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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.
  16. The reason I was so confident in Carls ability to deal damage without the need of seeing the video, is because they only nerfed SOME of Adas starters. 6D 4D and 2D which are all mixup options. Hence why they were changed to S starters. As for everything else 5c, 5b, Anima, 46D, 3c they are still the same. So any combo from them will give us a CP 1.1 combo. And since most get-ins are done by Carl, when outside of sandwich position, like how 6B is the Go to punish tool. He is still getting the same damage. Any Non-setup damage, will generally be doing slightly more dmg. Also I just saw a Carl do our old UB setup.... The Jb whiffed, the opponent was stand blocking, and the 3D registered as a low!!!!!!!?? It even showed the yellow exclamation mark and all. https://www.youtube.com/watch?v=131WZj3MfBs#t=14m25s
  17. Why does everyone think Carl lost his damage? All of Ada's starters were nerfed to hell, not carls starters. All of Ada's starters were nerfed due to our mixup being stronger with the addition of 5B being jump cancelable, 6C now having a feint, UB setup being much more stable, along with a stronger gimmick game thanks to the Jc nerf. Jc>opponent techs>Brio reset >_> Sounding godlike right about now. Corner combos are looking to be the exact same. Nothing is different except Ada now doesnt give normal starters. Its only a STARTER!! the P1/P2 values are the same. The combo showcase is simply showing that her starters are no longer normal starters. Anima is probably the same along with Tene and 3D. Probably all have normals starters because they have no real mixup potential other than crossups. 6D was changed probably because of how good of a oki setup it gave midscreen.
  18. Ok based on the video, we can also confirm that fucco automatically lifts the opponent into the air, pushing them in a downwards momentum. This is more good news, if used as a neutral tool, the opponent will be forced to tech; which gives us more time to close the gap in between our opponent. Also the Jc nerf doesnt seem as bad as the jb level reduction. Now its hitstun is almost non-existent. So during the endpoints of our combos, using Jb in the air will cause the opponent to tech before the second Jb can connect. This limits us to using j2c>jc only, near the end of our combo string. As for the jc, it looks like from double jump height, the opponent is teching somewhere near Ada's chest. Meaning that 46D probably will not combo from max height, but volante and 6D are both still doable; provided the timing is done correctly. Oh right, I almost forgot. In regards to what you said earlier JG, 6D having a bad P1 has little to do with 6D leading into our strongest combo routes. Combo wise, any hit into 6D>brio/volante combo route will net more damage than any ground string.... Well, I guess this is speculation. Since we havent received the new frame data for Ada's attacks yet. Also, 2D causing hard KD is much better in my opinion. Makes for a much more consistent follow up combo.
  19. J2c causes a bounce, so we will still be safe. Not only does it cause a bounce, but it also has fast recovery. Making it not as punishable as you may believe. Also, for the combo from the 4D UB I figured: jc/4D>vivace>6clvl2>5c>volanted/brio>air confirm>8D>optional super would be the way to go. For optimal damage.
  20. Big wall of text coming. Sorry, although, I believe it to be very informative. Please, share your thoughts!!!! Soo, now I understand how they are going on about this approach on the new carl. Provided that all of these changes are accurate. So lets see if I have this correct., i'll go over nerfs first, why I believe them to be nerfs, changes and buffs. -46D:No longer forces standing. -3d:now forces crouch. -6D:Forces slide. The reason I say this is because while reading the changes, I saw the change to 6D, my thoughts were "Oh, odd, guess now I guess I will need to use 3D in order to be an Ada filler move so that I can set up for the UB setup.", until I saw the change to 3D. As it stands now, our UB reset is much easier, IF it can be performed. The reset is easier, but the conditions to be met have became more severe. The opponent needs to be standing, before being hit, and the starter, IDEALY, would need to be a short starter. I say short starter because the only filler Ada attack we have is 8D, which will not work on a crouching opponent. 3D>6c>5a>5B...>Jc/4D is an option for normal starters, but makes for a horrible OS blockstring. So overall the biggest nerf is that now the only high damage combo we have that leads into a UB reset is like borderline godlike hard. Which would be as follows: Carl filler>anima>iad>j2c-allecan>(Force stand)>2a>2b>5b>5c>46D>iad>ja>ja>jb>j2c>ja>ja>jc/4D reset. Or the lazy man combo: Carl filler>cantabile(RC)>FORCE STAND>6c>5b>2b>5c>46D......>jc/4D reset. So the big boy combos into the UB reset will be very interesting to see how creative people can get on a non-standing opponent. -2a: No longer a low. -2D/4D: Short starters. I feel the 2a change is indeed justified, which I will save for the buff section*** As for the 2D/4D, we should have never been able to get 5k from an 3k combo>UB reset>+oki in the first place. That was setplay at its finest. *Ada Meter: Recovery is shortened while being comboed. *jc: No longer forces KD, now has set amount of hitstun before air tech These two changes I can see having a very powerful and hindering effect. With the ada meter, it seems that while Carl is being hit, it recovers much more slowly than normal. On the plus side, she comes back to life very fast. So depending on the situation is may be much more helpful to simply let her die. Whereas vs characters like Rachel/litchi it becomes even harder to keep on them, and keeping her alive would usually be a priority. As for the JC being techable, this creates for some very interesting 8D & Brio resets if done correctly!!!!!!!!!! Which, both of those moves, are normal starters that can lead into some good damage. But at the same time, it makes confirming>KD without Ada a bit more difficult. +6D: Causes slide With this change, we will be able to do combos involving brio mid screen much more easily, in comparison to CP1.1. Which is still looking to be our strongest combo route. +6C:Can feint with A +4D: First two hits are low +Ja: Still an overhead Since 6C can be faked into a feint, this gives Carl some very powerful mixup's by himself. For instance, volante oki>6C(feint)>2b......>Jc/4D reset. That alone is extremely good. Reacting to a 9frame low is already hard enough. If Carl still have a low 2a, he would be able to 6C(Feint)>2a>easy mode short starter/standing opponent>UB reset. Like I said before, the most optimum situation to setup a UB reset would be: short starter, standing opponent, sandwich. So making 2a a mid, is an acceptable change in my book. Since 4D is 3hits, the first two being low, this gives us a bit of leeway with the timing. In reality it is very difficult, imo, to time the UB reset perfectly everytime. Mistakes happen, sometimes the opponent blocks my UB reset. It happens!!!! Or should I say happened!!!!!! With 4D being two hits, that means even if you mistime it perfectly for the first hit, there is a greater chance that the second hit will be a true UB. Creating a more stable, less blocked, reliable UB reset. Lol I feel so wrong saying that, but I have the level of difficulty in timing the UB reset. Lastly ja, which is still an overhead...... Fuzzy Ja is still possible, enough said. +Fucco: FULL SCREEN FUCCO!!!!!!!!!! So, one of my largest complaints with Carl was that I would always have a hard time confirming from a 6a, if ada wasnt always around. Even if she was, 6a was like one of those normals that I simply hated using as an anti-air. We barley get oki, crap starter etc. Now that fucco goes full screen, this gives us a bit more to work with. One anti-air could go from corner to corner which is very powerful. Using fucco in conjunction with jc, will allow us a more stable, practical go-to combo, from a air confirm or anti-air punish. **Thoughts on jump cancellable changes. So, for the most part, having 5c as our only jump cancel on block gave us a very limited use for it. Sure we could poke from large spaces and keep pressure from great distance, but we have vivace for that. So having it removed, to me, is more like "Meh, I dont really care." I say this because, 5c could only combo gattling into 1 low attack. That low was 3c, which was very slow so if they were mashing DP we would be hit out of it, and punishable on regular block, with or without vivace. Meaning, if we did 5c, it would be stupid not to jump cancel. Making our ability to use crossup j2c-allecan, much more difficult. With 5B being the new jump cancellable normal, we have 2 safe low attacks to bait jump-outs, dp-mash, and attempted crossup-blocks, all while still keeping pressure; which leads into our second jump cancelable normal 6a, for a whole other set of mixups. Over-all, I do believe this Carl is even stronger than the ones in previous versions. Our neutral is at its finest with a full screen fucco, tenereza, and 1.5kdmg brio. Making our other neutral oriented match-ups slightly better for us. A much more reliable easy to preform UB reset at the cost of damage. Higher damaging combo routes. Better solo Carl mixup. Better jump cancelable options. Reliable anti-air/air hitconfirms. Greater potential for gimicks. All while other characters are being nerfed. Overall, I wouldnt be surprised if Carl moved up in the tier list. Although, before giving guesstimate damage calculations, knowing the P1's & P2's of Ada's attacks is needed. So if anyone can give/find that information please let us know.
  21. Yes, but the combo read CT>46D>lvl2 6c Meaning the 46D connected, but the lvl2 6c did not. So that would mean that there is a change to 46D that is not accounted for, either on air hit, ground hit, or both. -edit: At least that is the only logical explanation.
  22. From the jp post that was translated it said CT>46D>6c lv2 wouldnt combo. This would only be possible if 46D had a hitstun nerf, a slight nerf, but a nerf nevertheless.
  23. After looking over the video, I can say that Carl is still pretty dangerous; the change to tenerezzan if it is still in the game might prove an issue for future unblockable resets, but it should still be possible. Even after removing 3D as a low, the change done to 4D making it a low still gives us potential, doesnt mean the end of the world. For swapping 3D & 4D, there is a 4frame difference between the two moves. 4D being slightly faster, means that you will need to delay it for the UB reset to work. In the original UB reset set-up, you would need to release 3D and the first ja almost simultaneously. Well since 4D is faster, one would only need to release 4D after the first ja instead of at the same time. So the new UB reset should be done as follows. IAD>ja>ja>jb>j2c>ja>release 4D>ja>jc or jb/4D reset. Which, in my opinion, is slightly easier. This UB reset is much more reliable because the first his of 4D has a 3hit hitstop. Making it much easier to see if the person was actually hit, meaning easier confirms. Remember, this is possible if and only IF the changes to tenerezan still allow for the 5c>46D>IAD>jaja to combo. If the hitstun nerf makes this no longer possible then another setup for the UB must be made. The only other changes that I see that truly hold weight are the 6C changes.This allows for more pseudo UB setups where the opponent has to guess either to DP, block low, block high, eat the UB, or CA As it stands right now if Carl does 5b>6B>fuacco/6C charge. The opponent could DP or use some inv move, hell, they could even just mash 5a. Now that we can cancel 6c with A, to return to neutral that means are legit 6c>UB resets just got better. In legit fucco/volante>6C UB resets the opponent could always IB DP out. Now, we can bait it for even more dmg. Our UB mixup now just got a lot less yolo.
  24. To answer your questions..... 1.Jin is one of our harder matchups because of how far and safely he can zone us. Just gotta out smart the other player. 2. Input is tech>46D>44. Its a pretty powerful reversal. But can be stopped by proper timing. 3. Uhh, I dont know how to say this without being mean but.. Maybe work on your pressure more? 2a>5a>5b>2b>6b>6d for starters is ok. 4. No, specifically vs Jin. SInce Jc & 2D will both tag you and Ada. Air dashing in is ok, if the opponent isnt stopping it. If you feel she is moving to slow use Volante as cover to make the dash in a bit more 'safe'. And yes, if you do that vs better players you will get killed.
  25. BBCP2 trailer https://www.youtube.com/watch?v=yL-JfSiGGWM
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