If Carl keeps most of his buffs in CS Extend, I can actually see him being an S-Tier in this one.
Oh, and welcome to the Carl boards, Rishtopher. Always good to see more Carl players (and a Canadian one, at that).
When they say ground bounce, I assume that it'll be like Lamdba's OTG 236D. If that's the case, then I'll happily take the change. 3D oki was gdlk and I'll miss it for sure but I'm fine with this since at least it can still catch tech rolls.
They had to get rid of the reset loop somehow and I have a feeling that Carl will end up finding some new BS to work with anyways. I don't think that the j.2c nerf will hurt us too badly in the long run.
No glide throw makes me sad though
Not sure how viable this actually is but I've been using 236236D as a reversal whenever I have the health to trade and it works pretty well since they're in a bad position whether they block it or get hit and from there, you can go for a mixup. It can be beat by throws though.
2C's hitbox sucks, it's unsafe on block and the invincibility isn't even there from frame 1. 6A's head invincibility lasts throughout the entire move. It does require a bit of timing to use it but it's still not very hard to use offline (online...)
Sorry to be nitpicky about this but Carl's 2C is actually a horrible move to use as an anti-air. 6A is a much better move for this purpose.
Regal, props to you if you go through with learning Carl. It won't be easy but it feels rewarding once you get even the basics down with Carl.
If you can't/don't want to do the UB resets, JG posted some CS2 combos on his account that do a good amount of damage:
http://www.youtube.com/user/JGRox00#p/u
Time for a question of my own: any tips on performing the setups at the beginning of this video (the N-C-O ones with 236A)?
http://www.youtube.com/watch?v=oLxdL4GDqNs
B Vivace (the slide) has 18 frames of head and body invincibility with 21 frames of recovery ( frames might be a bit different in CS2 but should be somewhere around that). There's no foot invincibility so if the opponent does a low attack while Carl does 236B, it'll end up being a CH and as a result, Carl eats a combo. It's still useful for escaping pressure if used correctly but it's not exactly a "free escape".