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Psykotik

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  1. Went and made a CF general thread, changelist is also included in there. Tenerezza is still very useful in CF for neutral (neutral poke with super armor) and it's probably still usable for combos.
  2. 2D is now a completely different move, and a very good one too, I might add. Compiled list of changes
  3. Hi guys, any MTLers going to NEC and is not already on a team wanna team up with me and Essay for the Xrd 3v3? :0 (Also see me in Blade Arcus this weekend )
  4. Welcome to the Carl video thread. We hope that you enjoy this collection of our favourite pre-adolescent vigilante taking on the world. Most of the videos are taken directly from Jourdal's, GAMEacho various YouTube channels. If you find a video that's not from either of those channels and are not repostings of their videos, please post them onto this thread and I'll update it as time goes by. Excerpts from a-cho videos in particular are much appreciated. This thread is for Japanese CF. If you want to upload netplay videos, use the other thread. Thanks to Kurushii for the header! If you'd like to contribute, please feel free to do so! Just link the time stamped link of the video Carl appears in, and I'll update this post with that video. If a suitable title for the video is available please list with it. Please us uploaded date if there are no dates on the video title. Please refrain from going off topic in this thread. This thread is for posting and discussing of videos. Notable Players Chiri Eesuke DIO Itou Sae Matches A question mark or a lack of names beside a video means that the player names are unknown. If you do know the player names, notify me and I'll change it accordingly. Vs. Amane Vs. Arakune Vs. Azrael Vs. Bang Vs. Bullet Vs. Carl Vs. Celica Vs. Hakumen Vs. Hazama Vs. Izayoi Vs. Jin Vs. Kagura Vs. Kokonoe Vs. Litchi Vs. Makoto Vs. Mu-12 Vs. Noel Vs. Nu-13 Vs. Lambda-11 Vs. Rachel Vs. Ragna Vs. Relius Vs. Tager Vs. Taokaka Vs. Terumi Vs. Tsubaki Vs. Valkenhayn Vs. Naoto Vs. Hibiki Vs. Nine Challenge Mode Combos Combo Videos
  5. New Carl changes: - j.C 5A rejump pickup is apparently much harder - 5C > 6B gatling confirmed - 6B is way slower now. Mucchi noted that you want to go for 3C off fast starters for knockdown. - 4D fatal counters now - Damage output is higher apparently So far, JP player impressions of Carl have been very positive.
  6. Dumping my thoughts on the matchup from Carl's side. It's not super organized so I apologize if it gets hard to follow at any point lol. Correct me and/or add to this as needed. Neutral Like every other matchup, Carl wants to trap Hakumen with the doll to allow him to get in and start pressuring. Carl's general gameplan in neutral is to keep the doll in 46D range within Hakumen and use Tenerezza to trap Hakumen in place to let Carl get in easier. If Hakumen ends up blocking the Tenerezza, Carl can IAD without fear of retaliatory AAs and get a jump-in to pressure Hakumen. If Hakumen tries to IAD past the doll, Carl can stop air approaches with 6A, 236B or preemptive j.A. If Hakumen ends up IAD'ing past the doll but is too far from Carl for Carl to AA him, Carl also has the option of backdashing + making the doll do Fuoco. It doesn't punish Hakumen per se but the Fuoco coming from behind will hit the opponent or make them block if they don't move out of the way. It's also a good option if you think Haku might IAD Agito. Although Hakumen has some intimidating looking normals, it's surprisingly risky for him to approach Carl as his grounded movement and options don't work well against the doll while his air approaches have very clear answers to them. The biggest dilemma in this matchup for Carl is how to counter a Hakumen that doesn't approach and instead opts to poke at the doll to prevent her from attacking. Hakumen can poke the doll with 4C and j.C from a safe distance that makes it difficult for Carl to approach solo. Carl can't really punish these pokes but depending on how the Hakumen pokes Ada, Carl can still make the pokes whiff and capitalize on the advantage: - If Hakumen is reactively poking Ada's activation startup with 4C in anticipation, you can bait it by tapping 5D to quickly activate and then deactivate the doll. If Hakumen tries to react to this "fake" activation with 4C and whiffs, immediately input 46D to counterpoke him. It won't actually punish Haku, but making him block the 46D will let you IAD in to start your pressure. - If Hakumen is hopping around to try to poke with j.C, you can either use Brio if he's close enough to get hit or 46D him as he lands to trap him and allow you to start pressure. - Hakumen poking the doll with 5A is hard to punish since he can jump cancel it but you can deal with this with a careful jump-in or by air grabbing/j.A'ing him if you think he'll try to jump. - This is somewhat risky but a preemptive AD will beat Haku's 4C. - If the doll is too far to use 46D and you're certain you can catch Hakumen with it, Fuoco is also a good move to trap Haku with. If Haku keeps moving back to avoid doll altogether, take advantage of this and move forward to gain ground. He can only move back for so long before he gets himself into the corner. Offense Aside from the usual Carl setplay fare, one useful tool Carl has in this matchup is that not only his throw beats Haku's drive but anima does as well. If you're fighting a counter happy Haku but don't want to throw in fear of him mashing out, throw out an Anima every now and then in your blockstrings. Haku doesn't have a meterless frame 1 high counter so safe jumps make for great meaties if you're in the position for it. Otherwise, doll meaties are also great. Since Haku's low counter is active from frame 1, he can actually counter Carl's j.B + 3/4D unblockables since the low hits first. You can try to bait this with throws or anima. If he drive counters a doll move, you can still block his drive and then pressure him after his drive animation finishes. If Haku's Yukikaze goes off, you can avoid it by either super jumping or B Vivace. Defense [Correct me if I'm missing anything here, I don't really know all the ins and outs of Haku so there might be something I'm unaware of] Not much to say here since Haku pressure isn't super great, even more so if he doesn't have stars to use to get back in. Careful blocking, barrier + fuzzy jump usage and disrespect will get you out. - If you block 6B, he can cancel into 2D to bait your mash. It's not a favourable gamble for him though. - Make sure to barrier if you jump out, lest you get caught by 5C into big damage. I find that Haku has a pretty hard time dealing with a wakeup backdash + Tenerezza/Brio and wakeup B Vivace + Tenerezza/Brio if you alternate between these two. On the other hand, he can do a lot of damage if he calls out your disrespect correctly and potentially win the round if he has resources, so blocking is still a respectable option. Other notes - Match start 4C from Haku will beat any round start poke from Carl. The safest way to deal with it is to either backdash, jump back barrier or jump forward barrier into late j.C. The last option is a bit riskier since he can make you block if you guessed wrong, but it'll give you advantage if you guessed right. - Be really careful with pressure if he has OD cancel available to him. - Doll activation has strike armor so you can try to time the activation to armor through a poke if you're feeling yourself. This is harder to do in practice. - Carl's 3C low profiles Haku 4C. This is also difficult to use in practice. tldr for Carl; - Use doll to trap Hakumen - Bait his pokes with activate > deactivate - Throw/anima his drives Haku has some good tools to deal with Carl neutral and damaging punishes, but his clunky movement makes approaching Carl hard. On the flip side, Carl can find ways to get in with smart decisions and a bit of creativity and start running his oppressive offense with the right play. Definitely a fightable matchup for both sides in this version of BB. Probably a 5-5 matchup.
  7. If an attack has proj. property, then Vivace A will roll through it regardless of whether or not it has any other type.
  8. http://www.dustloop.com/forums/index.php?/forums/topic/8980-cp2-carl-loketest-discussion/&page=1
  9. Kagura doesn't really have any good anti-air normals aside from maybe 5A, and even that one's a bit iffy. His best AA option is B flash kick. It's actually really hard for Kagura to catch Carl in the matchup as his mobility isn't that good and his normals don't help him a ton since the far-reaching ones are really slow. Against a Kagura who's running at you, you can stop him with doll moves or even do a well-spaced airdash at him since his AA normals are weak. If Kagura tries to approach by IADing, you can AA him with Brio or 6A. Carl's air normals fight Kagura's air normals pretty well so you could even try something like rising j.A against Kaguras trying to change up their IAD spacing. If Kagura hangs back and pokes at the doll, you can try baiting the poke by turning on the doll and then turning it off. If Kagura whiffs a C normal trying to poke it, you can whiff punish it by doing IAD j.B/C. With regards to his drive strings, there are a few things to note: - Anything into 2DA (overhead) is not tight and can be jumped out of or vivace'd - There's around a 7 frame difference between 6DA and 6DB. You can rhythm block the crossup if you see the startup since the crossup is around 7f slower. - His forward dash cancelled 5DA is safe but minus on block, so you can mash 5A if he ends his string in that. To prevent the opponent getting pressure, some Kaguras will do 5DA > backdash cancel, which is even more minus on block but is out of 5A range. If they try to hit buttons after 5DA > backdash, Carl can get a CH 6B punish after 5DA backdash. The biggest thing to remember on offense is that since Kagura's flashkick is a charge move, if you make him stand block, he loses his flashkick charge and can't flashkick for another while. Take advantage of Carl's many different tight/semi-tight strings into overheads to make Kagura stand and keep him from flashkicking.
  10. Anyone here going to Canada Cup? :o
  11. Other things I've noticed: - Carl can still do j.B + 3D UB. Gets at least 3.3k meterless, potential is probably even higher. - 5B > 3C is confirmed - non CH 3C > CT connects (this could be very good for combos) - 2C is good for relaunch routes it seems: 5BB 2C delay j.B j.C 5A etc - I think 6C > CT was on regular hit. I didn't see a counter hit message and it's unlikely the Relius would randomly push a button when he was letting the Carl try things out (standard loketest etiquette)
  12. Doesn't launch on ground hit
  13. Some things that were brought up to me in the loketest footage: - 5B > 6B does connect, even on standing confirms that started with 2A. 6B is visibly slower however. - j.2C doesn't launch anymore. Speed-wise, it looks the same/similar to older games - Damage potential looks good? There weren't too many combos in the vid but 6C lead to around 3.4k meterless in the corner. - As pointed out above, Carl has way less doll meter now as Ada takes more damage now and uses more life to do moves. - To balance the above, doll regen is super fast now: regen started a second after doll is turned off. - Wakeup doll moves are still a thing
  14. Not sure, they didn't mention anything about 6C CH properties. Public loketest is soon so hopefully we'll find out more.
  15. The new 6C is definitely a nerf, I made a typo on that + lol.
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