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Raiza57

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  • Birthday 09/02/1992

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    raiza57

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  1. So im going to give a quick run down of some unlisted changes that have been scaring me. Judging from the yellow exclamation mark, @27m50s, when Carl does the UB reset, once paused, you can see a block animation and the yellow symbol. Both are indications that the JB was blocked, but the opponent was hit by 3D. That 3.3k combo was from a 3D, AN ADA STARTER. With the system nerfs that force all characters to have less hitstun combined with the fact that, if, Ada starters were still S starters then doing that long combo for 3.3k would not be possible. Maybe not all of Ada starters are N starters, but 3D currently is. Since 3D is a normal starter, the UB loop mentioned in the CP thread involving Anima is now possible. Call me over zealous, but Jb+3D>5b>2b>5c>6B>Anima>j2c-allecan>5b>2b>5c>6B>6a>2D>IAD>ja>ja>jb>j2c>Jaa>JB+3D would definitely be possible. And here is where things get interesting, if Carl wanted to opt for an Ada meter friendly combo. JB+3D>6c>CT>2a>5a>2a>5a>5b>2b>5c>6b>6a>2D. Also, I feel it should be noted that the 3.3k was the dmg WITHOUT active flow. This ladies and gents, is game breaking news. UB LOOP IS BACK!!!!! +3D is a N starter +Ja>j2c fuzzy is still possible +UB loop possible +CT forces standing +6C>CT connects ~Akira-Shiro
  2. As many of you, my fellow Carl players, are aware, we possess a UB reset that is safe from all supers and UB resets. While we may not be punishable, if the opponent Dp’s, we are forced to block which leaves us susceptible to being pressured if the opponent has 50heat. Applying a theory, inspired by SKD’s own idea, which utilizes your opponent’s frame window, this can allow you to OS their options on wake-up. Elaborating a bit more, this setup combines the use of any safe jump, specifically our UB reset, with vivace to avoid possible reversal options. To do this, combine the input for Carls unblockable reset j2c>ja>ja>jb/jc During this time do not use ada. During the Ja>ja release the D button, and then, instead of doing 3D simply allow Ada to turn off; in order to get Vivace B immediately after pressing JB input 236B. If done correctly, you should have completed the input for Vivace, and pressed the B-button after the 236 input, during the active frames of JB (As soon as the JB connects with the opponent). If the JB whiffs(Forced to miss due to invincibility frames from either a super or DP), Carl will Vivace and be completely safe. “Well gosh Akira, it’s nice that you can make the DP whiff but, what if they don’t DP? Ada won’t be able to cover us and we won’t get a UB reset.” This is only partially correct. While it is true that you do lose the ability, to perform the UB reset you do not lose the ability to continue pressure. Actually , more mix up options open up for Carl at this point. Always, always always!!!!! Press 2a>2a(hold D), the reason for this is that if you have done Vivace, the timing for the press of the D button in order to avoid potential DP’s will be the same. If you have done Jb/Jc>2a>2a(Hold D) because the opponent did not use a DP, then you will need to react within the time of doing the 2a>2a(hold D); then perform the following string. 5a(2D)>5a>2B>5B>6B>2D. If you haven’t already guessed if the opponent tries to attack you, even on IB’ing a 5-frame 5a from the opponent will trade with 2D. All DP’s will be blockable, so simply hold down-back after 6B. Some opponents may get opened up by this pathetic excuse of a ‘Hard to blockable’ setup, so pay attention! If the opponent blocked this 2D, you have the option to go into a Ja fuzzy; which will lead into an UB reset or RIGHT BACK INTO THE SAME SITUATION!!!!!!!!!!!!!!!!!!!! This is a potential loop into death. Since Ada will be turned off with each repetition you will conserve meter. The only option for the opponent to escape would be to potentially eat the 2D and get combo’ed. “Oh cool!! That sounds really nice Akira but, what if they just DP me? If I use vivace that puts a very large distance between us and we both recover around the same time. So why would they ever not DP?” Do you remember that part where I said always hold down the D button during the same time? If you do this, Ada will turn on Mid Vivace. By reacting to the vivace, you can attack using Ada to punish with either Anima (Fatal 4.5K meterless) oki or, if you find Anima starter to difficult you can go into Tenerezza and apply a 66-jump JC to follow up the combo(Assuming here, didn’t test this route because it’s clearly less optimal). Please remember, the requirement for this situation is that you can properly safe jump the opponent. Therefore characters that have special attacks or supers with frame 1 super armor, such as Tager's MTW DD or Noel's Fanrir DD which stop the safe jump, will stop this setup completely. There is a time and place for everything; characters that lack reversal options would get hit regardless, so there is no essential need to do the JB/JC vivace OS. But you can still preform the safe jump setup and exclude Ada's 3D to utilize the setup and potentially go back into the Jb/Jc safe jump loop. This, more or less, sums up the theory that I was going for. The concept is that if the opponent truly wishes to escape they must juggle the option of either DP’ing and eating the 4.5k combo or eating the 2D OH from the follow up option. Keep in mind, this does make utilizing 50 heat to loop into another reset worth the heat. Please post any comments, questions or concerns; this situation may still have holes in them so lets work together to plug those holes. Good luck my Carl players, and GODSPEED!!!!!!!!! Edit- Alright, after a quick conversation, backdashing on frame 1 will allow the person to escape and punish Carl completely. However, there is a way to interrupt this, by simply replacing the Vivace with the current setup with your own backdash and leaving Ada on. This setup will still function fundamentally the same. But slightly better for spacing and punishing. Please be aware, this setup should be used interchangably with your UB Jc/4D reset. As time progresses, I believe creating character specific setups will be necessary. PS: Please thank Raiza for being kind enough to wake up even though he has work in the morning to copy and paste this. Also, a combo video showcasing some more dangerous Carl tech along with snips of this reset will be in the video. If you havent already, please subscribe to my YT channel-> Maurice Jackson By Akira-Shiro
  3. Carl already has a much higher DMG output reportedly.
  4. I believe the new 6C is a buff. It allows us to jump over low attacks. Which is much better than charging a NON-Unblockable attack. If the old 6C was still UB I would have agreed. But because of the distance that it travels combined with the fact that it can 'presumably' go over low attack. Which is something Carl has never been able to explore. Not only that but because of how far it travels we will be able to cover large distances with an overhead that can RC into a fuzzy setup. IMO i believe this overhead in comparison to the one in CP2 is more versatile since our CP overhead quit literally sucks. Charge canceling into a low 2B is garbage. Netplay tool, that wont work in tournament level play..... IMO of course. But for sake of argument, you could simply list it as a neutral change. Edit- I also do not believe it is unsafe on block. It is still 'presumably' a level 3 attack. Which means Carl stuns the opponent for 16frames on block. He recovers very fast from what iv seen from the video. The move, at worst is possibly 0 on block. But this is simply speculation. Either way, dont count the move out just yet.
  5. Yes
  6. Combo video, go nuts. https://youtu.be/7elBJ92vIMo
  7. Combo video, enjoy. https://youtu.be/7elBJ92vIMo
  8. Not really loketest information, but they are having a vote to allow the top 3 fav colors from ppl to be cut into CF on release. Feel free to vote. If you guys dont have 3 colors you like I would seriously beg that you choose CS-15 as one of them... Then only Carl color I ever liked T_T PLEASE!!!!!!!! If you have free space open. http://www.famitsu.com/matome/bbcp/color010.html Carl vote page, fill out the info and vote at the bottom of the page. GOOD LUCK!!!!!!!
  9. Judging from this poster http://www.blazblue.jp/cf/images/playguide.pdfthat new attack carl used is not a special attack? If it is, its not on the command list. Maybe a new normal? or possibly the new 25heat attack that replaced CT? If anyone can translate the three boxes on the left of the portrait that would be epic. Carl is on page 7 with Haku-men http://www.blazblue.jp/cf/images/playguide.pdf
  10. 5c>6c confirmed gattling. Possible on hit, unsure if possible on block. 5b>5c>6D>lvl2 6c>5c>brio confirmed combo route.
  11. Then what was the reason that Dogura posted that tweet about kokonoe? My mistake about that, i figured any change done was done was called a loketest.
  12. Loketest-"3D is not a low" Game footage-"3D is a low" >_> how does this happen, and yet nothing was mentioned till now?
  13. It wasnt a change to the JB, but a change to all combo timers in the game. They are all generally 40frames less time. Also, yea, to much time passed, to many hits have been done. No way in the world this would work. But I wouldnt be surprised if it were possible just redone to be doable, Seeing as how we have no idea how the combo timer changed we have no way to know the exact combo we would need to make this work. But on another note, I did also say that their were going to be other loketest that were not released to the public. A while back I said the japanese had a loketest number 2. During that time, Dogura had made a tweet saying "Kokonoe loketest version 2 is only B tier." Which led me to believe that their would be multiple loketest, all of which were not released to the public.
  14. The Japanese still dont really have a clear understanding of how it works, and I could also be wrong. But either way, I tested the above listed UB setup; the opponent gets combo'ed by the UB setup. Even if you switch to Jc/3D they still get combo'ed. To much time left on the combo clock, to much hitstun. I also tried tested that, just to be on the safe side. Cause that would have been cool, but alas, 46D pulls them to far away and 6C has shit reach. Also, it would be impossible for this to work since 3D forces crouching. If they crouch block, the jb hits crouching, if they stand block, the 3D forces crouching... No way to loop since they are crouching #TheDreamIsDead I figured carl stuff>anima>crossup j2c-allecan>carl stuff>46D>iad>UB reset would work. But if what they did to the combo timer is correct, then this would be impossible. Maybe the timer only effects standing opponents? Because iv see other character combos, that are much longer than ours, have consistent hitstun throughout the entirety of the combo. So I can understand the confusion with this system change. Its still under speculation.... Maybe mori should quit being a troll and just release the information. But thats just my opinion.
  15. All combo starters in this game have 40-frames less time than normal, this applies to all starters: very short, short, normal, long, very-long are all globally 40 frames less. So the issue with this loop idea is that they will recover. If you look at the video I posted, Carl used a jB starter which is a normal starter. Yet the combo was jb>jc>2a>5B>2B>6B>6a>46D>iad>ja>ja>jb>j2c>ja>ja 3D-reset. He only did 7hits beore going into the bolded unblockablwe string. In no version of the game could a combo this short be done for a UB reset, from a normal starter, and actually reset. In a situation like this, the IAD>ja>ja>jb/3D would/should have combo'ed and not forced a reset. Which would mean that doing all of what you posted would be impossible. Besides, 46D>6c wont combo.. they move to far away.
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