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Everything posted by Kyle
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I like "->" I'm going to add the names of special moves, than remove alternates info (post #1). THX for your start dude, but it's time to really expand on that. =) Realized that the move names will probably change with the US release.. oh well. I'll update later. I am excited to hear his voice actor. I wonder just how "french" he is. ya know? have you thought about Carl being "Super-Monty-Python french Knight" french. Like ~oh oh ohhhhoh Jzachela bleu AllgraAAAtooo"
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Play'n BB tomorrow in Maryland! woot woot. Shit looks GREAT Zeero.
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3rd option.
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Here:http://s1.zetaboards.com/blazblue/pages/carl_data/ Notes have been translated. =) Zoog: According to this it can be guarded "all" =/ Zeero, I'm gonna hit this for ya. Format time! You like?
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Mirria it is. Small disclaimer tho, when I'm done it will still be incomplete. There's still lots to that match I just don't know enough about. =/
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AutonomousR updated his Youtube account. Thanks Autonomous!
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You've been busy Zeero. Looking great =) I've got two suggestions. - I would like to see some kind of transition between moves that combo. A comma, arrow or something. As of now they kinda blend together. -You label the combos 1-whatever. I would also like to see something to differentiate between the numerical listing and the attack input. (1)- (2)- or :1:- :2:- Something like this. Nice work. KlapTrap. lol
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When's the Combo Video?
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Nope, what about your videos in a few weeks? what about combo videos? You do bring a good point tho. Autonomous has hooked us up!
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I will update this list as console video's and Combo Videos get released. All rights/royalties/privileges/benefits/friends/with/benefits = AutonomousR AutonomousR is the MAN! http://www.youtube.com/profile?gl=CA&hl=en&user=AutonomousR&view=videos PhaethonH's Carl vs Litchi http://www.youtube.com/watch?v=bAa-vF0BEMk Carl throw loops! Now with more characters to 1-combo kill. These look tough to do :x http://www.nicovideo.jp/watch/sm7440659
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Overview: Carl is a unique character that fights with his weapon Nirvana. You're essentially controlling 2 characters at once on the screen, creating endless possibilities with your pressuring and combos! He always has been rated low tier because of the large amount of weaknesses he has but recently is being rated mid due to his 100% combos/unblockables. It almost feels like he is a 1 hit character! As a beginning Carl player, you'll likely be very frustrated at the game because everything seems so hard and worthless, but as you progress with this character, you'll be the one causing the frustration! CARL IS NOT FOR THE WEAK HEARTED Drive: Nirvana (Nee~san) Use the D button and directional inputs independently control your robot "sister" Nirvana! Fairly complicated to use and will be explained in detail later on. All of Nirvana's attacks can be performed while Carl is in the air. Most of her attacks are cancelled if she is hit or if Carl is hit/blocks. Pros: Great Supers Huge damage potentials Unblockables from block strings Unblockables from combos Great mixup potentials Smaller hitbox causes specific combos against Carl Cons: Lowest HP in the game: 9500 Lowest Guard Gauge in the game Low damage if Carl is alone. Negative Penalty can be gained relatively quickly Supers don't have any invincibility Bad mobility since his dash is a hop (Johnny) with awful recovery Limited defensive options Limited poking options due to lack of range/priority/speed Risky anti-air options Nirvana is slow and only blocks projectile hits Limited (safe) ways to start pressure without nirvana nearby High learning curve Frame Data Found Here: http://s1.zetaboards.com/blazblue/pages/carl_data/ Notes 1: 1~14 Upperbody invincible, launches on hit 2: Launches on counter hit, vacuum effect, untechable 3: Staggers on hit (27), activate 5F after button release, holding 92~95 becomes the maximum version 4: Staggers on hit (29), latest start up 100F 5: launches on hit 6: Knocks down on hit, untechable when hit on the ground 7: Jumps back on hit or guard, jumps back duration 26, counter hit vulnerable until 11F, cancel to jump A, B or C during 9~11F 8: 1~20 Invincible, blasts away on hit 9: Knocks down on hit, untechable when hit on the ground 10: Floor bounce on hit 11: Floor bounce on hit 12: Puppet gauge has a total of 8000 points, puppet's movement uses 1 point per frame, 180F after entering sleep state the gauge auto increases 3 points per frame, destroyed version increases 8F per frame instead, Nirvana doesn't have hit stun when she get hit by projectile 13: Staggers on counter hit (79), uses 300 points, continuously uses 150% 14: 1st hit launches, 2nd hit wall bounces, guaranteed start up even Nirvana gets hit, uses 420 points, continuously uses 110% 15: Hitstop 2F, uses 420 points, continuously uses 150% 16: Floor bounce on hit, uses 380 points, continuously uses 110% 17: 2nd hit has projectile property, guaranteed start up even Carl gets hit, uses 240, continuously uses 140% 18: 1~8 Invincible, 1~18 goes through opponent 19: 1~18 Invincible from head attribute, 1~24 goes through opponent 20: Launches on hit, recovery 13F quicker on hit, first hitstop 0F, only hit opponent on the ground, 2nd hit has throw property 21: Launches on hit, attack damage is 2nd hit 220, 5th hit 180, others 200 22: Guaranteed successful teleport after 1F, uses 210 points, continuously uses 100% 23: Launches on hit, Nirvana attacks even gets hit from head attribute attack, uses 270 points,continuously uses 120% 24: 2nd hit floor bounce on hit, 7F start up after touching opponent, uses 380 points, continuously uses 100% 25: Hitstop 4F, uses 530 points, continuously uses 100% 26: Blast away on hit, projectile property, hitstop 1F, static difference based on blocking back to the wall 27: 11th hit wall bounce, Carl's duration 69F, Nirvana attacks even Carl and her gets hit, uses 0 point, continuously uses 100% 28: Launches on hit, Carl's duration 52F, guaranteed startup even Carl receives attack, air version start up 2+38, duration 53, uses 0 points, continuously uses 100%
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Hey soldiers, I've put a sticky on the the match-up's with a full explanation. 12 out of 23 character are completed. Gahh, it's been 18 months and I'm half way finished. *sigh* So, as tourney season hits again I'm looking to do a few more. =) May, Faust, Robo-ky, Ky & I-no are the last characters I feel comfortable with explaining. Are people still playing this game? lol- Who would you guys like to see next?
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That move is definitely worth doing, especially as oki.
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There is no "slide" state in BB, but we all know about grounded relaunches. Carl has two common situations for this, Front Throw & 3C. I've heard Rachel, has the tallest hitbox in grounded state. How can Carl utilize this? He could probably pick up with B or C. Is this beneficial? Is any of this a better option... as to J.2C? I seems to me the more Carl develops, his priority is all about rushing to the throw loops. Just three more weeks until I get my hands on the console. Can't wait.=) Going to Maryland this weekend, there will be plenty of BB as well.
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How's the tourney scene looking for everyone? Evo North being Sunday @2 is keeping me from going. *sigh*
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Happy Birthday Zoogstan! Eat Cake, Play Carl.
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To Clarify for anyone confused. My point is saying, just because an 8 is visible with the input turned on, does not mean you will have the jump install. There is a timing to it. It sounds like you've got it excelence. 8 has to be input right before a jump cancel able moves, then you have to be sure to use a normal gatlin instead of actual jumping. =P P.S.- Why isn't your handle "excellence"
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The text is in Japanese. There's a download that makes these Japanese characters visible. (They aren't worth seeing if you can't read it. lol) The blue words are the hyperlinks for the footage downloads. Sorry to say, but I'm not sure where you get the actual jp display at.. it's part of Microsoft. My CPU prompted the download, I just clicked yes then it was all fixed.
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UPDATED_ Pros- Great Supers Burst Safe opportunities Summon and combo with Nirvana in same string (w/o tension)! Allegretto Cancel ... Allecan! Huge Damage output un-blockables on pressure and throw break with Nirvana un-blockables w/o Nirvana -> 100% tension required Huge combo potential Has Throw Loop= DEATH TO OPPONENT! Can seldom escape Carl's Throw loop Kara Cancel shenanigans Situational Burst Kills 3 overheads -> 2 are good... 4 lows -> 3 are useful... Cons- Numerous bad match-up No reversal w/o super -> Even reversal supers could be better No run= hop with awful recovery limited pokes limited range limited anti-Air's limited solutions to situation he's forced into. Nirvana counts as projectile type Lacks speed Lacks significant range w/o Ne~san Lowest HP in the game: 9500 Lowest Guard Gauge in the game Ne~san lacks speed as well Negative Penalty can be gained VERY quickly 2nd slowest alpha counter of the cast Nirvana not "tanking" hit's is due to the game mechanics, not attributes of the character per say. Yes, Tager can IB, Sledge to escape Carl's 6]D[ pressure strings. I'm positive as the characters develop in the next few years there will be numerous exploits b/c nirvana is counted as projectile attribute. I foresee "attributes" being the biggest factor in counter poking and match-ups. <- OPINION... obviously.
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That's not entirely true excelence. You can register "8" and still not get the JI. B/C it needs to be input during the jump cancel buffer window... does that make sense? lol
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Wait. wut...?... There is guard gauge levels & Carl's is teh worst? You are correct about Ne~san speed. It's molasses.
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Pros- Great Supers Burst Safe opportunities Summon and combo with Nirvana in same string (w/o tension)! Allegretto Cancel ... Allecan! Huge Damage output un-blockables on pressure and throw break with Nirvana un-blockables w/o Nirvana Huge combo potential Has Throw Loop Can seldom escape Carl's Throw loop Kara Cancel shenanigans Situational Burst Kills 3 overheads 4 lows Cons- Numerous bad match-up No reversal w/o super No run, w/ awful recovery (hops Like Johnny from Guilty Gear) limited pokes limited anti-Air's limited solutions to situation he's forced into. Nirvana counts as projectile type Lacks speed Lacks significant range w/o Ne~san Lowest HP in the game: 9500 Overall he is VERY dependant upon Ne~san. Than he's a good character. =)
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You could try buffering the AirDash out of the FRC. Here are your input options: HSVD, FRC, 66 HSVD, 6, 6FRC HSVD, 6FRC, 6 All three work.. I personally do the last. So, try variations of these. If it's still not working, then the issue is your jump install. Even if you are correctly inputting 8, you still have to do it in a particular window. The game literally has to buffer a jump from a jump xcancelable move. Just keep that in mind. You'll be fine. =) Welcome aboard Cipher.
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JackG found an air cross-up with robot last night. Just sux it has to start from counter hit 2HS. *sigh*