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Everything posted by Psykotik
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Discuss the Kokonoe matchup here
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Discuss the Kagura matchup here Random notes: - Vivace should theoretically beat most of Kagura's drive moves
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Discuss the Tager matchup here Random notes: - Despite this matchup being in our favor, it only takes one mistake on Carl's part to cost him the round or even the match. Play this match carefully and don't take any unnecessary risks. - 360s beat Vivace crossups clean; don't get too happy with those. - Against Tagers who auto-pilot 5D into sledge, you can vivace to avoid those. It'll get beaten by 5D into delayed 360 however - Tager's AAs are good enough to stop Carl IADing recklessly towards him. Approach with Nirvana like you would in any other match. - If Tager has a spark bolt ready, you can hide behind Ada and use her as a shield from the spark bolt. You'd have to "yomi" the spark bolt to shield it if you don't plan keeping Ada on the whole time but it makes spark bolt a bit less threatening. - Tager can time sledge hammer to armor through both hits of 4D
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Discuss the Hazama matchup here Random notes: - Overall, this match is about keeping Haz out while trying to corner him. His aerial mobility is pretty nuts so the neutral game can get crazy at times. - The key to playing a successful neutral game is to make him respect your air space; use Brio and 8D as needed to thwart his attempts to use the chains to get in. - Vivace does wonders against poorly-spaced chains - Haz has great AAs while your air normals suck; don't challenge him head-on - Hazama 3C into stance is a unsafe string, throw out a move when you see it. 3C into B stance follow up will beat that but it's not exactly a great pressure option in itself. - Houtenjin hurts. If he has meter, respect the fact that he has that option. 5B into 5C becomes unsafe since he can mash it out for a trade.
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Discuss the Hakumen matchup here Random notes: - This matchup has sucked since CT. It's still in Haku's favor but it's gotten a bit better in CP at least. - 3C low profiles Haku 4C. With that said, 3C is really unsafe so this is not something you should rely on too much. - Anima beats counters and yields high reward if it lands. Use it in this matchup for safe mixups + pressure. - Throws also beat counters. - Hotaru can be low profiled by 2B. This works nicely with 2D for a Hotaru-proof UB setup. Watch out for counters though. - Agito da gawd. Don't try to AA it, you won't ever win against this move. Block Agito and then use Vivace to avoid j.B if they go for it. - Haku does not have a 1f 6D anymore. If you can something get him to not roll on your wakeup, meaty 2D is an oki option can Haku cannot disrespect. - Hakumen's counters (D and Yukikaze) are beaten by fully charged 6C.
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Discuss the Bullet matchup here Random notes - Her DP sucks. A spaced 2B that hits at the tip will actually be safe from it. - Vivace is not the best option in this matchup if she's in the air and has Lv2/3 heat as her aerial drive will punish it.
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Discuss the Azrael matchup here Random Notes: - 2C into 6D/3D is unsafe and can be mashed out of
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Discuss the Arakune matchup here
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Discuss the Amane matchup here
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[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Psykotik replied to Akira-Shiro's topic in Carl Clover
Damn, sinder, sorry to hear that, hope you can get that sorted out soon :< In other news, I locked up all the old M-U threads. New ones should be up by tomorrow. -
I think I improvised something similar to that in one of my netplay matches. It seems that as long as you're aware of combo theory (starters, things that force standing, etc.), it'll be very easy to confirm into a UB setup off most hits.
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Greats isn't a tournament lol. He's a Michigan AH player who's stopping by for some games. He might bring Miller (who, in addition to being America's best Yosuke, is picking up BB) with him though. As for downloading, I'd wait until Nov 7th since that's when Kokonoe comes out and then you can DL everything (assuming you're using the extra download trick). In the meanwhile, you can go to mainbase to play it
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The crossunder stuff still works in CP
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Quick and dirty UB setup off fuzzy j.A in CON: rising j.A, j.2C~214C, 2B, 5B, 5C, jump, 46D, AD j.Ax4, j.2C, j.AA, [j.B+3D]
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[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Psykotik replied to Akira-Shiro's topic in Carl Clover
Fixed :3 In all seriousness, while it's not a bad idea, I'd honestly rather spend the time to learn/practice the matchup with Carl than to learn a sub as a half-assed provision against a troublesome matchup (I say this because my subs in FGs are usually really, really bad compared to my mains lol). I do believe that all of Carl's matchups are winnable, it's not like he has any miserable matchups like ST Honda v fireball character. -
[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Psykotik replied to Akira-Shiro's topic in Carl Clover
My opinions: Haku: His neutral shits on Carl's neutral, hits like a train, counters screw w/Carl's mixups + oki. Thankfully, the last part's not as bad as Haku's counters got nerfed but it's still something to watch out for. Mu: Controls space w/normals like Haku, also hits hard Tao: Has super flexible mobility, makes neutral a pain for Carl (as well as everyone else). You simply cannot challenge this character in the air. Valk: cuz Valk bullshit. With that said, I actually think Carl does better against Valk than a lot of characters so this one's debatable. Relius: Also debatable; both characters thrive when they have momentum on their side but Relius' neutral options can kill some of Carl's neutral options fairly easily, giving him an edge in neutral. I want to add Hazama and Litchi to that list but I want to fight them more and get a better idea of how the matchup works before declaring them as bad. As TD mentioned, the biggest factor in determining the difficulty of Carl's matchup is to see how well Carl's neutral does against a particular character. Generally, if Carl can keep them from doing whatever they want at neutral (or can do what he wants), Carl will do ok in that matchup. The inverse is also true hence why I think Carl has trouble with the above. I'd actually say that Carl beats Nu. He deals with swords pretty well and once he catches Nu, it's pretty much GGs since Nu's defensive options are crap. Vivace deals with Nu's various projectiles quite nicely if used properly. As for his new matchups, I can't really make a call having not played the game yet but if I had to give a preliminary opinion: Amane: Long normals and the like could potentially mess with Carl's neutral pretty badly. Bullet: Honestly, I'm thinking that this will probably be in Carl's favor. Azreal: Strong normals + high damage is not a combo to be scoffed at. This could be a hard one for Carl Izayoi: No idea lol Oh yeah, Carl-Carl is 10-0. Carl will always win, losing Carl has no hope. -
[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Psykotik replied to Akira-Shiro's topic in Carl Clover
What I'm wondering is if there's a more meter-conservative, defensively-leaning neutral game you could play so that you could save more meter for offense when it happens. It's not exactly something I'd "recommend" but maybe that could help form an idea or something? On an unrelated note: here's an early stream of the console version for any of you curious cats :B http://www.twitch.tv/snow19 -
[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Psykotik replied to Akira-Shiro's topic in Carl Clover
Sounds like it could work. The main problem would be meter usage; with the limited amount of doll meter Carl has available to him, it's going to be very difficult to maintain that offense for a long time. And that's not even accounting for the amount of meter you'll be spending during neutral. With that said, if you can somehow find a way to make that meter work out for you, by all means, go out and turn BB into a single-player game. -
Ok, moving this to archives now, it's been a good/tolerable 3 years *salutes CS*
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Tachikawa Singles [10/18/2013] [sakusaku (NU) v Dio (CA)] [10/18/2013] [Dio (CA) v Ryuusei (JI)] [10/18/2013] [Hane (LI) v Dio (CA)] [10/20/2013] [?? (LI) v Nagakura (CA)] [10/20/2013] [Nagakura (CA) v Tetsu Yarou (NO)] [10/20/2013] [Nagakura (CA) v ?? (NO)] [10/20/2013] [Nagakura (CA) v ?? (AR)] [10/20/2013] [Nagakura (CA) v ?? (TS)]
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What a revolutionary find, nobody will be blocking this mixup! (Also, I think you meant B+C :P) I can tell you there'll definitely be a lot of setups for this; I reserved that post in the combo thread for a reason. I've already got 3-4 setups I want to test when I get my hands on the game. Actually, you can get about 4k meterless + more if you spend meter. With even more ways to go into the UB setup, I'd actually say that the UB's just as practical as ever.
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Pretty much all of it is practical + optimal. You might have to adjust combos accordingly depending how much meter you have, how you started it, etc. Otherwise, the combos in this are pretty much combinations of optimal combo routes which is why this is, by far, the best Carl CP combo video IMO.