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Akira-Shiro

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Everything posted by Akira-Shiro

  1. Thats what iv been trying to tell u its a buff lol its not a bad thing at all. Its not listed as a nerf either.
  2. It does say that but the specifics clearly say "Overall gauge cost reduced, gauge depleation from repeated use is increased". Also i do believe ur misunderstanding how nirvans gauge works, fuaco's cost is 1k if we use it again without deactivating her the next time it will cost 1.2k. This does not apply if we are using different moves in combos. Like our 2D(1k)>j2c>5c>4D(1k)>66>5c>jb>j2c>jb>jb>jc>volante(1k)>5c>jb>j2c>jb>jb>jc>8D(1k) total nirvana gauge used 4k but if we do 8D(1k) air hit>5c>jb>jb>jc>8D(1.2k)>j2c>jb>jb>jc>8D>(1.5k) total ada cost 3.7k. However after the patch its gonna still be 2D(1k)>j2c>5c>4D(1k)>66>5c>jb>j2c>jb>jb>jc>volante(1k)>5c>jb>j2c>jb>jb>jc>8D(1k) total nirvana gauge used 4k. But 8D(1k) air hit>5c>jb>jb>jc>8D(1.5k)>j2c>jb>jb>jc>8D>(2.2k) total ada cost 4.7k
  3. Yea all our moves initial cost has been lowered,, however the repetition cost has been greatly increased. Cause i believe right now its like 20% increase,, im thinking now its going to be like 45% repeat cost.
  4. Ok i see where ur not understanding,,, by bounce they mean EXACTLY LIKE A-11 they take a small bounce. Not a float animation like the hit from 2D and each hit causes a bounce & the final hit always ground stuns
  5. Mas i dont think u understand,, the reason 3D is so godlike in the CS2 isnt necessarily because it causes standing,, but because it catches people out of there roll. In ct & CS if u roll on 3D they get knocked into the air and could tech almost instantly. In this version they get snached up by the attack, it doesnt really matter if they are forced to stand or just get hit on the ground like lambdas move,, So long as we have the ability to combo if they roll. 3D has a P1 of 90 thats the same as 2D & 4D so we can get more dmg off of a 3D reset now. Think about it,, it you catch someone out of a roll with 3D they are in standing position,, carl cannot combo standing people which it why 623c is so important in are combos but its not so good because we need to hit them long enough for ada to recover & try to get big damage of of it. However ull probably get about 3.5k from a 3D otg but now we can skip the 5b>6B>cantabile and just go straight into a combo after ada does 3D like j2c allecan>5c>jb>j2c>jb>jb>jc>volante>5c>jb>j2c>jb>jb>jc>8D for like 4.5k
  6. I wouldnt say that,,, JG so far our forward dash can still cancel into a regular attack. As in 66>(3D)ja>ja>jb/3D still works as an UB setup. This new dash has given us a new way to go about approching people. Now that our forward dash goes into attacks, we can dash in on people in a somewhat safe way. Now we wont need to worry about getting caught out of our dash mid way by bullshyt. That also gives us a 11f OH 66>ja will most deff be a wonderful tool. Not only did they Buff our Nirvana guage but they also made it so we dont need to use her for mix-up as much thanks to our new dash. So in all actuality id say so far carl is looking pretty good ^-^ imo all thats left is to see just how 4D & 2D have been changed. Just to relieve some of the anxiety it is impossible for them to make 2D none combo-able, the locktest clearly says that they horizantal float has been increased, so this means that instead of them flying almost directly up then falling almost directly down. They go at an angle so there is a larger gap in between nirvana & the position the enemy will land. Making it harder for us to use a 4D combo after a 2D reset which is a nerf but not a big one. however at the some time if we were to do a 2D reset and we didnt have the meter for a 4D combo we would be kinda screwed because even if u wanted that 4k u deserve you would need to hold nirvanaa on and move her backwards so u could do a simple air combo into 8D all of which drains meter, with this change we will no longer need to keep her on and move her backwards because by the time our air combo is finished they will fall right infront of nirvana giving us that godlike jc 3D oki. As for 4D it says that they fly higher in the air after being hit what we can assume it that they are talking about the second hit of 4D. Which means that after we forward dash they will still be in the air making 5c whiff which would be considered a nerf. However at the same time its a buff because after a 4D crossup the enemy would be to low to the ground and it would make it difficult to combo after. Since they float higher now that no longer becomes a problem. So yes both CAN be considered a nerf but i believe we are taking the term neft to the next level we could consider both of these to be reworks of a sort
  7. lol untill something new comes up,,, yea
  8. Yes,, majority of the stuff is the same... By that i mean playstyle IE get them Traped & that equals good games
  9. I wouldnt say that,,, if we do 2a>5a>2a(3D)>5a>6C/3D not only would it be UB but it will also combo. 3D catches people out the air so as they are forced to fall the 3D simultaneously picks them up so it will be combo-able. Its just not as easy to combo with outside of a UB setup, so dont get so pessimistic ^-^ this is lil carl we talking bout. We are able to use all our moves in some form of way, as for 4D & 2D it if we saw some vids we would be able to confirm how useful it will be but =/ nigs dont play carl like that so ppl cant get sum vids from the locktest
  10. JG i believe you are over reacting just a little bit, As for the loop im pretty sure someone during the locktest must have tried using the loop. And arks hates loops, they just dont kno an effective way to remove all of them. As for crossups we still have them, same for our mixup, not a single UB setup involved us using 6b jump cancel. So after all of that we only truly lose our cantabile combos, however at the same time we still have our dash that can cancel into regular moves on frame 6.
  11. Thats what i was talking about O.o The way we do the combo now we need to release 4D a little before 5c so that they are high enough to get launched correctly by 4D. If the enemy is to low they fly into carl as we are falling down after 4D & the combo will drop. So with this we just change the timing and we got our old 4D combos back. At the same time they also could mean that they fly at an angle similar to brio, if thats true i could see why it would be harder to combo =/ i dont like the way brio launches
  12. Im assuming it is,, if they had removed some frames of untech time it would have been put in the test. I do believe they are talking about the angle in which the second hit of 4 D launches the enemy. They hav it posted as "Harder to combo with" so we assume its a nerf. However if wat they about the change in angle is true then that means its almost impossible to drop the combo. The way we do it now we need the enemy to be fairly high when we do the move so it will combo. If 4D hits higher on its own then we will be able to use this combo after a 4D crossup well it will be easyer. At the same time we wont kno if they are talking about the second or first hit beacause 4D is a 2 part move. For all we kno the first hit of 4D might not be so low to the ground now.
  13. Lol it never was im kinda happy about the new 6C too, its alot more useful now imo
  14. Its not that bad,, this means after 4D we can dash and use j2c if they to high.... however the height of 4D is very dependent on when u release it. So its hard to say if thats a nerf or not. As for 6B well oh well =/ no more 5b>6b>623c>6b combos. So if we are out of reach for combos all we got is 5c>jb>jb>j2c>jc not as effective but its something. We also dont kno how the proration of our moves will be changed 2 the end of the locktest so lets keep our chins up.
  15. More Changes just came in. * 2D and 4D knockback/float trajectories have been slightly altered. The opponent goes slightly more horizontally for 2D and slightly higher for 4D compared to before. -6B -> cancel to jC on hit removed -Slower startup for Rhapsody of Memories. Carl does a very brief pose before the super flash occurs. - Stagger on 5C CH removed - Carl no longer goes into the air as well for 4D (not sure what this means, don't know Carl at all >_<), no longer removes primer - 6C's floorbounce effect from the previous loctest now only floorbounces after charging for a certain amount of time. Uncharged, it just knocks them to the floor and allows for emergency tech. * J2C's effect from the previous loctest of crossing over in the corner was apparently not because of a crossover hitbox, but due to the Carl himself crossing over. This effect is also seems to be character specific.
  16. Uhh no,,, ur forgetting that the 4.6k is if we are in CON formation only and it cost 50 heat. Majority of the cast can get 6k with 50heat. So dont make it seem like its just the top 3. Even then there are a few who can get 5k with 0heat IE ragna =/ so u being satisfied with this pathetic 4k is sad. From a CH 5b in NCO formation we get 4k with 50heat. You kno for a fact that ur spending majority of the match just trying to get them in CON and sometimes its not even possible if ur against someone who knows the match up. All of our good damaging combos are virtually improbable. Jin can get 4k 0 heat, Same for noel, Makoto, Hazama uses 50heat but gets it right back, Tsubaki with full light, Hell even bang gets 4k, there are only a few characters that do not get 4k with 0heat. And thats hakumen he needs 25 heat, and carl. Majority of the characters in BB are able to get 4k from an OH we however are not that lucky. We should be getting 4k in NCO formation, 5k in CON formation, and 6k in the corner. However instead we get 3.5k NCO, 4k(with a good starter) in CON, and 4.5k/5k in the corner depending on the starter. This is he reason why i get upset and truthfully its a reason i neglect my carl, we all play the most difficult of characters in BB yet we hav the lowest damage output. It truly does baffle the mind and yet some charaters get 5k doing easy mode combos. Im hoping and praying during the patch out 5c p2 proration goes from 92 to 95, while all of adas p2 goes from 90 to 95 because our combos should be going a bit longer then what they are so we can get more dmg.
  17. This is the reason why i said PROBABLE COMBOS, since we dont have the game its no way of knowing. An if ur using proration from CS2 and bringing it into CSX its pointless doing that u say the combo might drop but ur also forgetting that the P1 proration of 6C is CS1 was god awfull and now its gdlk So u saying all this is a waste i know it wont work now. Its also a high chance they will buff thee P2 proration in Springraid since i will be the basis of all our mid screen combos. Im putting down combos that I believe will work in CSX. Please do keep that in mind, because as of now im fully aware it wont work.
  18. Also it is possible to get that many jb/jc's in a combo u do jb jc jb (Jum cancel) jb jc this is my manual air combo anytime i finish with an air combo =/ iv used it since CT JD>236a why wouldnt it be possible & if you try 22c wouldnt you need to wait for noel to reload. They allow optic barrel to cancel into the 1st hit of noels drive IE any starter & jd is a stater so why wouldnt it work
  19. Ahh ok well.... i edited my post with some combos i believe will work >.> hope they are helpfull. And she should still be getting around 3.5k/4k midscreen and 5k/6k in the corner
  20. Iv noticed how alot of the combos you all are putting up are still doing 6c>236a or 6c>4d. However if i remember correctly not only did they nerf the untech time in 6c they also increased the start up of all optic barrels so im pretty sure 6c>236a isnt a combo anymore >.> 6c>4D in the corner might also be impossible. As for the loss of corner oki with fenrir might as well end ur combos with her j.DD sinces its mim is also 700dmg. Cause ending it with Fenrir not only will majority of the bullets miss so you wont even be getting the 700 more like 550. So you might as well just do her air DD cause u can still get oki off of it ^.^ Also possible combos Midscreen: 6a>6c>5d>optic barrel>6c>jD>d.6D>springraid>S.jb>jc>jb>jb>jc>revolverblast/DD 3c>22BBBBBBC>66>6C>jd>optic barrel>6c>2D>spring raid>S.jb>jc>jb>jb>jc>revolverblast/DD CH 4D>63214a>2b>6c>236a(assuming off fatal its possible)>6c>22BBBBBC>66>6c>5D>d.5c>d.6c>spring raid>S.jb>jc>jb>jb>jc>revolverblast/DD Corner 3c>22bbbbbbbC>6c>5D>opticbarrel>6C>jd>d.6d>d.6c(Now that 6d no longer moves forward 6d>d.6c should combo)d.5c>assault through>6c>2D>springraid>sjb>jc>jb>jb>jc>revolverblast/DD J4D>d.5d>D.5c>d.6c>d.6D>assault through>6c>2D>springraid>air combo>revolverblast/DD
  21. Well idk about easy lol its less about the difficulty of the combo, but what starter and how probable it is. I got my 7.5k from ch 5c>6cc>Mugen it also feels like her mugen runs ou faster now. Or is that my imagination
  22. A higher 2D makes jin kinda gay >,< i can see it now. J.236A/B/C(xN)>2D all day
  23. This patch needs to hurry up.... >.< i get so frustrated carl cant get good damage off of a hit conferm. Its like all our good combos are virtually improbabale >.<
  24. Our 3d is similar to A-11 236D and our 6d is the same as it is now. The only diffrence is they float if hit with 6d in the air.. like berial edge. However i do not think they will travel that fast accross the screen. "6D - Causes corner blowback on air normal hit, wallbound on air counter hit" blow back is how you would describe ragnas berial edge. As for wall bound i think its the same as it is now.. they were just stating it to let us kno the CH properties haven't changed for an air-CH.
  25. I wouldnt say that zoogs,, we dont use 6D in our air combos regardless so how would it be a nerf. So long as they are standing 6D still has its same stun properties, if they are in the air it has the same effect as Brio ?.? how is that a nerf
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