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[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Akanishi replied to Akira-Shiro's topic in Carl Clover
I wonder how bad is the Carl vs. Hakumen matchup now. CP Hakumen is just ridiculous with his comeback potential. -
[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Akanishi replied to Akira-Shiro's topic in Carl Clover
Kyaku decided to switch to Litchi now. I saw his tweet an hour ago. -
[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Akanishi replied to Akira-Shiro's topic in Carl Clover
Oh yeah, Mu... forgot about her >_> Well we can only hope her zoning was nerfed a bit. If not, then hopefully her damage isn't so huge. -
[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Akanishi replied to Akira-Shiro's topic in Carl Clover
I wonder if Anima combos are worth doing. Haven't tried CP yet, but during the loktests it wasn't that great damage wise. If somebody finds anything regarding anima combos, please do tell. I'm quite curious as to what became of it -
[CP] Carl Clover Loketest Changes and Discussions Thread
Akanishi replied to Akira-Shiro's topic in Archive
Even without OD, nirvana can do 12 8Ds in a row without dying in the first loketest. Though if you hit the opponent and it's the second hit of the clap, then the opponent can tech in the air (so no more double clap>fermata). Other things that weren't mentioned are: 1)A vivace is now useless outside combos and tight pressure because it lost projectile invulnerability. 2)Brio got nerfed a bit, ergo = no more 5C>Cantabile>brio>dash allegretto>brio>dash allegretto>brio pressure in the corner (she can get hit out of the animation even easier now). -
[CP] Carl Clover Loketest Changes and Discussions Thread
Akanishi replied to Akira-Shiro's topic in Archive
Seems like they're reworking his astral a bit. It's kinda similar to The Puppeteer's Altar (Relius' astral), basically she appears where Carl is and does an attack. AHは姉が前に召喚されてから攻撃判定がでて演出になってるけど性能はまだよくわかってない -
[CP] Carl Clover Loketest Changes and Discussions Thread
Akanishi replied to Akira-Shiro's topic in Archive
Btw Nirvana could do 12 8Ds in a row this loketest. In CSEX she can only do 6 max. It is believed that his OD didn't have any special proprieties as of this loketest, so look for the next test. Though it might be that his OD isn't that good in general, and just offers small buffs to nirvana. I wonder how the astral system will work now. I do hope they change it so that all characters have a hard time to do astrals, not just Carl. Or just make it so that Carl doesn't do the activation pose, because that pause doesn't allow Carl to link a combo afterwards into it. I hope for the former though, astrals should be impractical stylish crud that requires a lot more involvement than just 5C>5D>astral lolol -
[CS2-CSE] Carl Clover General Discussion - Shota Shorts Edition
Akanishi replied to Rishtopher's topic in Archive
I already airthrow spam myself but it gets annoying once you're up against characters that have great air normal hitboxes... but yeah air throw>22D>5C>volante>J2Callecan>5C(2D)>JC>j2C allecan>5C(4D)>j9C>44>5C>allecon>general is really good. -
[CS2-CSE] Carl Clover General Discussion - Shota Shorts Edition
Akanishi replied to Rishtopher's topic in Archive
I am encountering way to many 1 to 2 bar connections lately. They should give us a lag option for training mode, I'm really sick of dropping damaging combos or when the UB set up just doesn't link at all online. Also why are air throws so good? It's like every air attack Carl does is stuffed by air throws... I really miss Carl's kara throw nowadays. There were some cool setups that you could do back then, like 3D, jump forward and the do the backward kara throw for a neat cross up -
[CP] Carl Clover Loketest Changes and Discussions Thread
Akanishi replied to Akira-Shiro's topic in Archive
Well, he has potential to be S tier. But who knows how the matchups evolve in CP, so I wouldn't do a victory parade just yet. -
[CP] News & Gameplay Discussion (Old)
Akanishi replied to kosmos badgirl's topic in BlazBlue Gameplay
He was pretty fun in CT, also wasn't an autopilot character like he is in CSEX. He was powerful but also slow, he wasn't great long and midrange but up close he was scary. I really miss his old 6B... CP seems to be addressing a lot of stuff though. I don't mind nerfing the counters, but I do want them to be effective on IB at least (mostly 6D) -
8Dとブリオは今までどおり空バリガでのみガードできるみたい - 8D and brio are unchanged あとアニマは空中の相手もロックできるっぽい。カンタービレ>アニマが赤で繋がった- anima can hit air too, cantabile> anima combos 6B>2Cルートはたしかにありました - 6B>2C route available, timing for the follow up is very strict though (ie. vivace>jB>jB(2D)>jC) なんとなく2Cの浮きが前より若干低くなっている気がします - 2C lift height seems a lot lower than usual (game system change seems to be the case) 2B>3Cルートは削除されてました - 2B>3C route no longer possible, gatling was removed On his overdrive (OD); It seems like nobody on the BBS knows what his overdrive even does! It doesn't increase nirvana's damage and it doesn't look like Nirvana's speed increases either... here's the link: http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1329213212/389
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[CP] News & Gameplay Discussion (Old)
Akanishi replied to kosmos badgirl's topic in BlazBlue Gameplay
5B>6B>カンタービレ>2D>J2Cアレキャン>HJB>J2C>JBjc>JB>JC>8D>*アレコン 4000を確認 - is technically 5B>6B>623C>2D>allecan>hjb>j2c>JB jc> jb> JC>8D>Allecon(J2C>allegretto>8D>3C ender) which pretty much is a lot more than 8 hits, and the damage output is only slightly higher compared to the CSEX version of this combo. I think the CSEX version did about 3.7K~ or so. To bad the lift for cantabile is really low, so doing 2D>J2C allecan>volante... is a bit trickier (since you need a delayed 2D for the 66 dash to push the character a bit into nirvana for better positioning). By the looks of it though, the damage is mostly unchanged in the current loketest. -
3C>empty collider no longer possible. The combo had amazing heat build-up so it's no surprise 6C fc, doesn't cause float though. jA, jb, jc, jd all possible to cancel Spark bolt and the other version, are similar to CS spark bolt in proprieties 4D causes wall bound, jD cause stick to wall? and 2D causes slide (all on air hit). 5D on normal hit sends characters flying like in CT
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Yeah, I like the changes a bit. I don't want 5B to remain impossible to jump cancel on block though. Other fun changes that aren't related to character balance are: 1)Carl's voice sounds angry like a devil when he says Vivace now XD 2)He pronounces the full names of Nirvana attacks, like instead of Anima he says Con Anima or something like that