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Everything posted by Akira-Shiro
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Ur free to tale about the changes,, that is the purpose of the thread
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Yea its for wake up Dp's tho,, its 1B. But be sure to time it so that they get hit during active frames, they will clash if they to wake up Dp however it does not work at point blank range. the first Dp will clash and if they are mashing it then they will do it again and whiff
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Me obviously ^-^
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Lol i could actually agree with that....... but from what im looking at carl is the exact same with the lost of 3D oki & the loop. Well in all honesty we aint lose the loop... its just less practical than it use to be so its not that big of a change. Our most optimal combo's are still the same in the corner hitconferm>air combo> Brio> air combo> 8d> DD unless they decided to change the P2 proration on 3D to like 100 if not we are still going to get the same damage.... in all honesty, our D moves should all have a p1 of 95-100 & a p2 of 90-95 cause this p1 80 & p2 80 is crappy it cuts on how much dmg we get during our combos. Cause the only reason we dont get our same dmg like in cs1 isnt cause of a dmg nerf. Its because they added the 'decay' affect to out combo's so now our movesdont keep them stunned as long while doing a long extensive combo they tech our cause we dont keep them stunned long enough. Now no matter the starter our we can only to 2 carl combos with 2 ada attacks & an 8D finisher,, it goes air combo>ada attack>aircombo>ada>finisher in cs1 it was Carl attack>ada attack>carl combo>ada attack>carl combo>finisher. Its not nessecarly a metter issue its just our old combos arnt possible.... Actually what we need is a move with bonus proration like the last hit to our 3D should have a bonus 120% proration.... since its gonna be useless other then a toll to get people afraid of rolling
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are yall trolling or dead serious,,, O.o cause the freeze frame has been in BB since CT also it was said in the system changes that CA takes a primer
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O.O what were,,, iv been looking for that matchup for the past week and have found nuthing.... im trying to see that intro PLEASE TELL ME
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Here are some carl changed since the thing is empty for carl. *Ada takes less damage from enemy attacks & uses less meter for attacks,, but repetition cost of moves is increased -The cooldown on when ada beging regaining hp has be extended. -5C: Stagger on CH removed. -2D trajectory changed:Harder to a preform the 4D combo from a 2D starter. -3D: No longer forces standing, final hit cause a slight ground stun. -4D:No longer takes a primer -Fuaco: P1 worsened,, not good as a starter/ -623c: is no longer untechable till they tough the ground,,, instead it has a ridiculous amount of untech time (similar to 8D) +Forward dash can be canceled on first 6f looks very similar to hazama's dash attack cancel. +4D trajectory changed: Easyer to combo from after a crossup & mid combo,, enemy is almost always guaranteed not to fly into carl. +6C: Stagger is still possible. +6D: Causes blowback on air hit (similar to hazamas projectile) causes wallbounce near corner. +Fuaco: Easyer to combo after fuaco on air hit, forces the enemy to fly down instead of hit them higher.... might actually have a use mid combo. +22D: Instead of teleporting behind carl Ada teleports on top of carl, If she is active after teleport she ends up in front of carl
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Ill edit as more information is given Carl Clover ^-^ http://www.youtube.com/watch?v=Pn0vNh06Fcs&feature=context&context=G2e39f31FUAAAAAAAAAA A little something for all you carl fans out there who have been waiting for him to be turned into an actually character and not a walking glitch. All have dmg buffs 5A: 160 => 300 2A: 130 => 300 JA: 150 => 300 Volante: 560 => 860 :CA:Everything in Red is still under speculation:CA: *Ada uses less meter for attacks,, but repetition cost of moves is increased -The cooldown on when Ada begins regaining hp has been extended. -5C: Stagger on CH removed. -2D trajectory changed: Harder to a preform the 4D combo from a 2D starter. -J2C:Can now only be used once per jump -3D: No longer forces standing. -4D:No longer takes a primer -Fuoco: P2 reduced from 95% to 89% -623c: is no longer untechable until they touch the ground, instead it has a ridiculous amount of untech time (similar to 8D) -6A:Less invincibility during startup -Forward dash doesn't go as far. It looks like its about the same as hazamas maybe a little shorter. -CH JB: has less untechable time on air hit -6B:Can no longer be jump canceled +J2c: Larger vertical hitbox +2D: P2 proration buff +JC: Level increase +6C: causes KD on air opponents with no charge, emergency techable +6C:cause bounce (Like 2D) when charged, while opponent in in the air. +Full charged 6C: If done on airborne enemy exactly the same as regular 6C, except height & untechable time of the bounce is much larger 2D>full charged 6c>Fermata works +Forward dash has been shortened, Carl recovers faster. +Forward dash can be canceled on first 6F; looks very similar to Hazama's dash attack cancel. +4D trajectory changed: Easier to combo from after a crossup & mid combo,, enemy is almost always guaranteed not to fly into carl. +6C: Stagger is still possible. +6D: Causes blowback on air hit (similar to hazamas projectile) causes wallbounce near corner. +Fuoco: Easier to combo after Fuoco on air hit, forces the enemy to fly down instead of hitting them higher. Used for tech roll punishes, and in rare situations, for comboing into 632146C at the end of a combo. +22D: Ada teleports closer to Carl, Ada has no hitbox till the last few recovery frames. 22D>backdash will swap positions. The closer position allows Ada to end up in front of Carl after teleporting during 623C. +623C: Hits almost directly in front of Carl now. Can still whiff on extremely close opponents +3D: Causes ground bounce (Similar to Lambda's spinning blade - 236D) +3D: Final hit of 3D causes ground stun. +Allegreto: Has more hitstun; can be done mid combo and is easier to hitconfirm in the corner Nirvana move cost changes: Note: this is all estimated from tests in training mode and may not be 100% accurate. 8D, 6D, 4D, 623D all cost 600 2D, 3D, 421D, 41236D all cost 720 22D costs 500 214214D costs 1000 236236D costs 1500 Continuation costs all seem to be about 140-150%, except for 22D, 214214D, and 236236D which are all 100% like before.
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Dont speak for everyone cause even tho relius look bad @ss...... carl will forever be my fav ^-^ so long as he got that magic hat. Also 6c doent stagger i believe it was removed... either that or the amount of time you need to charge is extremely low http://www.youtube.com/watch?v=SvzIgE9WSqI 01:40
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JG even tho the loop-reset is back its still not exactly all that usefull,, since they modified how adas Hp works im positive we will get only 2-3 reps with ada at Max Hp. Cause we cannot turn her off for it to work we need her on in order to keep them from moving away from us. It would go 5b>5c>6D>jc>5b>2b>5c>3D>IAD>ja>jb>ja>j2c>ja>ja>jb/3D(#2)(reset) j2c-allecan>5b>5c>6D(#2)>236a>5b>2b>5c>3D(#3)>IAD>ja>jb>ja>j2c>ja>ja>jb/3D(#4) thats gonna be about 4/5 of adas Hp if not more. So ur can do the loop as much as you like.... however i wouldnt recommend it due to how crapy Adas recovery is.
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Iv also seen the matches for carl,, and yeah. No one is using the 66>ja ftw T-T im praying its still in the game. However the meter thing isnt exactly bad, sure its crappy but our moves take so little meter its such a wonderful thing. Not only that but it also looks like Ada takes less damage from enemy attacks. Iv also seen the new 4D & 2D and its almost unnoticeable so for now lets just hope for the best. However we do have a dmg buff so i guess thats a plus to take up for the missing meter. Carl did 5c>6D and got 1.156k while in cs2 if u do 5c>6d u get 1.095k. Im assuming the p1 of 5c went from 85 to arounf 90 which means stronger combos. Its also ja it does more dmg around 100dmg. Along with jc having a dmg buff.. im not sure if its a proration buff or not... cant tell. Its not the point, the point is we are doing more damage that means we can do longer combos which means more damage as far as im concerned.. Its 5c, Ja, Jc, & 6c.... thats all iv noticed so far they all give us more dmg in our combos
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CARL VS RELIUS INTRO FTMFW!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Yes its optimal if thats what your asking,,,, except the grabs ones. Im not big on grabbing, so i cant really say. As for the combos they are as optimal as i can make them.
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Lol im all actuality i chose carl as my main all by mistake... Back when CT first came gameplay of ragna vs Jin,, and it got me interested. Then i saw the cover art for the CT ps3 game case. I though i saw a little girl with a giant hat holding her hands up to cast a magic spell lol In my mind i was like "OMG MAGIC FUCK YEA" lol however once i picked him i was like "O.o why does she have a boys name,, and WTF does this big bitch in the background do" lol and then i started to learn lil carl ^-^
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Iv noticed that everyone who visits here keeps complaining about our lack of combo's. Since we play carl its not really about our combos but more about how we can get into our loop/UB setup. However i do understand that some people have the urge to do combos >.> me being one of them. So why not post up a combo thread ^-^ If i missed something please let me know. It also has crossup combos too. Throw:N-C-O *B+C>j2c-allecan>2D>236a>j2c-allecan>5c>jb>jb>j2c>jc>8D *4B+C>2d>j2c-allecan>jb>j2c>jb>jb>jc>8D *4B+C>4D>66>5c>jb>j2c(Volante)>jb>8jb>jc>volante>(j2c>allegreto>8D) or (3c>22d>236a) Throw:C-O-N *B+C>5c>2D>5c>jb>j2c>jb>jb>jc>8D *B+C>4d>66>5c>jb>j2c(volante)>jb>8jb>jc>volante>(j2c>allegreto>8d) or (3c>22d>236a) Air Throw:C-O-N *jB+C>5c>jc>4D>66>jb>j2c>allegreto>8d>jb>jb>jc *JB+C>5c>2D>5c>jb>j2c>jb>jb>jc N-C-O *5b>6b>cantabile>jb>j2c(volante)>jb>jb>j2c>jc>volante/22D>5c>jb>j2c>jb>jb>jc *5b>6b>cantabile(2D)>5c>2D>236a>j2c-allecan>5c>jb>j2c>jb>jb>jc>8D>j2c>jb>Jb>j2c>jc *6C>5b>cantabile>5c>2D>236a>j2c-allecan>5c>volante>5c>jb>j2c>jb>jb>jc>8D C-O-N *5b>5c>cantabile>4D>66>5c>jb>j2c(volante)>jb>8jb>jc>volante>5c>jb>j2c>jb>jb>jc>8D *5b>5c>cantabile>5c>jb>j2c>jb>jb>(volante)jc>volante>5c>jb>j2c>jb>jb>jc>8D *6c>5b>cantabile>4d>66>5c>jb>j2c(volante)>jb>8jb>jc>5c>jb>j2c>jb>jb>jc>8D *CH3c>fermata>j2c-allecan>(4D)5c>jc>4D>66>5c>jb>j2c(volante)>jb>8jb>jc>5c>jb>j2c>jb>jb>jc Crossup/UB resets(besides jb/3d reset) *5b>5c>6d>j2c>jb>j2c>jb>jc>5b>6b(fuaco)236a>crossup fuaco>IAD jc>5b>6b>cantabile>jb>j2c(volante)>jb>jb>j2c>jc>22D>j2c>jc total 6k *5b>5c>6d>jc>5b>6b>ROM>ROM hit # 3>6b>j2c-allecan>6b>j2c-allecan>6b>6Ccharge>ROM 2 extra hits>opponet resets/blocks automaticly> ROM hit number #8-10hit are blocked >6cfull charged hits(reset)>ROM final hit>jb>j2c(volante)>jb>jb>j2c>jc>volante>3c>22d>236a total 5k *Any 8D ender into 3c>jump/3D>jc (If they roll 3d resets, if they neutral tech automatic UB, Jc will more then likely clash with most Dp's. Havnt tested all of them though) *5b>5c>6d>j2c>jb>j2c>jb>jc>5b>6b(2D)>236a>2a/2D reset *5b>5c>6D>j2c>jb>j2c>jb>jc>2a>2B>5B(2D)>6B/2d reset Corner *3c>2d>j2c>5c>4D>7jc>5c>jb>j2c>jb>jb>jc>brio>5c>jb>j2c>jb>jb>jc>8D *5b>5c>cantabile>5c>2D>j2c-allecan>jb>j2c>jb>jb>jc>brio>5c>jb>j2c>jb>jb>8D Burst Midscreen *CH3c/CH6B>jABCD>fermata>j2c-allecan>5c>jc>4d>66>5c>jb>j2c(volante)>jb>8jb>jc>volante>5c>jb>j2c>jb>jb>jc>8D>fermata>3c>gearDD Burst Corner *CH3c/CH6B>jABCD>fermata>j2c(2D)>jb>jc>2D>5c>jb>j2c>jb>jb>jc>brio>5c>jb>j2c>jb>jb>jc>8D>j2c>allegreto>8D>fermata 150% combo *CH6B/CH3c>jABCD>fermata>ABCD>fermata>j2c(2D)>jb>jc>2D>5c>jb>j2c>jb>jb>jc>brio>5c>jb>j2c>jb>jb>jc>8D>j2c>allegreto>8D>fermata Im almost 100% sure i aint miss anything >.> at least i think. Hope you all enjoy it and if i am missing something please do let me know and ill edit right away <.< or whenever i get back on DL.
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Lls what the hell is with all the random new carls,, im happy people are starting to get into him but O.o why now
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If what your talking about is tru,, then ur issue is that you rub things out. Its like you said its a habit,, because i play everyone in the game. So mashing inputs is a thing i do all the time. However its different with carl, its impossible to get the correct input by doing what ur doing. Go to training mode and just do j2c-allecan alot untill u learn the feel of how ur suppose to do it. Its all about muscle memory,, get the feel of doing all his moves and you wont have that problem. Cause when they added volante i had that same problem, i would do fermata anytime i had 50heat. So its a feeling u need to memorize in ur head, think less about when you need to do it and think more about how you need to do it. An once u get the feel of it, its stuck in ur head for good ^-^
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I would but i got the yellow light atm so im unable to help anyone =/
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LLAMF Im the one who taught him how to play Carl,, and yea id say he is pretty good however his weaknesses are very obvious and easy to exploit.
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Lol im with you on that one,, instant overheads, better nirvana meter, 5k off easy crossup, same poking/spacing, slight/almost non-exsising nerfs. He sounds S-tier to me
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The changes are not final,, the last locktest will be labeled "final Locktest Changes"
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Admittedly, there doesn't seem to be many of us so maybe it wouldn't matter.. On topic: I personally prefer to play Carl without the loops. It's actually a combination of the fact that I can't do them correctly (my Carl is pretty awful, need to work on fundamentals, spacing, etc) and that I like to be constantly doing different stuff with Carl; doing the same thing over and over isn't that fun. I honestly can't say anything about how the patch will affect Carl's options since I kinda know nothing about the game outside of the story, (Main reason why I play, please don't hurt me :<) I'm gonna hope for the best, I'm pretty sure he'll still be awesome. PS: You can call me Rish, Rishtopher or Atra. Nice to meet you guys In all actuality if you compared our tactical discussion thread length to majority of the cast then no,, we are very active compared to them. Also like u said im pretty sure lil carl will come out just fine. JG just upset cause his favorite combo is gone lol but JG stop thinking in the past we play carl. Our combos are the most creative in the game and that combo i posted probable will get 5k. Not only that but our ada moves take up less meter now.. & we got a instant overhead now.. Lol Nig if u dont get hype ^-^
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The sad thing, is that now we are starting to loose our options, even some that aren“t amazing. This is bad, because one of Carl streng is that he always have an option for doing good dmg or crossup. Not nesscerly with this new 3D it would be possible to still get 5k,, what ur failing to add is our new 6C & 3D both of which are now alot better with more combo potential. Think about this 2D>j2c-allecan>5c>jb>j2c(3D)>jc>3D>charged 6C>5c(ada keeps them from flying far after 6c)>volante>j2c alle>jb>j2c>jb>jb>jc>8D im almost certain that this would give 5k if not more. Right now ur just thinking of carl with all the 'nerfs' yes he would be crappy. But please do keep in mind that even though they were reworked to the point where we find them useless now, doesnt mean that they are truly worthless. Also the new 4D on the locktest doesnt realy say its harder to combo with that is just speculation on our part, in all actuality i believe its a buff in every way. If the untech time was changed then it would have been mentioned in the test. However it wasnt so we can assume that it is compleatly untechable till they reach the ground just like the majority of Adas moves. But JG ur 2D>4D combo no longer works because we are not as close to ada after the 2D. It says the horizantal trajectory was changed so im assuming instead of 2D>j2c allecan we got to 2D>44>j2c allecan in order to reposition ourselves which would put us just a little our of reach for the 4D but this is me speculating again. So for now lets just think of our 4D acting alot like Brio in terms of how the enemy floats. Im pretty sure they will hit the invisible wall just a little higher. Cause even during the 4D combo if ur timing isnt correct carl will do jc>4D and they will fly into carl. With this new 4D it removes that problem all together ^-^ so stop being so pessimistic, hello we main carl and so far we have been a ok. Also 2a>5a>2a>5a>5b>5C>6D>66>ja FTMFW O.O
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No ur making it sound as if they wanted them,, people just so happen to use them that way... Loops are not intended, its merely a mechanic flaw in the character that they cant realy patch so easyly. Take a look at makoto's parry loop,, it was gone after the first few months of CS. However things like carls clap loop however were things that couldnt be fixed that easly, or Tao's taunt loop, or Noels Hida loop. After every game we need to come up with a new way to preform loops, CT carl Nirvanas 8D would remain active even after carl was hit,, the purpose was because carls AA options were crappy so it wasnt something they could remove so easily. In CS we had the Volante loop, it wasnt that big of a deal yet it was removed. Tao taunt loop removed, With Noel they have been trying to get rid of the hida loop since day one but to no avail. They finaly got rid of it for good now. Arks gives characters new tools to use because when they remove loops they needed to remove a special attribute to a attack. That would be considered a nerf,, an in order to balance that out they give a buff. However the buff they just gave allowed the character to do a new loop. Its not intentional, but we are playing a 2D fighting game its hard to remove all loops. But before anyone brings it up Street fighter doesnt have loops because there combo system is @ss compaired to BB, our fighting system is so complex that it is very hard to remove loop before they happen. All they can do is figure out what mechanic we are abusing in order to do the loops then remove it.
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Lol u need to remember its still a loop,, and arks hates loop.