214214D: Nirvana's big punch that hits vertically upwards. Links off Carl's 2C (from combo vid) but doesn't even do that much damage then. You have better ways to spend your heat. Counter Assault: Carl's DAA is his 6C. Range isnt that good on that move so use with caution. Carl Notes: -Carl has the farthest kara throw in the game with 6B~C. Use it well since Carls throw reach isnt that far... Nirvana Notes: Life: -Nirvana has a set amount of life shown under Carl's life. -When she is completely out of life, she cannot be used and will need to recharge herself. The Nirvana life bar becomes red during this time and she has electricity all around her. Recharging takes ??? seconds. -When Nirvana isn't doing anything (the D button is released), she regains her life slowly. -Everything Nirvana does require a set amount of her life to do. Not sure if each move has a specific amount (but sounds reasonable). -Getting her hit will also decrease her life, the decrease is dependent on what she got hit by. Projectiles will take Nirvana's life as well. Attacking: -Nirvana is separate from Carl and is controlled with the D button. Carl won't have to do any animation or anything in order to have Nirvana attack. -All of Nirvana's move can be negative edged (executed by releasing D instead of pressing D). -Every normals and specials that Nirvana can do has a start up time with it. Each move have a different start up. If Nirvana is hit during start up, her move is canceled. -When she is hit out of start up, she will take time to recover before she can do another move. It seems like different moves have different recovery time when she is hit. Perhaps it is the same recovery time as if her move actually whiffed/hit? -Whenever Carl blocks or is hit, unless Nirvana is doing a super, she will stop whatever shes doing. Even if shes halfway through her 41236D. She will then experience a recovery time (perhaps same as above?). -Each move has super armor for a certain number of hits before she stops. I'm not sure what these numbers are yet but when i find out i'll put it on the nirvana move list. -Projectiles "don't count" as hits. they won't stop what Nirvana is doing. So if you feel like it, send her as a projectile shield. Misc: -When Nirvana is active (doing a move, moving, whatever) she "takes up space" on the screen. You can push her forward or use her to block off your opponent. This is also when your opponent can hit her. -When Nirvana isn't active, characters can freely walk through her and attacks pass through her. -Even though Nirvana takes hits, it doesn't negate the hit. A 1 hit move can hit both Carl and Nirvana if you're within reach. Activation Frames Skip: -Everytime you want to move Nirvana, you first have to "activate" Nirvana (by pressing D). You can see these "activation frames" whenever you see the blue symbol flash on top of Nirvana's head. -After you've activated Nirvana, using negative edge, you can perform a Nirvana move and the move will perform faster than if you did the move by tapping. Example. if you did 6Dtap, Nirvana first activates, then does the punch. if you did 6D with negative edge, the activation has been already done ahead of time (when you pressed and held D), so 6D will come out faster. In effect, you can think of your 6Dtap as a 6Dhold 6Drelease all in one motion. -Everytime Nirvana finishes a move, you can keep her in "active" mode by holding D. This will stop her from going back to passive mode (when D isn't pressed). This allows Nirvana to skip the activation frames for her next move so you don't have to do 1 "Nirvana Activation" for every move you do with her. -You can also do chain hits with Nirvana. Theres a certain number of frames after each move that Nirvana does where you can tap the next move for Nirvana. But this limits how versatile Nirvana can be (if you held D, there may be time for you to move nirvana before the next hit). -The best thing(?) to do is always have Nirvana activated so if you need her to do a move, it will perform faster, but this will use up her life more quickly. Combos: -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
same theory perhaps? Definately Carl is MUCH MORE competitive when you've got gimmicks to get your opponent in between. One such gimmick would be to do something like 2a 5b 6b 623C 22d 236b instead of going for the 4 extra hits in the combo, you roll making your opponent fall in between... Thats what i do sometimes but its not too effective (after a while, people just airdash after teching out of the middle), thinking of ways to make it more effective. I probably have to do the 22d along with 2a then hold D somewhere in there and make nirvana do 8D so when they tech, they block it or something... but all theory fighting for now. edit: Forgot to mention, Carl's DAA is his 6C... which has pretty shit range. So use it wisely -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
seriously im getting pissed off at NamelessCounter because hes quoting my rants which i do in my own local matchup thread to my friends who check out that thread. Its not like im posting it here (in fact, if you've thread through this whole thread, i personally believe the stuff i post is actually carl related and useful here). I honestly believe that i can post whatever i want on my matchup forum because everybody knows everybody else and we talk shit all day there anyway, but he obviously thinks otherwise. I'm still going to rant on Carl on that thread whenever i feel like it, if he decides to quote it here for no other reason other than his stupidity, then i can't help it. Ignore his quotes or something if ur tired of my rants. If you find MY posts HERE uninformative, then thats another issue. But anyway back to topic @Alternate275 Pretty much... The only way i really could win last night was to have people stuck in between Carl and Nirvana and just keep trying to do 2a 5a 5b 5c 6d loop and keep resetting it with overhead or purposely mistime nirvana to let the combo go and just keep trying to land hits. Also throwing into 2C8D loop because they're already in between nirvana and Carl so the loop is pretty easy if you got the 2C8D timing down. Lets face it, Carl is nowhere near as dangerous unless you keep them in between Carl and Nirvana. Even when i got them in the corner with nirvana right behind me, theres nowhere near as much pressure as you can do when they're in between. @magz I didn't watch the vid yet so i'm not sure what you're talking about 6b over 5c, but from last night, when people FD the whole 2a 5a 5b 5c (6d), it pushes you pretty far away for your next 2a and sometimes they can jump out. Using 6b puts you closer to the opponent allowing you to do 2a quicker. edit: wow that carl is really good. I especially like how he constantly has D button held down and put the stick in neutral to evade hits (then do a super) good stuff that or he actually released D since the super is pretty quick startup. Another thing that might help: if you do 5b 5b, it actually because 5b 6b. So if you're doing the loop with 5b 6b, you can do 2a 5a 4b 4b (4 moves nirvana closer to opponent and you while holding 6 moves her further away) then push 6 and release D. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
I take my words back about the way to end the loop with 623C 8D 236B its actually really good position wise if you hold D if they tech neutral, you can continue looping if they tech towards carl, you can continue looping if they tech towards nirvana, you can do 6D then 236B again and then continue looping. Not bad at all. Another thing i noticed today. IAD sucks with Carl. I don't know if its just me, but people today CROUCHED under my IAD C (and its already our lowest hitting move) all day. Then when you whiff the C, you IAD too far for you to do anything except 5B, which for me got beaten by everybody else's move. Now i know why j2c exists. Oh, also. Depending on what Nirvana was doing before she gets hit, the recovery time for her is different. I tried getting hit while doing 41236D and it took forever for her to recover but just walking into the same hit was almost instant recovery. like you see her stop walking, then shes walking again. So maybe you can even try to let her purposely take a hit from just walking then do the move (6d?) while your opponent is recovering from whatever move he hit nivana with -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
Shortest range (not to mention the momentumless hop) with longest kara only balances it out to a below average if not average throw range with extra effort on our part. I once tried dash 2a throw and it whiffed. I have to kara it for it to work. While i see other people dashing in 2a 2a and throw with no problem (probably coz they also have that dash momentum). anyway, dash throwing with carl is probably not the best way to throw like most characters. You'll probably want to throw sometime when you got them in the middle of you and nirvana (easier to do 2c 8d loop as well) -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
me too! i just cant ever get it in because of the range and the ease of teching throws in this game. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
i dont think you can loop the combo from the jab startup because theres too many hits and hitstun is reduced. At least thats what i would assume since the loop from throw we can't do more than 3 loops else its techable... which rsults to about 10hits... it doesnt even seem like you're in the position to do an actual loop either. If they cant ground tech afterwards then its okay, because you get an oki game. But really, damage wise and position wise, it makes no difference than to keep doing the DIO loop until it doesnt work anymore. That was still like 1.8k damage, opponent still sandwiched, and still techable so they can get away. Looping from throws we already know about, but like i've said many times, throwing is kinda hard to pull off with carl because of he has to hop to throw with his extremely short range (the 6B~C kara throw helps, now i can actually do 2a 6B~C kara, i tried before doing 2a -> throw and the throw whiffed). Im happy about the new combos tho. might spark new ideas. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
i rant on my thread, and post useful info here, so its appropriate. I have to release my stress of using carl somewhere lol its kinda sad to see how people agree even in the carl thread tho lol I think DIO is the only one whos still using him -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
kinda. But anyway, i tested it today and i was right, it is possible to hold down D to keep nirvana activated so there wouldn't be an activation animation for your next move. you CAN tap after the previous nirvana move has finished, but the window is very tight for this (i think different moves have different window, tapping after 6D seemed a lot harder than tapping after 8D). You'd most likely want to use the hold and release method anyway because it gives you better control. Anyway, the loop now is 2a 5a 5b 6d (tap) 6c (nirvana hits) 2a 5a 5b [D] 6C ]D[ repeat Because nirvana is in recovery until 5C of the next move, you can press and hold D during any of the 2a 5a 5b. holding D after 5b just felt nice for me, use whatever you feel like. But definately a lot faster startup. I also tried the button tapping way. Note that nirvana is in recovery until 5C actually hits. so 2a 5a 5b 6c (tap) 6c (nirvana hits) 2a 5a 5b 6c (mash d) repeat this also works, if you happen to mash D at the right time, nirvana won't deactivate. However even tho i mash pretty quickly, it would fail on me every 1/3 times. I wouldn't use the arm drill so carelessly because people can airdash over it and carl's anti air is pretty shitty. I tried to anti air people today and i got CHed. When they airdash over, and you don't/fail anti air, then you're pretty screwed because if they rush you down, ur not gonna see nirvana for a good while. Also, 623C drags a set distance. So if it hits too far away, you can't follow up with anything. Maybe you can use nirvana and do 623D or something. oh. And holding down D even without moving nirvana (just to keep her in activation) drains her meter too. It also seems like theres different recovery time for her depending on what move she got hit out of. ie, recovering from a hit while she is juts activated is much faster than recovery from a hit when she was trying to do 41236D. (didn't really test this, just something that i thought i noticed while she was getting owned, i'll test it on friday or if someone gets to test it before that, test it out.) -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
each move uses a different amount of bar i think. pretty pointless to count because the thing that hurts nirvana most is getting hit. One time I think i made her get hit by that charge move from tager, and it took like 40% off her. I'm pretty sure she only regens life in deactivated mode... does she use life to walk around? i dont notice it because i just assumed she wont (it wouldnt make sense). But maybe its just something really slow. I like how im seeing a lot of zappa faces in this thread. Zappa players truly think alike. hi everybody -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
http://www.youtube.com/watch?v=O_Vh5ZI89z4 the vid i was talking about at 0:32, the loop starts 1st nirvana hit, you see the activation symbol for all the hits afterwards, the symbol isnt there at 0:43, he screws up? and the symbol is there again. So either (i think) 1. you can hold D to continue having nirvana in activation 2. theres a certain window after nirvana's move for you to input another nirvana move to make it into a nirvana chain. (i guess pretty much the same as 1, just instead of hold, its a properly timed tap) -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
No you're not mistaken, the input you last did before letting go of D is the one you're choosing. What i'm simply saying is. When nirvana does an attack from "not active" mode, theres an extra few frames in the beginning for nirvana to "activate" Once nirvana is activated, you can hold D before she "deactivates" herself to continue having her in "active" mode, skipping any more "activate" frames that you would have needed if you decided to "activate" her after she completes her move and "deactivates" herself. hmm, i should have said that the first time, sounds clearer -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
Im not sure if this is true or not but i havent seen it mentioned. Its something i just saw on the DIO vids on gamechariot (especially the one vs jin) and have a theory of. For the 2a 5a 5b 5c (6D) loop that DIO does, if you pay attention carefully, you can see that for the first 6D that nirvana does, you can see that blue sign on top of her head (the activation symbol i guess), for the remaining ones, this blue sign doesn't exist. So what does this mean? Nirvana (i think) actually works like this: If she is doing a move from non activated, she has to first activate herself before she is able to do the move. This usually happens if you just do 6D (tapping). Another way of controlling nirvana is this: If you press and hold D, nirvana activates, moves around (if you make her), and when you release D while you're holding 6, the 6D comes out. This makes 6D come out "faster" because you stripped the "activation frames of nirvana" This means that if you are already controlling nirvana before she does a move, she'll do the move faster. This sounds kind of complicated because my wording is immensely wrong but take the DIO loop for example 2a 5a 5b 5c (6D) repeat I was trying to do 2a 5a 5b (6dtap) 5c repeat, but i couldn't loop it consistently. But i think what DIO does is something like 2a 5a 5b (6dhold) 5c (release D) hold d while Carl dashes/walks 2a 5a 5b (hold 6) 6c (this is just 5c because only 6c doesn't gatling from 5b) release D while holding 6 hold D while Carl dashes/walks repeat. What this does: Starting from the first 6D, if you hold D before Nirvana "deactivates herself", then you skip the "nirvana activation" action in your loop, allowing Nirvana to move faster for the remaining 6Ds that you want to do in your combo/lockdown. This is what i think it is, if you look at the DIO vs Jin in gamechariot, you can clearly see the difference pretty early in the match. Can someone confirm? -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
You can break out of Con Anima if nirvana grabbed them during block/hitstun. Because it tosses behind nirvana and stuntime isnt that great, the only option for a follow up really is only 236A/B superjump B jump BC (which doesnt even add that much damage, but better than nothing). Its not as great as you think because it is REALLY slow and if it whiffs, nirvana will be walking for a long time and you'll be nirvana-less for a good while. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
what do you use to try to interrupt people in their string? i find 2a REALLY slow and have very short reach... sometimes i try 5b/2b but its risky if i whiff. from far away, i try 5C. 6B sometimes if i feel that they're going to try to rush in. If i get a CH, 5C -> air combo is nice -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
"2A>(22D)>5B>6B>623C>5B>(236A)>2D>[2C>8D]*2or3" couldn't get that to work for the life of me yesterday... nirvana is too far back for the 2D to connect so i think you have to move her forward in there somewhere...I also tried it with a 8D instead of a 2D... it looked more possible but i still couldn't pull it off. On a side note, the 2c 8d loop off a forward throw against Jin, you have to move nirvana back a bit before the 8D else the 8D whiffs. Thats what i realized last night. Its really hard for carl when he gets rushed down because he really doesnt have much escape options... any ideas? I seriously can end up using all my barrier FDing and still achieve nothing. Rolling has no invincibility and i can't get nirvana near me when im blocking all the time. Eventually my guard will break and i eat a combo. If its an air combo, thats the only time i can get nirvana back because i can summon her after i tech... but usally combos knockdown Oh and i also used 6A to anti air... its kind of funny because i think we trade hits sometimes but i end up being the one who can do a follow up combo coz they're floating in the air... I hope its just me not timing it correctly. it'd suck if an anti air only works when i sacrifice life for it -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
i know it meant a 2D hitting... i just cant really picture how it works out... like... it slams them on the ground or something? anyway, will try that tonight and see -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
are you serious about 2D? or 8D? the fact that you said 2D twice (and 8D afterwards) makes me think you actually mean 2D... but i cannot possibly imagine how 2d would hit. but yes, 6B does combo into 623C, its what im using for my B&B combo because 5C sometimes knock them too far for 5B to connect afterwards -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
im not sure but somewhere i think i saw DIO do 6C (no charge i think) 5B 5C whatever the 6C seems to have immense hitstun. the 5B that he connected afterwards doesn even look like a gatling, it was just a link. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
i got the 2c 8D loop once or twice... only during mercy round tho getting a throw is my problem. How reliable is 6A as an anti air? I've tried and it didnt work out too well... im just hoping im mistiming it -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zeero replied to Alternate275's topic in Archive
i tried cancelling into 236A/B, but the result is the same because people will probably be using 2A to start their combo to punish my 3C and i just roll right into it. Also tried 623C, but on block its pretty unsafe as well... really makes no difference. gear overdrive and RC works... but using 50% tension just so you can be safe for doing a block string isnt the best feeling in the world. i have a game question in general... what moves can you actually jump cancel from? only certain moves that land? not like GG?