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Everything posted by killatrooper
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[CS2] Carl Clover Tactical Discussion/Questions/Help
killatrooper replied to Kyle's topic in Archive
I disagree about CS2 Carl. Just like CS1 Carl had several variations on his options on starting up and ending his j.2C>j.C/B>2D loop, CS2 has several variations on his loop. You can start with -Cantabile>6B>j.9B>3D>JC>j.8C>j.2C -Cantabile>5C>j.8B>3D>JC>j.9C>j.2C. -Cantabile>2D>5C -Cantabile>2C>VivaceA -Cantabile>3D>loop~ -Cantabile>8D>5C>j.2C alle-can>j.9B>JC>j.8C>3D -any 2D unblockable/crossup -any 4D crossup You can end it with -3D>j.AA>j.B/C -j.2C>j.B>j.C>2D>Vivace -j.2C>j.A>anima>8 -any other sandwich mixup You can do several variations on his air combo you couldn't in CS1 as well. Cantabile>6B>SJC>j.B>j.2C>j.B>JC.>j.B>j.C>2D/8D/brio(corner)/volante/4D. All of which go into another rep. And don't forget he can essentially still do most of his CS1 combos. They just aren't very viable unless you have full Nirvana meter. Also I don't understand your wishlist considering you say you want a more reset-oriented Carl but admit that CS2 Carl has stronger resets. Making him more reset oriented while weakening his resets = shit-tier, still boring Carl. This isn't mentioning I think CS2 Carl is already a million times more reset oriented than CS1 Carl. And also much stronger at it. Even with more meter his old CS1 combos won't do much more damage than his best CS2 combos. They'd have to either keep the same damage/increase it, or make his resets stronger somehow. Also removing j.C knockdown is the worst idea ever lol. Best thing to ever happen to Carl. It makes him less gimmicky and more I-actually-have-an-option-to-keep-people-where-I-want-them-and-don't-have-to-rely-on-catching-them-once-and-keeping-them-there-all-day-without-many-options-of-doing-so. Not to mention you can actually use more than 8D/Brio/the occasional 2D in air combos, and we get those sexy full screen volante air combos. Who wouldn't want that? Really lol. And his j.B j.C j.B wasn't really an integral part of CS1 Carl's gameplan, so I don't understand that one. It was basically a watered down version of his CS2 unblockable. CS1 Carl was amazing, but CS2 Carl is equally as interesting imo -
[CS2] Carl Clover Tactical Discussion/Questions/Help
killatrooper replied to Kyle's topic in Archive
6C sounds lame as hell. As it is Carl is reduced to his air combo bnb with maybe some added 6D in the corner (woooo....6D instead of brio/8D/volante. So exciting...) All those loop setups useless now, and that's the only thing he had left really. And his glide throw gone too UGHHH Carl will no longer have any style. Relius is looking like a good main atm, but hopefully they'll give Carl something cool in the next loketests. I'll still sub him regardless. Not like the other chars will be interesting =\ -
[CS2] Carl Clover Tactical Discussion/Questions/Help
killatrooper replied to Kyle's topic in Archive
1. Considering you're already doing the super jump into j.B, delaying both of the j.2Cs slightly can help adjust the height so you can land the combo (this is basically necessary when doing it on Makoto) 2. Ideally, anything into the (j.2c>j.B)x# unblockable, but it depends on how much you prorated the combo and positioning. If you reset during the last few hits of it and are positioned correctly you should be able to land 2C>236A>j.9B>1D>[D]>7C. Otherwise the combo you're doing is fine, but never end in allegretto unless you're low on Nirvana meter. j.C>Fuoco>(land) 236B is a better ender, or any other mixup after j.C. 3. You shouldn't really ever use 2C>8D unless you're trying to land the 2C>8D>3D[D]>6C unblockable. It's really tricky though :S But if you do and can't do that then just anything into (j.2c>j.B)x#, or if it's too prorated just j.C into 3D oki. Hope that helps. -
[CS2] Carl Clover Tactical Discussion/Questions/Help
killatrooper replied to Kyle's topic in Archive
You need to make sure you're still holding the directional input when you let go of D for her normals. If you're doing 623D or something then you might be releasing it too late. For any DP movement you should be releasing D with around the same timing as you would be pressing the button with other characters (the exact moment you finish entering the input). When she just deactivates that means your stick is in neutral when you let go of D. Edit: Yeah Marisa already said the jist of it lol -
Pretty sure Makoto can too. It tends to be most effective with Carl though since his mobility is terrible and anything to give him an edge helps.
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[CS2] Carl Clover Tactical Discussion/Questions/Help
killatrooper replied to Kyle's topic in Archive
Sheesh, some of the people in this thread... CT-CS1: Omg Carl is too dependent on Nirvana. Like, he's totally useless without her. CS2: Omg I can't believe they're trying to make Carl use Nirvana less. I for one am pretty hype about CS2. Even with Nirvana's health nerf, with the new j.C and 3D if you can catch your opponent in a combo while Nirvana is on full hp you can recycle through 2 resets and deal 10k+ damage with meter. The fact that j.C can lead into a mixup from almost anywhere on the screen, and that every sandwiched j.C>3D that hits can be followed up with a hard-to-blockable into another j.C>3D is a big deal imo. All the Carls giving up so quickly is really disappointing. I mean I think it's pretty apparent he won't end up low tier. So if you really only played Carl so that you could hit people with nirvana a lot during combos, go ahead and quit. Who needs ya. I find this new and interesting Carl exciting. -
How long did it take -you- to get proficient with your main?
killatrooper replied to DemiiPoet's topic in Archive
I've been playing since around March this year on CT. I don't think I got good with Carl all the way through CT, and I wouldn't say I've really gotten good with him (and Tsubaki) in CS until just recently. Still pretty mediocre though, but I'd say it took me about 8 months. 4 if you only count since CS's release. It honestly depends on how fast you learn though. This is the first fighter that I've played seriously, although not really competitively. -
@pktazn I understand why Millia's disc thing on wake-up is oki, but I don't understand why 2a-ing on wakeup isn't... I mean it usually does force them to either block or get hit. Or is 2a (or other low attacks) just such weak oki that most people don't even consider it. Or is it not oki at all? I DON'T UNDERSTAND hgegkwejhwrjgjj w/e someone PM me if they can explain this to me lol. Don't want to go too offtopic. =S
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Like I said at the beginning of the first post, because I liked the combos and thought they were fun. I didn't say "here are some new BnB I found", I said "here are some combos I like" and shared them. And then you started confusing me and telling me things I already knew. Plus you categorized all of them as useless when I could only see the 3rd one being so. @pktazn Ehh, that's basically the gist of what I got the first time I looked up okizeme. What I hear when I read that is "Oki is when you guess their wake up option right and damage them for it" (punish their tech...). Which is why I'm still not sure I understand. Is it that "wake-up game" only applies to neutral techs, and the rest is in it's own category?
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Not if used at a low enough height. In the combos I posted, they do result in a knockdown (just tested myself). Although I agree Tsubaki's oki is a joke. xP And I said I didn't tell you to use. o.o So basically you think the 2.6k combo is impractical, which I already agreed to myself. Ok then. And @ pktazn, I'm pretty sure Litchi's staff during corner combos would be considered good oki. But I have another question, is punishing tech rolls/quick getups not a part of oki? Because I'm pretty sure every char has a way to accomplish that.
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Not sure what the point of your reply was lol. The combos I posted ended in knockdown so I'm not sure what you meant. Yes I know you can potentially go for better wakeup options if you save the charge, but if you can kill them by adding an extra 700 damage to your BnB, I don't see what the harm is in knowing how. I specifically said that they were flashy and only fun-to-know, so I'm not sure why you decided to reiterate what I said. I know practical combos. I use 5bb>5cc>214a>(hold)22c quite often. There is absolutely nothing wrong with knowing different combos, regardless of how often or if you might actually use them. The only difference would be minute changes in damage and oki. And the only combo that I might consider unwise to use in a match is the 3rd one, but it's still fun to know. Also, every combo I posted was a corner combo, so again not sure what you're talking about. But yeah, I guess I should state exactly what the combos are: Fun charge cancel corner combos(CCCC??). The 1st and 2nd of which, at least, should be practical to use in a match.
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I'm guessing by second combo you meant last one, in which case yeah that's true. It's more for if you forget to go into 5cc after 5bb (which I know many tsubakis sometimes do), you can do another 1 charge combo for just 300 less damage. Not sure which one you meant by first, but the 2.1k one is just a corner variation of her BnB for another 200 damage. The first one I explained in the post. xP But yeah, these are more just flashy combos that can also be useful to know at times. Not saying anyone should go learn them asap, but they're fun.
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Don't know if they have been posted but just thought I'd share a few corner combos I like. Basically after any starting-hit into 22d (5b>22d, 5bb>5cc>22d, 6a>22d, etc) that can actually lead into a 6cc combo: -6cc>SJC>j.c>JC>j.cc>j.214d(the usual BnB), >(land)2c>623b>j.214b>CC>j.c>j.236a>j.214c (depending on starter, 3.3-3.5k) This is basically a meter saving combo, or one to use if you don't have meter, since you would usually end it in 236236c. Since you started this combo off with a hit before the 22d, you can't go into a 5c>2cc launcher into another j.214d. Pretty sure this does only 300-500 damage less than the DD ender, and I think it gives better oki, although you won't have time to charge more before they tech. So yeah, another option. Others: -5bb>2bb>5cc>623b>j.214b>CC>j.c>j.236a>j.214c (2.1k) -5bb>2bb>5cc>22d>6c>623b>j.214b>CC>j.c>j.236a>j.214c (2.6k) I'll look up the actual damage later (Edited), and these only work in the corner if you didn't catch that.
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Youtube.
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[CS1] Carl Clover Tactical Discussion/Questions/Help
killatrooper replied to Slowpoke's topic in Archive
Well timed 2c-throw dash-ins (what is that called anyway? x.x) can be a good way to get in. But you basically just have to master your footsies and know how to use nirvana to lure/trap your opponent in a favorable position. Otherwise you shouldn't even really have to worry about approaching them at all, especially if you have the life lead. It would help to know the specific char you're having trouble with. But yeah, it might be better for you to just keep nirvana in between you and them, zone, and wait for an opportunity to sandwich them (when they try to approach). -
Ragna has several quick, safe, well ranged pokes at his disposal. Just jump a lot and keep using those (5b, 5c, 2c, j.c, etc) until you can hit confirm. And DON'T use unsafe moves like hells fang and g.hades unless comboing, or you have heat to rc. If all else fails, spam ID. It goes through Tager's command grabs. I don't play either char though, so you should be checking the matchup threads for these things.
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I like that Carl and Hakumen didn't get many changes. They're the "just right" tier imo. Carl is perfect the way he is now. I don't see how his gameplay design could get any better from more changes. They basically hit the nail on the head with him in CS. Tsubaki: This can't be true. All of her 236 moves are punishable even on hit if she doesn't follow it up with something. I'm interested in what this means. Do they not launch anymore? At least they got the charge right. But seriously DO SOMETHING WITH 6B. It's so useless. Noel: The 2C>5C gattling doesn't really sound all that useful. Is 5C JC-able? I haven't really played Noel in CS. And the j4d sounds interesting, seeing as it's pretty useless the way it is now. Maybe it could actually be used as a cross-up.
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I was wondering this as well. A couple of combos I do with Tsubaki, on certain characters at least, ALWAYS blue beat on the training dummy and they don't tech. An example: On Jin -> 22d (in corner)>6c>6cc>J.c>dj>J.c>214d>5c (on the ground, and it will usually whiff unless you had Jin up pretty high in the air)> BLUE BEAT >5cc>2c>2cc> etcetc. Blue beats every time.
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http://www.youtube.com/watch?v=dcERt4y8jko http://www.youtube.com/watch?v=9QkU-sZAM6A http://www.youtube.com/watch?v=n8-F86rO_eA This guy fairuzonss has been posting some mu-13 matches and other stuff. Sorry if it's been posted already.