I"m here Zoogs. ^_^
I feel Carl's biggest nerf/alteration is the significantly lowered Nirvana meter. It's so low that people are forced to play Carl and use Ada to approach/oki. Oki, is STRONG, but very very rinse and repeat. The new optimized combos will be solo carl mix-ups that go to Cantible, full air combo, J.C~3]D/Volante: Mix-up, Cantible, full air combo, J.C~3]D/Volante: Mix-up, Cantible, full air combo, J.C~3]D/Volante: Mix-up, Cantible, full air combo, J.C~3]D/Volante: Mix-up,Cantible, full air combo, J.C~3]D/Volante: Mix-up...
Don't get me started with [J.B, J.2C]xN. ZZZZZZZzzzzzz They took his jump loop away, now it's standardized for everyone...
is 8]D[ UB? I saw it took primers, but me "grounded" now. technically we can get guard breaks for jump traps, but get this:
1- Air guard breaks cause wall bounce = hard shitty follow-ups for Carl. We all know how hard FCH J.B combos are to maximize.
2- 80% initial proration: This is compared to CS1 with 102% initial proration. Sucks
3- Lowered nirvana meter, id we do spend the nirvana meter to break guard primers, we will not have much left for good DMG and oki afterwords, unless she was full health and positioned well from the get go.
They hacked away at my 8]D[ options, Jump Loop options, long combos with mulitple nirvana moves, most of my CS1 resets. All i get in return is a better Carl..
At this point why play Carl? What advantages does he bring to the match that other characters don't? Nirvana.. pssh she's too weak to USE or rely on, she's a gimmick.
I hope I am wrong and will give CS2 Carl my best in the labs to come up with his potential....