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Akanishi

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Everything posted by Akanishi

  1. I've been reading and the main focus of carl mains right now in japan seems to be "getting the opponent into the corner for damage and resets"(his corner game is pretty strong from what people are saying). Generalnantoka posted a few combos that use very little of Nirvana's meter, enough for Carl to juggle the opponent into the corner. I can't wait to see more new Carl videos, there's still hope :D.
  2. カミ:そんな装備で大丈夫か? カルル:大丈夫だ、問題ない (`・ω・´)

  3. Here are a few things that Carl can do now: ~Cantabile+22D>5Cor6B>hJB>J2C>volante>JB>JB>J2C>JC>volante hit & 22D>5C>JB>J2C>Brio(near corner)>5C>JB>J2C>JC - A way to carry your opponent towards the corner ~cantata>4D>backdash>(JC)>Avivace - also a way towards the corner corner 5C>JB>JB>JC>3D>5C>cantabile>(JB>JC)>brio>3C&3Dhold&prepare forward jump - 緊急受け身見えたら3D離してジャンプしてJCと重ねてガー不 - if you see the emergency tech, release 3D, jump and use JC for unblockable More to come soon
  4. ●カルル 面白いことは面白いんだけどもう未来が見えない - He's interesting to play, but I don't see the future とにもかくにも姉ゲージが足りない・・・ - anyway, nirvana meter isn't enough 姉ゲージがないと火力も出ない・・・ - Without meter, there's no damage 姉ゲージがないと逃げキャラに対して手も足も出ない・・・ - Without meter, as runaway character he fails 面白いんだけど、やっぱり勝てないとつらいものがあります - He's interesting but not winning is not interesting 現状ツバキμ辺りに逃げ回られて姉さん息切れして試合にならない - At present, characters like Tsubaki, Mu just move without problem, eventually nirvana stops functioning and it stops being a fair match 上手い人の動画とか見たいよぉ - I want to watch a really good player's videos... Just translated, a bit rough. It's just usidon's/gyuudon's opinion on Carl at the moment. Hopefully it's just a first bad impression and not a CS rachel type character...
  5. He seems to have more unfavourable match-ups this time around. Still he got a few new unblockable setups with 3D and something with 4D(not really damage related, just a method that assures that the opponents get to the end of the screen from a certain combo). Anima having superarmor is pretty pointless, since skilled people would just tech it anyway or just massacre nirvana because of her lower health... don't understand why they made his only command grab techable. Carl's most annoying match-up at moment is makoto from usidon's few notes. Other characters like Jin, Tsubaki, Hakumen and Noel seem to be pretty hard to deal with too. Dunno how badly the IB system affects Carl's defense, but for now we can just wait for new combos/Tactics to pop-up.
  6. "ブリオ通常空ガ不可とも言われてたけど、それは間違いで今まで通りっガード可ってことでいいんだろうか " 名無しは言っている "It was told that brio was impossible to guard in the air, but that was a mistake- it's possible to guard it... " by an anon on the bbs "ブリオもヴィヴァーチェも戻っちゃったNE☆" BY USIDON Brio and vivace were returned☆ (implies that both moves returned their previous properties, like having no low invulnerability and not unblockable). Still I would wait for a full compilation of changes from generalnantoka's blog... If somebody wants I will also translate the latest blog entry from generalnantoka about some of Carl's match-ups and his impressions on him.
  7. Also brio returned to CS1 quality, and the 2D combo's damage is really subtle for it's nirvana usage (not really a central part of carl's damaging combos anymore). JC seems to have made connecting 4D easier, still damage is subtle by the looks of it. I wonder how he fares in the long run, how many things they'll discover... http://generalnantoka.blog35.fc2.com/blog-entry-420.html#cm I just summarized some points that hopefully aren't mentioned yet. Sorry, if it's a repeat or something. (; ̄д ̄)
  8. Here's something from usidon's last update on the list. After the last loketest, it seems that it's going to enter in to the adjustment stage. ☆JC>JBのガトリング削除 ☆JC>J2Cのガトリング削除 -JC>JB gattling lost -JC>J2C gattling lost # Also there's some explanation on how the wall bound(i.e. edge of the screen bound) works, with detailed diagrams... (笑´∀`)
  9. Loketest 2 didn't have that many changes that affected his combos and damage. The last loketest nerfed most of his juggle stuff, though he's still considered a really good character (possibly of one of the top 4) according to usidon.
  10. 自分のキャラなので色々わかります 姉が死にやすく、反面本体一人でコンボを伸ばしやすくなってたり、姉の中継がしやすくなった所を見ると今回のカルルのコンセプトは 「カルルで出来るだけコンボを稼いで、姉さんを中継程度に使ってね☆」 ってことなんだろうなと思う 姉さんまじで死にやすいから壁として使いにくくなったのは残念 ただ補正切りは色々増えそうだから楽しそうではある それが出来る前に死んじゃいそうだけどね!ねえさん! "Because Carl's my character, I understand most of the things (changes) Sis dies faster, but on the other hand the main body (Carl) combos became easier to extend. Seeing that controlling(relaying) Sis became easier, this time Carl's concept is like this [With Carl try to earn combos and use Sis to an extent☆] or something like this I think... Sis really dies fast, not really useful as a wall... too bad. But with the Bonus cut there will probably different things added, so I expect there to be some fun in that. But before doing that Sis will probably die! SIS!" Hopefully this helps. This is his impression on the changes. Slightly modified words because it's hard to relay things in english.
  11. Usidon wrote JC, dunno if he made a mistake or not while writing in his blog. J.B might be the same as in CT on CH. I can't really say because he didn't specify, so I can assume that you can't follow up. Untechable after anima lands. Anima is still techable, but the untech time after the throw might mean that you follow it up (there was no other info on that move (-_- ; ) ). It has armor too. The volante armor means that other projectiles won't nullify it. There's also something about 2D losing a bonus or whatever. ☆ボーナス補正削除? …ボーナス補正が消えてるキャラが多数いるようです (There seem to be lots of characters that lost bonus correction. Carl's 2D most likely too. I wonder how Noel's is?) カルルくんの2Dもおそらくないです ノエルはどうなんかな? My english might be a bit rusty, so don't hold back if you have any questions .
  12. hmmm... I wonder how many of these will be left unchanged. Here are all the changes +姉移動が素早い (Doll moves faster) +JCで相手を叩き落とす(with JC you can drop your opponents) +アニマの浮きがかなり高く受け身不能に (anima's float is higher, untechable) +ヴォランテモーションに弾アーマー付加 (volante has projectile armor) +カンタータの発生早く (cantata is faster) -全体的な火力の大幅減 (damage nerfed significantly) -姉コストが全体的に増加 (Sis cost is higher overall) -Aヴィヴァーチェの無敵削除(a vivace has no invincibility) -投げの威力600に (throw is 600dmg) -ヴォランテに同技乗算付加(same move proration added to volante) -ブリオの吹っ飛ぶ軌道が遠くに (brio sends opponents flying further away) -JBのフェイタル削除 (J.B CH no longer Fatal) source http://generalnantoka.blog35.fc2.com/blog-entry-405.html#cm
  13. I'm having a hard time catching arakune. I also get guard crushed when I block while cursed a lot. How can I approach the blob more effectively and what should I do while blocking in curse mode? Honestly I find this match-up really annoying.
  14. 「ゲージや烙印を付けたい場合、ある程度差し合いをする必要が出てきた。」 Here's the translation: If you want to place curse or increase your (Curse) meter, you will need to go to some degree on the offensive. English isn't my first language, so if I messed up the wording please excuse me.
  15. A very close 3C can still link into good damage(go into aerial with j.B). The only problem is that it's character limited. Though I don't know if it still worked in loketest 4, doesn't seem to be tampered with (still in the "previous changes" on ゲネラルなんとか!blog)...
  16. There are still ways into damaging combos(j.2C launching higher can easily be dealt with), like from unblockable setups, throws, Counter hits, mix-ups etc. (just not 3C). These are probably not the last changes though, it's still hard to tell how Carl will end up in the end. I'm really interested in the final result. It would be great if Anima was like Bang's command throw or any other command throw, otherwise I see no purpose for it outside of gimmicks (Carl yelling "ANIMA!!" doesn't help too).
  17. So the timing is too specific to be of any use in a match. Thanks, I'll try to use 2D instead then.
  18. How do you guys connect j.B in this combo: FCH j.B> IAD> j.2C allecancel> 2C>vivace A> Super j.B?> allegretto> IAD> juggle> ...fermata? I can't connect Super j.B even if I do FCH j.B>22D>IAD>j.2C allecancel>5C>623D>vivace A>sj.B... etc. I really want to implement more damaging combos from FCH J.B because I tend to land it a lot in matches.
  19. I'm having a bit of trouble connecting 8D after allegretto. The combo in question is this: 5b>6B>6D>5C>3C>J.2C>2D>J.C>J.2C allecan>5C>J.B>8D>J.2C>2D>J.C>(J.2C>8D>allegretto>fermata). I tried doing J.2C+[D]>j2147]D[+C, but 8D most of the time either hit once or it came out too late even though I released D earlier than C. What am I doing wrong? Should I do "J.2C>8]D[>J214C"? I would appreciate the help.
  20. Okay, no mashing. Got it. Also what's the most suitable combo for a Fatal J.B?
  21. My J.c sometimes doesn't start after j.2c. Can somebody explain why the move sometimes never comes out? I encountered it while doing this combo: J.C>2B>3C>22D> 966> allecancel> 2C>8D>(J.2C>J.C>2D)x3> 632146C>8D.
  22. Ok, it finally worked. I just had to the dash faster and press B when the body is on the same height as hakumen.
  23. "Just do a super jump after 5B if you think the opponent is too high " I can do it like that but there's a slight issue. I would like to do it without S.J because I'm trying to clear challenge mode.
  24. I have some problem regarding this combo: 2D>66>5B>J.A>J.B>jump cancel>J.2A>J.C I seem to miss J.B 80% of the time. I would be happy if somebody points out what I'm doing wrong.
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