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Everything posted by Psykotik
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G-Com Kami Kumamoto 2v2 http://www.youtube.com/watch?v=d5a-T8Ow6rE#t=10m34s (Kuroboushi (PL) v. Yutori (CA)) http://www.youtube.com/watch?v=fBvq-d82fOY&feature=youtu.be#t=3m51s (u2o (CA) v. Sugya (MA)) http://www.youtube.com/watch?v=fBvq-d82fOY&feature=youtu.be#t=6m27s (u2o (CA) v. Shiosaba (MU)) http://www.youtube.com/watch?v=TcQoa5AgUqY&feature=youtu.be#t=14m16s (Kz (TG) v. u2o (CA)) Hyougo Koube 2v2 http://www.youtube.com/watch?v=QAhXLoTFXS8#t=11m28s (Ouka (HK) v. Kichiku Megane (CA))
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[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Psykotik replied to Akira-Shiro's topic in Carl Clover
If you have a nico account, the nico link's still here for you: http://www.nicovideo.jp/watch/sm19616019 -
Welp, since jourdal's channel got nuked, looks like this thread's gonna have to undergo a cleanup sometime this week. In the meanwhile, if anyone can provide me w/mirrors of the dead links that I have yet to find, that'd be appreciated. For anyone who hasn't seen the Carl combo vid posted earlier, here's the nico link: http://www.nicovideo.jp/watch/sm19616019 EDIT: The dead links have been purged.
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Carl combos and tech. There's some really cool stuff in here. http://www.youtube.com/watch?v=hffZ9M1yKHE
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If the j.2C whiffs, make sure that you're as close to them as possible while you're doing j.ABA. As for j.2C not comboing, you're either not doing the j.2C quick enough after j.ABA or your combo might have too much proration by the time you get to the j.ABA, j.2C part.
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Access Yanatsu Singles and Casuals http://www.youtube.com/watch?v=21AI_8D7wcM&feature=youtu.be (?? (CA) v. ?? (BU)) http://www.youtube.com/watch?v=hDZRiZlLCGU&feature=youtu.be (?? (AM) v. Yosaku (CA)) http://www.youtube.com/watch?v=hDZRiZlLCGU&feature=youtu.be#=t2m37s (Yosaku (CA) v. ?? (PL)) http://www.youtube.com/watch?v=EzI_hqOJzg8&feature=youtu.be (Yosaku (CA) v. Tetsuryo (NO)) http://www.youtube.com/watch?v=TkpxDGU32dA&feature=youtu.be#t=4m38s (Gon (RA) v. ?? (CA)) http://www.youtube.com/watch?v=BGQpR-0MwfE&feature=youtu.be#t=3m16s (?? (CA) v ?? (TA)) http://www.youtube.com/watch?v=wSRLcnZ1xBc&feature=youtu.be#t=4m55s (?? (TS) v ?? (CA))
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Chiba Felicidad Ranbat http://www.youtube.com/watch?v=q694Z_ycWaU#t=5m51s (Tooru (CA) v. Akuduki (TG)) Playland 2v2 http://www.youtube.com/watch?v=211H-AZPtY0 (Gin (BA) v. Akiba (CA)) http://www.youtube.com/watch?v=211H-AZPtY0#t=6m55s (Yuichi (HZ) v. Akiba (CA)) http://www.youtube.com/watch?v=211H-AZPtY0#t=11m25s (Hage (TG) v. Shota (CA)) http://www.youtube.com/watch?v=_SbDk3_nw3A&feature=youtu.be (Gin (BA) v. Shota (CA)) http://www.youtube.com/watch?v=_SbDk3_nw3A&feature=youtu.be#t11m41s (Jieru (AR) v. Akiba (CA)) http://www.youtube.com/watch?v=_SbDk3_nw3A&feature=youtu.be#t17m29s (Hage (TA) v. Akiba (CA)) http://www.youtube.com/watch?v=7l87r_5uF1U&feature=youtu.be#t9m33s (Shota (CA) v. Akiba (CA)) http://www.youtube.com/watch?v=7l87r_5uF1U&feature=youtu.be#t14m58s (Minato P (NU) v. Akiba (CA)) The opening post has also been updated
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1) You're right in that Vivace B will put you in C-O-N after the 2D, better to just dash forward after the 2D hit. 2) j.B, j.2C, j.B, djc, j.B, j.2C, j.C is not character specific but you do need to superjump to get the whole string since Carl will need to be above the opponent to get the whole string. With that said, j.B, j.2C, j.B, djc, j.B ,j.C also works in most cases if the opponent is too high for 2 j.2Cs. As for the 2D relaunch, most of the time, I'll input the combo as: [...] j.B, j.2C, j.B, djc, j.2B+D, slight delay, j.C or some other variant. Depending on the height, I may adjust the delay timing or not include it at all.
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Central Hachiouji 3v3 http://www.youtube.com/watch?v=qqtwbAHN6sc#t=34m14s Ochiai (Jin) vs Shikata (Carl) http://www.youtube.com/watch?v=qqtwbAHN6sc#t=39m04s Tamo (Taokaka) vs Shikata (Carl) http://www.youtube.com/watch?v=qqtwbAHN6sc#t=41m44s Chibaken (Hakumen) vs Shikata (Carl)
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[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Psykotik replied to Akira-Shiro's topic in Carl Clover
Akira, I'd actually suggest to you that you leave the damage values as unknown for your suggested combos for the time being; in most of the videos we've seen so far, Carl's already struggling to break 4k off 5B without a crush trigger or Val Tedo, let alone 5k. We don't even have the new proration data yet so we still don't know his attack damage values yet. I stand corrected about the lack of data. Thanks for the data, Errol. -
Game chariot set: Roi (CA) v. Potofu (Ragna) http://www.youtube.com/watch?v=DIpIiQhoUHI Kohatsu 2 v 2 excerpts: http://www.youtube.com/watch?v=qCSyD9JAu74&feature=g-high-u#t=20m17s (Nu v. Carl) http://www.youtube.com/watch?v=qCSyD9JAu74&feature=g-high-u#t=39m03s (Tager v. Carl)
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[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Psykotik replied to Akira-Shiro's topic in Carl Clover
Dio doesn't often go for max damage combos; he usually confirms his hits into somewhat basic combos. In the end, he's still winning matches because he's doing everything else right. With that said, I'm also wondering about the max damage from a 4D starter. There might be been some hidden change in 4D's P1 but then again, I also share the same feeling that 4D can probably lead into more than 3k. -
[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Psykotik replied to Akira-Shiro's topic in Carl Clover
^^ I'm not really "glad" that the kara-glide's gone since I really loved that thing but I do think that its removal is justified. In BBCP (and CSEX), Carl can cancel the first few frames of his dash with an attack, barrier guard or a jump. If you cancel the dash with a jump/super jump, the dash's momentum transfers to his jump, resulting in those boosted jumps. The command is 66~7 or 66~27 for the super jump. -
Ryuusei and Yumura (Tager) v. Kagetsu (Azrael) http://www.youtube.com/watch?v=lB_uOjStAQ4&feature=g-all-u Kaqn (Ragna) v. Ryuusei http://www.youtube.com/watch?v=yqip5BDDIIo&feature=g-all-u http://www.youtube.com/watch?v=_aRhPVqq3RI Hyougo Koube http://www.youtube.com/watch?v=oDCMQiqk1og&feature=g-high-u (Naga (NU) v. Kichiku Megane)
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8k corner combos off an allegretto: http://www.youtube.com/watch?v=-Jn3GHBbAB0&feature=g-all-u
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[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Psykotik replied to Akira-Shiro's topic in Carl Clover
It seems that La Tenerezza's vacuum effect allows for corner cross-ups. Although this may seem like a day one gimmick due to how telegraphed La Tenerezza is, I can see A LOT of potential corner mixups from this; jump then AD backwards for a fake-crossup, actual crossup, crossup lows, empty jump into throw, etc. I have a feeling that I'm gonna have a lot of fun with this Carl :3 -
Two days after NEC and we get all these videos... man, Jourdal is really on point with these. Dio v. ZA WARUDO http://www.youtube.com/watch?v=HLxHR1l1vc4&feature=g-all A set between Ryuusei and Yutta's Jin http://www.youtube.com/watch?v=6D2Vt2_MhZo&feature=g-all http://www.youtube.com/watch?v=1cwOm72SQEs A set between Ryuusei and Kagetsu's Hazama http://www.youtube.com/watch?v=JE_ziHmXPUo&feature=g-all http://www.youtube.com/watch?v=DdL28UNcUBY&feature=g-all Chiba Felicidad 3 v. 3 http://www.youtube.com/watch?v=OgvuGYcwWww&feature=youtu.be (Kameria (HA) v. Tooru) http://www.youtube.com/watch?v=OgvuGYcwWww&feature=youtu.be#t=5m3s (Yutta (JI) v. Tooru) http://www.youtube.com/watch?v=OgvuGYcwWww&feature=youtu.be#t=10m12s (Yumura (TA) v. Tooru) http://www.youtube.com/watch?v=avKuW_iR0Rg&feature=youtu.be#t=8m9s (A-ru (PL) v. Tooru) http://www.youtube.com/watch?v=avKuW_iR0Rg&feature=youtu.be#t=12m (Kagetsu (HZ) v. Tooru)
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http://www.youtube.com/watch?v=GZfh9egwz4I&feature=g-all#t=3m14s (Keita (BU) v. Roi) Hyougo Koube Kanbat 12/1/2012 http://www.youtube.com/watch?v=i6ButUC01E4&feature=g-all#t=34s (Kichiku Megane v. Isu) http://www.youtube.com/watch?v=RmMQlGBBrtg&feature=youtu.be#t=34s (Kichiku Megane v. Kokoro (TA)) http://www.youtube.com/watch?v=RmMQlGBBrtg&feature=youtu.be#t=8m46s (Kichiku Megane v. Sora Shido (BU)) http://www.youtube.com/watch?v=7oe-OCHTfcw&feature=youtu.be#t=23s (Kichiku Megane v. Naga (NU)) http://www.youtube.com/watch?v=7oe-OCHTfcw&feature=youtu.be#t=3m57s (Kichiku Megane v. Penguin (AR))
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[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Psykotik replied to Akira-Shiro's topic in Carl Clover
5.5k off a UB for 25 heat? Damnnn, it's barely week 2 and we've already got some crazy stuff coming in. -
Gamechariot http://www.youtube.com/watch?v=ptbahYD1g9A&feature=g-all-u (Yutta v. Roi) http://www.youtube.com/watch?v=ptbahYD1g9A&feature=g-all-u#t=6m51s (Yutta v. Tooru) http://www.youtube.com/watch?v=3ULwJEp2FG4&feature=g-all-u (Tooru v. Naru) Hyougo Koube Ranbat http://www.youtube.com/watch?v=amiO4JdfynY&feature=youtu.be#t=4m53s (Naru v Kichiku Megane) http://www.youtube.com/watch?v=amiO4JdfynY&feature=youtu.be#t=12m50s (Harmless v Kichiku Megane) http://www.youtube.com/watch?v=amiO4JdfynY&feature=youtu.be#t=21m23s (Kichiku Megane v Mido)
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[CP] Carl Clover Gameplay Discussion (Changelog in OP)
Psykotik replied to Akira-Shiro's topic in Carl Clover
If Nirvana does a move that will drain her life to 0, that move will come out as long as Carl or her doesn't get hit. That was probably the case for that 2D in that video since her life was at 0. To be fair, Carl has not changed this much since CT > CS1, so you're actually somewhat right in the sense that it's like they just started (re)learning Carl (a bit exaggerated imo, but definitely not SBO-tier playing). I definitely know that 5B not being jump cancelable will trip me up when we finally get the game lol. Considering that the properties of a lot of Carl's moveset was changed, I'd say that it'll be a while before we start seeing the real combos. Besides, we still have our UBs and La Tenerezza forces standing and has a vacuum effect, we'll definitely see some really silly stuff in the future. -
[CS2-CSE] Carl Clover General Discussion - Shota Shorts Edition
Psykotik replied to Rishtopher's topic in Archive
Just to add on to what Rishtopher said (and I'll probably repeat a few of his points in doing so), I'd say that it's highly important that you get a feel for Carl's unique neutral game. Although your end goal is a sandwich, the fact that the opponent also wants to get in on Carl makes his neutral a bit more complex than "RTSD the opponent". Throw Ada into the mix and you've got a territory-oriented neutral game where the first hit (or blocked attack) from either side can make or break the game. - The most "neutral" position you can be at is at midscreen with the opponent a respectful distance (1/2 screen-ish?) away from you and Nirvana between you and your opponent. At this stage, I'd say it's very important to play with defense in mind. - Carl's normals are not well-suited towards playing a neutral game by himself. As such, Ada will be an integral part of your neutral game as Ada has a repertoire of moves that can hinder or stop the opponent's ground or air approaches (Brio immediately comes to mind for the latter). Keep in mind that Ada's effectiveness in neutral is connected with you being there to cover her if the opponent attacks her or jumps/air dashes past her. - Know Carl's pokes and how to apply them. This is absolutely vital for covering Ada. - Be mindful of Ada's position to your opponent and yourself. If Ada's too close to you, the opponent can hit Ada if she attempts an attack and if you're too close, the attack can reach you through Ada, effectively shutting down your neutral and forcing you to go on defense. - On the other hand, if you're too far from Ada, it just takes one well-done jump/air-dash for the opponent to slip past her and run towards you in which case you better have a plan for running away or be really good at blocking. If Carl's there to cover the space behind Ada, getting that good jump-in can be harder for your opponent. - If you plan on going on the offensive, approach slowly while using Ada to cover you and be mindful of your positioning. IMO, neutral is what separates the good Carls from the mediocre Carls. The best way to learn neutral is to play others and put what you've learned into practice. It's not a process that'll happen overnight but a good neutral game can take you very far. TL;DR version: Hold your ground in neutral, cover Ada when needed, use Ada for cover when going in. -
Basic combo routes A) Mini-combos -> Nirvana i) 5B, 5C/6B -> 6D/46D/421D/63214D ii) Ground combo into cantabile -> 6D/2D/46D/421D/623D (corner only) iii) Aerial combo into j.C -> 8D/421D/2D/623D(corner only) iv) 3C -> 421D/214214D/623D (corner only) v) 2C -> 8D B) Nirvana -> Mini-combos i) 6D (ground hit) ->(6C), 5B, 5C, 623C ii) 6D (midair hit, N-C-O) -> 6B, 6A, air combo iii) 6D (midair hit, N-C-O) -> IAD j.2C, 6A, air combo iv) 6D (midair hit, C-O-N) -> 5C, air combo iii) 8D (air hit) -> 5C, air combo iv) 421D -> 5C, air combo v) 2D -> 5C, air combo vi) 623D (corner) -> (j.2C, allecan)/(5A+B), 5C, air combo vii) 46D (ground hit) -> jump, delayed AD, j.B, j.C, ground mini-combo viii) 46D (air hit) -> (j.2C, allecan)/(5A+B), 5C, air combo ix) 4D -> 236A, 6C (fully charged), 5C, air combo x) 4D -> 5C, air combo C) Combo enders i) Midair opponent -> j.C, 8D ii) Midair opponent -> j.2C, j.214C, 8D iii) Midair opponent -> j.C, 6D iv) Midair or ground -> 2C/3C, 214214D v) Midair or ground -> 3C, ODC, 3C, 632146D vi) Midair or ground -> (5C), 632146C vii) Midair opponent -> j.C Ground combo examples 2A/5A, 5B, 6B, 623C 5B, 2B, 5C, 623C 2B, 5B, 6B, 623C Air combo examples j.B, j.2C, j.B, JC, j.B, j.C (optimized, has a height requirement) j.B, JC, j.B, j.C (low proration) j.2C, j.B, JC, j.B, j.C j.B, j.A, j.B, JC, j.B, j.C (high proration) ------------------------------------------------------------------------ Combo theory: Conversion off random air hits Although converting off random air-to-air hits can be somewhat awkward with Carl, the ability to do so will effectively increase the average damage off air hits by at least 2k while making Carl a bit more threatening in the neutral game. Generally, whenever you get an air hit, you want to immediately confirm into a move that'll make it easier to follow up with the rest of the combo. For example, suppose you get a random air-to-air j.A and Ada is nearby. One option you have is to input 8D and mash j.A until they get hit by the shockwave. Although the j.As will have prorated your combo by a substantial amount, the 8D makes it easier to reposition yourself and finish the combo to get a knockdown into oki. If you're high enough to do j.C, 46D and 421D are also good moves for this purpose as they're relatively easy to follow up on. Hitstun Scaling The combo system in CP received a change in how the game calculates hitstun decay. In CS, hitstun decay was based on the total amount of damage proration accumulated whereas in CP, hitstun decay is now based on time/starter. You can read about this in greater detail on dustloop wiki. To put this in brief detail, combos in this game basically have a hard time limit depending on the starter used before the hitstun on all of his moves recede to 1F (barring any yet-to-be-discovered glitches). For Carl, the time limits for his common starters are as follows: 5A, 2A, j.A, fully charged 6C, throw: 420 Frames/7 seconds 6A, 5B, 2B, uncharged/partially charged 6C, j.B/C/2C, most of Nirvana’s moves: 600 Frames/10 seconds 2C: 780F/13 seconds (!) Thus, whenever Carl lands a confirm and goes into his combo, he must not only account for how much damage a route might do but also how much time it consumes. Generally, you want to do your combos as fast as the combo will permit without dropping to decrease your chances of going over the time limit. If you feel that you're approaching the time limit in the combo, it's an acceptable decision to end the combo early and finish with a knockdown if you feel that you can't finish the whole combo in time. SMP Although SMP was existent in CS, its effects are much more pronounced in CP. In Carl’s case, using an SMP move more than once will instantly add 240F to the time elapsed in the combo, causing the hitstun decay in the combo to shoot up. This can lead to overall less damaging combos due to the sharp decrease in time limit. Example: Carl does a combo starting with 5B, giving him a 600F limit. At around ~480F, Carl does a second 8D in his combo, triggering SMP scaling. Although he still has a significant amount of time before he would reach his 600F limit, the SMP adds an extra 240F to the timer, making his time elapsed around 720F. Thus, he goes over his time limit and 8D’s usually long untech time becomes 1F as a result, allowing the opponent to tech out immediately. Moves with SMP: 6C, 2C, Crush Trigger*, all of Nirvana’s moves * Crush Trigger SMP adds 360F to the timer tl;dr Avoid SMP whenever you can. ------------------------------------------------------------------------ To be added: - Ada meter management/recovery combos
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Thanks to Kurushii for the header and layout Information:Due to the flexible nature of Carl's combos, this post is not a definitive list of combos and only contains sample combos. The second post will contain possible combo routes. Please keep in mind that this thread is a work in progress. [table=width: 700, align: center] General Notations Used Guide Specific Notations Used [table=width: 350, class: grid, align: center] j Jump sj Super Jump ad Air Dash iad Instant Air Dash JC Jump Cancel CH Counter Hit FC Fatal Counter RC Rapid Cancel ODC Overdrive Cancel ] [ Hold Input [ ] Release Input (N) Attack must deal N amount of hits. [???] xN Repeat ??? N amount of times. [/table] [table=width: 350, class: grid, align: center] DM Damage HG Heat Gain % Text Challenge Mode Combo Text Input Replaceable [/table] [/table] Allecan: j.214C immediately after j.2C hits/is blocked by opponent. This is different from [j.C, j.214C], where j.214C is actually performed Enders: Carl can end his combos in a few ways depending on how much heat he was and the kind of oki he wants. - 3C: Sets up oki - 3C, Fermata: Non-OD super damage. Adds 900 minimum damage. 50 meter required. - 3C, OD, 3C, 632146D: OD super ender. Add 1500 minimum damage. 50 meter and OD required. You can go straight into 3C, 632146D if you're already in OD. - 8D into nothing: Sets up emergency tech. Unlike 3C, this gives you more time to set up oki and as such, more complete setups such as safe jumps are possible from this. - Astral (64641236D): You can generally can combo into astral anytime you can combo into fermata. The positioning required for a given combo will be indicated by an arrangement of letters: C- Carl N- Nirvana O- Opponent W- Wall/Corner The ordering of the letters will indicate Nirvana's position in relation to Carl and his opponent. Examples: C-N-O: Carl-Nirvana-Opponent. This indicates that the combo's starting position is when Nirvana is between Carl and the opponent. Often interchaneable with N-C-O N-C-O: Nirvana-Carl-Opponent. The starting position is Nirvana being behind Carl. This won't be too different from C-N-O most of the time and as such is often interchangeable with C-N-O C-O-N: Carl-Opponent-Nirvana. The opponent is between Carl and Nirvana Recommended combos: Carl has a dizzying number of combo routes and variations of such. Since it can be hard to know which routes should be done in each situation, I created a list of practical combos for use in various situations. These combos are recommended due to their damage, resource efficiency and/or overall difficulty. These are by no means the only combos you're limited to but rather serve as solid go-to-combos for whatever situation that may arise. Note that anything off a jump-in j.A can lead to a 2A combo while jump-in j.B/C can go into a 5B starter combo. Midscreen C-O-N - (j.A) > 2A > 5B > 6B > 623C > 421D > 5C > sj.B > j.2C > j.B > JC > j.B > j.C > 8D > ender - (j.B/C) > 5B > 2B > 6B > 623C > 421D > 5C > j.B > j.C > 46D > 5C > sj.B > j.2C > j.B > JC > j.B > j.C > 8D > ender - (j.B/C) > 5B > 2B > 6B > 623C > 421D > CT > 6C (charge) > 46D > Lv2 6C (release) > 5C > sj.B > j.2C > j.B > JC > j.B > j.C > 8D > ender *Requires 25 meter* - 6C > 5B > 623C > 421D > 5C > j.B > j.C > 46D > 5C > sj.B > j.2C > j.B > JC > j.B > j.C > 8D > ender - Throw > 5C > j.B > j.C > 46D > 5C > sj.B > j.2C > j.B > JC > j.B > j.C > 8D > ender Midscreen N-C-O/C-N-O - 2A > 5B > 6B > 623C > 421D > dash under > 5B > sj.B > j.2C > j.B > JC > j.B > j.C > 8D > ender - 5B > 2B > 6B > 623C > 421D > dash under > 5C > j.B > j.C > 46D > 5C > sj.B > j.2C > j.B > JC > j.B > j.C > 8D > ender - 5B > 2B > 6B > 623C > 46DD > CT > crossup airdash j.2C~214C > 5C > j.B > j.C > 421D > sj.B > j.2C > j.B > JC > j.B > j.C > 8D > ender *Requires 25 meter* - 63214D > 6C charge > Lv2 6C release > 5C > 623D > sj.B > JC > j.B > j.C > 421D > 5C > sj.B > j.2C > j.B > JC > j.B > j.C > 8D > ender - 4D > 5C > sj.B > j.2C > j.B > JC > j.B > j.C > 46D > 5B > sj.B > j.2C > j.B > JC > j.B > j.C > 6D > 6B >6A > sj.B > j.C - Throw > 5C > j.B > j.C > 46D > 5C > sj.B > j.2C > j.B > JC > j.B > j.C > 6D > dash > 6B > 6A > j.C Corner - 2A > 5B > 6B > 623C > 623D > 5C > j.B > j.C > 46D > 5C > sj.B > j.2C > j.B > JC > j.B > j.C > 8D > ender - 5B > 6B > 623C > 623D > j.2C > j.C > 46D > 5C > sj.B > j.2C > j.B > JC > j.B > j.C > 8D > ender - 5B > 6B > 623C > CT > 6C (charge) > 46D > Lv2 6C release > 5C > j.B > j.C > 421D > 5C > sj.B > j.2C > j.214C 8D > ender *Requires 25 meter* - Throw > 5C > 623D > 5C > j.B > j.C > 46D > 6A > j.C Solo Midscreen - 2A > 5B > 6B > 623C > RC > 5C > sj.B > j.2C > j.B > JC > j.B > j.C *Requires 50 meter* - 5B > 6B > 623C > RC > j.214C ~ 214C > 5C > sj.B > j.2C > j.B > JC > j.B > j.C *Requires 50 meter* - Throw > 5C > sj.B > j.2C > j.B > JC > j.B > j.C Solo Corner - 2A > 5B > 6B > 2C> 5C > sj.B > j.2C > j.B > JC > j.B > j.C - 5B > 6B > 2C > 2B > 6A > j.214C > airdash j.A > j.2C~j.214C > land> sj.B> JC > j.B > j.C - Throw > 6B > 2C > 5C > sj.B > j.2C > j.B > JC > j.B > j.C Mid-screen: C-O-N - 2A, 5B, 6B, 623C, 6D/421D, 5C, sj.B, j.2C, j.B, JC, j.B, j.C, 8D, ender - 2A, 5B, 5C, 46D, low airdash, j.B, j.2C, j.B, j.C, 2B, 3C - 5B, 6B, 623C, 421D, 5C/j2.C~allecan, j.B, j.C, 46D, 5C, j.B, JC, j.B, j.2C, j.C, 8D, ender - 5B, 6B, 623C, 421D, 5A+B, 6]C[, 46D, Lv2 6C, 5C, 623C, sj.B, dj.B, j.2C, j.C, 8D, ender *Requires 25 heat* - 5B, 5C, 46D, low airdash, j.B, j.2C, j.B, j.C, 5B, 5C, 6D, j.B, j.2C, j.B, j.C, 2B, 3C - 6C, 5B, 623C, 421D, 5C/j2.C~allecan, j.B, j.C, 46D, 5C, j.B, j.2C, j.B, JC, j.B, j.C, 8D, ender - 6C, 5B, 5C, 46D, low airdash, j.B, j.2C, j.B, j.C, 5B, 5C, 6D, j.B, j.2C, j.B, j.C, 2B, 3C - 4D, 236A, 6]C[, 6C hits,5C, j.B, j.C, 421D, sj.B, j.2C, j.B, JC, j.B, j.C, 8D, ender - 5B+C, 5C, j.B, j.C, 46D, j.2C ~ allecan, sj.B, j.2C, j.B, dj.B, j.C, 8D, ender - 5B+C, 5C, 623D, sj.B, j.B, j.C, 421D, j.B, j.B, j.2C, j.C, 8D - 5B+C, 5A+B, 5C, 421D, j.2C~allecan, 5C, 421D, sj.B, dj.B, j.2C, j.C, 8D *requires 25 heat* N-C-O [*]- 5B, 6B, 623C, 46D, 5C, sj.B, j.2C, j.B, dj.B, j.C [*]- 6C, 5B, 623C, 421D, walk under to other side, 5C, j.B, j.C, 46D, 5C, j.B, j.2C, j.B, JC, j.B, j.C, 8D, ender [*]- 5B, 6B, 623D, 46D, 5A+B, IAD to other side, j.2C~214C, 5C, 421D, 5C, 623C, sj.B, dj.B, j.2C, j.C, 8D, ender *Requires 25 heat* [*]- 5B, 6B, 46D, 236A, j.2C~allecan, 5AA, 5B, 2B, 5C, 6D, j.B, j.2C, j.B, j.C, 2B, 3C [*]- 5B+C, 5C, 421D, 236A, 5C, j.B, j.C, 46D, 5C, sj.B, j.2C, j.B, dj.B, j.C, 8D, ender C-N-O [*]- 623C, 4D, 6]C[, Lv 2 6C, 5C, 623D, sj.B, dj.B, j.C, 421D, 5C, sj.B, j.2C, j.B, dj.B, j.C [*]- 63214D, 6]C[, Lv 2/3 6C, 5C, 623D, j.B, djc, j.B, j.C, 421D, 5C, j.B, j.C, 46D, 5C, sj.B, j.2C, j.B, dj.B, j.C, 8D, ender [*]- 63214D, OD Cancel, 5A+B, 6]C[, 46D, Lv 2 C, 5C, 623D, j.B, djc, j.B, j.C, 421C, j.B, dj.B, j.C, 8D, ender*Requires 25 heat* [*]- 46D, 5A+B, 63214D, 6]C[, Lv 2/3 6C, 5C, 421D, (236A), j.2C~214C, 5C, 623D, sj.B, j.2C, j.B, dj.B, j.C, 8D, ender *Requires 25 heat, use 236A if needed to get into C-O-N position* Solo [*]- (2A/5A), 5B, 2B, 6B, 623C [*]- (2A/5A), 5B, 2B, 6B, 623C, RC, 5C, sj.B, j.2C, j.B, JC, j.B, j.2C, j.C/j.214C *Requires 50 heat* [*]- 3C CH, 236A, j.2C~allecan, j.2C~allecan, sj.B, j.2C, j.B, dj.B, j.C [*]- B+C, j.2C, allecan, 5C, j.B, j.2C, j.B, JC, j.B, j.C [*]- j.B+C, 22D, 5C, 421D, j.2C, 5C, sj.B, JC, j.B, j.2C, j.C Corner: C-O-N-W [*]- 5B, 6B, 63214D, IAD, j.2C, allecan, 5C, j.B, j.C, 623D, 5C, j.B, JC, j.B, j.2C, j.C, 8D, ender N-C-O-W [*]- j.B, j.C, 5B, 5C, 623C, 623D, 5A+B, 6]C[, 46D, 6[C], 5C, j.B, j.2C, j.B, JC, j.B, j.C, 8D, ender *Requires 25 meter* [*]- 623D, j.2C, j.214C, 46D, j.2C, allecan, 5C, j.B, JC, j.B, j.C, 421D, 5C, j.B, j.2C, j.B, JC, j.B, j.C, 8D, ender [*]- 3D, j.2C, allecan, 5C, j.B, j.C, 623C, 5A+B, 6]C[, 46D, 6[C], 5C, j.B, j.2C, j.B, JC, j.B, j.C, 8D, ender *Requires 25 meter* [*]- (j.B)+3D, 5A+B, 6B, 6]C[, 623D, Lv 2 6C, [j.2C~214C]x2, 2C, 5C, sj.B, j.2C, j.B,, dj.B, j.C [*]- Lv 3 6C, 5A+B, 5C, 623D, j.2C, j.C, 46D, 6A, sj.B, dj.B, j.2C, j.C, 421D, 3C [*]- rising/fuzzy j.B, j.C, j.214C, 623D, 5A+B, 6]C[, 46D, Lv 2 6C, 5C, sj.B, j.2C, j.B, dj.B, j.C, 8D, ender *Requires 25 meter* [*]- 3D, 5A+B, OD Cancel, j.2C~214C, 6]C[, 41236D, Lv 2/3 6C, 5C, 623D, 421D, 5C, sj.B, j.2C, j.B, dj.B, j.C, 8D, ender *Requires 25 meter* Solo [*]- (2A/5A), 5B, 6B, 2C, 5C, sj.B, j.2C, j.B, JC, j.B, j.2C, j.C/j.214C [*]- 2B, 5B, 6B, 2C, 2B, 6A, j.214C, AD j.B, allecan j.2C, j.B, dj.B, j.2C, j.C
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Np, it's a new game and we're all hungry for info on Carl. Might as well step up to plate since I've got a bit of free time atm :P