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Psykotik

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  1. There's other ways that that combo could get invalidated. The combo works b/c the CT gives Carl time to do 46D a little bit later and also charge 6C to Lv2. Keeping what Pen mentioned in mind, the nerfed CT untech time would mean that Carl has to follow up the CT with 46D immediately and no longer has time to charge 6C to Lv2. With that said, I honestly wouldn't be surprised if they snuck in a Tenerezza nerf in the final version.
  2. What Tenerezza changes? There's no mention of that in the loke tests and the video didn't show it. EDIT: For anyone who didn't see yet, there's a video showing some of Carl's changes which Akira and JG are referring to https://m.youtube.com/watch?v=UxGc3_2IUX8
  3. Welcome to the Carl video thread. We hope that you enjoy this collection of our favorite preadolescent vigilante taking on the world. Most of the videos are taken directly from jourdal's and pktazn's YT 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 CP 2 match videos. If you want to upload netplay videos, use the other thread. Thanks to Kurushii for the header and layout and DerQ for the video link generator Thanks to JG, sinder and any other contributors If you'd like to contribute, please feel free to do so! Just link the video along with the time that Carl appears in the video, and I'll update this post with that video. If a suitable title for the video is available please list with it.Please refrain from going off topic in this thread. This thread is for posting of videos only.Notable Players ChiriNagakuraDIOMikan YarouMatches 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 via PM and I'll change it accordingly. Vs. :AM: [11/23/2014] ?? (CA) vs ?? (AM) Vs. :AR: [01/31/2015] Chiri (CA) vs Giketomato (AR) [12/31/2014] Mizuki (CA) vs ?? (AR) [12/19/2014] Fuitan (CA) vs VER (AR) [11/23/2014] ?? (CA) vs ?? (AR) [11/14/2014] Mizuki (CA) vs Fumo (AR) Vs. :AZ: [01/23/2015] Akashi (AZ) vs Mizuki (CA) [12/19/2014] Fuitan (CA) vs Zekuso (AZ) Vs. :BANG: [12/31/2014] Mizuki (CA) vs ??? (BG) [12/30/2014] Dio (CA) vs Minami (BA) [12/15/2014] ?? (CA) vs ?? (BA) [12/08/2014] Mikan Yarou (CA) vs Radio (BA) [11/10/2014] Mikan Yarou (CA) vs Geya (BA) [10/12/2014] Mizuki (CA) vs. Kotsubu (BA) Vs. :BU: [01/09/2015] Kurenai (BU) vs Mizuki (CA) [12/19/2014] Kongari.pan (BU) vs Mizuki (CA) Vs. :CA: Vs. :CEL: [12/30/2014] ?? (CA) vs ?? (CE) [12/30/2014] ?? (CA) vs ?? (CE) Vs. :HA: [01/09/2015] Hikaru (HK) vs Mizuki (CA) [12/05/2014] Mizuki (CA) vs Hikaru (HK) [11/24/2014] Tenchi (HK) vs Sodeika chan (CA) Vs. :HZ: [01/31/2015] Kawata (HZ) vs Dio (CA) [11/24/2014] J Anson (HZ) vs Sodeika (CA) [11/15/2014] Mitsurugi (HZ) vs Dio (CA) [10/10/2014] Ryuusei (CA) vs Kawata (HZ) Vs. :IZ: [12/19/2014] Koreru (IZ) vs Dio (CA) [12/15/2014] ?? (IZ) vs ?? (CA) [10/12/2014] Mizuki (CA) vs. Koreru (IZ) Vs. :JI: [12/08/2014] Mikan Yarou (CA) vs Fenrich (JN) [11/14/2014] Murishin (JN) vs Sodeika (CA) [10/12/2014] Dio (CA) vs Hayashi (JI) Vs. :LI: [01/31/2015] Mio (LT) vs Mizuki (CA) [01/31/2015] Osaka (LT) vs Mizuki (CA) [11/24/2014] Sodeika (CA) vs CoCo (LT) Vs. :MK: [11/14/2014] Goro (MK) vs Mizuki (CA) [10/10/2014] Ryuusei (CA) vs Goro (MK) Vs. :MU: Vs. :NL: [12/26/2014] Dio (CA) vs Shino (NO) Vs. :NU: [01/31/2015] Kiyoshi (NU) vs Dio (CA) [01/31/2015] Yoshiki (NU) vs Dio (CA) [12/19/2014] Yoshiki (NU) vs Dio (CA) [12/08/2014] Mikan Yarou (CA) vs ?? (NU) [11/23/2014] ?? (CA) vs ?? (NU) Vs. :LA: [12/30/2014] ?? (CA) vs ?? (v-11) [12/15/2015] ?? (LA) vs ?? (CA) Vs. :PT: [01/31/2015] Hata (VK) vs Dio (CA) [01/23/2015] 8C (PT) vs Mizuki (CA) [01/09/2015] Mizuki (CA) vs 8C (PL) [12/31/2014] Mizuki (CA) vs ??? (PL) [12/30/2014] ??? (CA) vs ??? (PL) [12/30/2014] ??? (CA) vs ??? (PL) [12/30/2014] ??? (CA) vs ??? (PL) [11/23/2014] ?? (CA) vs ?? (PL) [10/12/2014] Mizuki (CA) vs. 8C (PL) Vs. :RA: [12/30/2014] Dio (CA) vs Zero (RA) [12/19/2014] Fuitan (CA) vs ARISA (RC) [10/12/2014] Ryuusei (CA) vs. Momoiro (RC) Vs. :RG: [11/14/2014] Sodeika (CA) vs Kabocha (RG) [11/14/2014] Binbinmaru (RG) vs Mizuki (CA) [11/10/2014] Mikan Yarou (CA) vs Renton Thurston %5BIwashi%5D (RG) [10/12/2014] Ryuusei (CA) vs. Toru (RG) [10/10/2014] Ryuusei (CA) vs Sekido (RG) Vs. :RE: [01/23/2015] Mori (RE) vs Mizuki (CA) [01/19/2015] ??? (CA) vs Kyuu (RE) [01/19/2015] ??? (CA) vs Kyuu (RE) [01/09/2015] Mabukapu (RE) vs Mizuki (CA) [10/12/2014] Dio (CA) vs. Mabukapu (RE) [10/12/2014] Dio (CA) vs Mabukapu (RE) Vs. :TG: [01/25/2015] ?? (CA) vs ?? (TG) [01/09/2015] Wataru (Tager) vs Mizuki (CA) [12/26/2014] UNDER (TG) vs Mizuki (CA) [12/05/2014] Dio (CA) vs Yamashiro (TG) [10/12/2014] Ryuusei (CA) vs. Barell (TG) [10/10/2014] Ryuusei (CA) vs Sadi (TG) Vs. :TA: [01/31/2015] Yuuto (TK) vs Dio (CA) [11/23/2014] ?? (CA) vs ?? (TK) Vs. :TS: [01/31/2015] Kuresu (TS)vs Dio (CA) Vs. :VA: [01/31/2015] Hata (VK) vs Dio (CA) [01/25/2015] ?? (CA) vs ?? (VK) [12/31/2014] Mizuki (CA) ?? (VK) [12/30/2014] ?? (CA) vs Kinoko (VK) [12/19/2014] Fuitan (CA) vs Nanashi (VK) Vs. :KA: [01/31/2015] Chiri (CA) vs Hayashi (KG) [11/23/2014] ?? (CA) vs ?? (KG) Vs. :TER: [11/29/14] San chi (TE) v Ren za (CA) [11/29/14] San chi (TE) v Ren za (CA) Vs. :KO: Challenge Mode Combos To be updatedCombo Videos To be updatedUpdated to post #20
  4. GJ on the improvement, Carl's a tricky/awkward character to pick up so it can take a while to see results. It's always great to hear about progress and once you've completely passed over his biggest hurdle (learning to control the doll), things will only get smoother from there. As always, the board will be here if you need any advice about anything Carl-related
  5. 1) If Jin decides to play safe and zone, you can reposition the doll, try to let the doll rest if there's distance between the two of you or slowly approach by inching forward behind the doll. it's important to remember to not force/overextend your approach since Jin is in an extremely safe position and has ways to respond to your actions if you're not careful. 2) Tech, 46D right after you tech (but before you can actually move), backdash as soon as you can move. 3) If you're getting mashed out, all I can really say is do tighter blockstrings. Carl has a million different strings that'll beat mashing, gatlings into 6D is one of them. 4) Moving forward using Ada as cover is a good way to gain space but it's important to recognize when move around to defend the doll or evade an approaching opponent whose moves can blow you up if you're too clingly with the doll. Overall, it really depends on the matchup. As a side note, I don't recommend airdashing without cover against a half-awake opponent. You might get away with this against lesser players but you will get wrecked if you try this against a good player.
  6. I asked Russell about it. He's still working out some details but he's planning for Nov 29 EDIT: oops, made a typo, it's the 29th, not the 28th
  7. Wall of 2+ months worth of links incoming: http://youtu.be/krRm3cXkLxc http://youtu.be/VC-ju_472cQ http://youtu.be/Ygl7Xa2g5zw http://youtu.be/Dpu4xvqV2po http://youtu.be/Sbk1iCA16Gs http://youtu.be/Oow9Uc9J2rA http://youtu.be/FhhxT_zh8d4 http://youtu.be/OQcruedAMD4 http://youtu.be/unJpGOWahlw http://youtu.be/N2NSHJkjKcc http://youtu.be/5DR61GrvaI8 http://youtu.be/SHvEqq9LmT0 http://youtu.be/X1h-BhhTvp8 http://youtu.be/QkRg1NpeaAQ http://youtu.be/PUAUNDRz8no http://youtu.be/8-gQxqQdMiI http://youtu.be/ki51BjHo1aY http://youtu.be/BxMr8m1AYMI http://youtu.be/rVy_dX71y-A http://youtu.be/38C1MUiVzVw http://youtu.be/bnHj3ffrAv4 http://youtu.be/G0HqOWVRk3w http://youtu.be/iL4_i9Jz2s4 http://youtu.be/CeBaYa8yvYw http://youtu.be/kJrbDk5hUns http://youtu.be/KPjMbzVlAiI http://youtu.be/rjelJywfgqk http://youtu.be/FZisgvdRLO8 http://youtu.be/zbc7F7Vf8iA http://youtu.be/XoX2yCScWwQ http://youtu.be/n9X9TJIJ6pw http://youtu.be/D9E0C02Clyk http://youtu.be/VhlprZjMdrk http://youtu.be/2RMA-6v13fY http://youtu.be/OwR9CsPJfuc http://youtu.be/zWmtNcnCGlg http://youtu.be/aVSUFqhHqag http://youtu.be/-BoVRjTKGyQ http://youtu.be/Mw7rSX-cpiw http://youtu.be/ExdJct3XVeg http://youtu.be/SW2zgzO4e8o I apologize for falling behind with this. I'll try to think of a way to do updates more efficiently so that I don't fall behind. Shoutouts to KWRiot for giving me much appreciated help with the thread. Since CP 2.0 drops in a few weeks, I'll be making another thread for 2.0 videos soon and will archive this thread sometime after CP 2.0 is out.
  8. Do you have a link to the tweet?
  9. There was never a second loctest afaik, otherwise we'd be getting word of these changes; it's unlikely that a public test would happen and information regarding it doesn't circulate around the web. The tier list was more or less based on the first set of changes since Mori mentioned that 90% of the changes from the first loctest will be made final.
  10. My go-to confirm is 3B, j.B, j.C, j.214A, land, 623A, 5A, 5C, 214B, 2C, (ender of choice)
  11. For j.A: (22c) 6D j.A, (22C ends) delay 2C, 5C, 3B, 214B, 2C, (ender) For lows, you can probably the same combo above off a 2A. Off 2C, you could try: (22c) 2C, wait, 5C, 3C, 623A, 5A, 5C, 214B, 2C, (ender) Disclaimer: I actually don't even know if the latter combo works (it probably does, but who knows), I just thought of it on the spot. Can't test it right now but I'd think that it would do more damage if it works.
  12. The tk j.2C > j.214B string is not a real mixup, crossup protection will let you block both sides by holding back. It looks rather deceptive so it'll catch people who aren't used to seeing it. You can cancel into her FF from normals, making it a janky jump cancel of sorts. I've used it to dodge Seth's orb while pressuring him. The extra height you get from the FF might be useful in getting around zoning if your opponent's not prepared to cover that angle. It's not the safest or most reliable tool IMO but it's there if you feel like burning a GRD stock.
  13. Against Hilda, winning the GRD war is definitely important since it becomes easier to exploit the gaps in her pressure with CS. 236B is even better with CS since it pretty much lets you get in for free after blocking one of her negative moves. Anyone have any advice against Carmine? Neutral feels weird in that matchup.
  14. Re: Nanase, I don't claim to be an expert at this matchup so correct me if I'm wrong or missing any important tidbits. For neutral, it seems that halfscreen distance is the optimal range for Orie because Nanase's neutral options can easily be countered at this range (TK 236B can be punished on reaction by assault > j.C, slide and its A and B followups can be beaten by jumping back and hitting j.C, C followup can be punished with 236A) while Orie is at a range where B thrust is still threatening (doubly so if she has vorpal). Try not to let Nanase get away with throwing out j.236B since it really helps her with getting in. If she does get away with it, you'll either have to block the fireball or manuever around the FB and hope she doesn't AA you/beat your AA bait/call you out on whatever you're trying to do. Her air normals are easily beaten by a well-spaced 3B but she can bait AAs by doing FF or 236A/B. You can beat this by either hard reading the AA bait and 3B'ing her after or by doing 623B if you're within horizontal range since FF and 236A move her straight up, which won't protect her from 623B's huge vertical reach. From what I've seen, her vorpal-less pressure doesn't seem nearly as menacing as pressure monsters like Gordeau. Without CS, her main options to reset pressure are 2A rebeats, which leave her at a disadvantage, and normals cancelled FF into TK 236A, which can be AAed by 3B with ease. If she rebeats into 2A and she's in range to hit you with it, you'll have to decide if you want to mash 2A (beats 2A > dash in but loses to frame traps) or respect it (potentially lets her reset pressure but will limit her pressure options if she goes for a frame trap). Her ground high-low mixup game is rather weak due to how telegraphed her overheads are (dash C can't be done midstring while slide into B followup is very easy to react to). As such, shielding is a good option if you're certain that she won't go for throw mixups Once she gets pushed to 5C range and has used up most/all of her bigger normals, this is a good spot to think about poking out of pressure since she's too far to have the option/threat of doing 2A frame traps to reset pressure. If you think she'll try to FF into j.236A, you can poke her out with 3B or 236A. If she rebeats into 2A whiff, she'll be safe but be at a frame disadvantage, which means you now have a chance to get out at this point. Normals into slide will beat 236A mash but is a somewhat risky pressure option due to how unsafe her followups are. Keep in mind that this is only when she doesn't have CS; if she has CS, she now has safer ways to continue pressure and you may want to be a bit more careful with your disrespect. Her defensive options aren't anything special. She has a DP, normals to mash and system mechanics to help her out. If you get in on her, run your offense like how you would do so against someone like Hyde.
  15. Shoutouts to @TENMA0105 for translating this. I'll highlight new info - OD Cantata graphics looks cool - 4D probably no armour - 3D, 6 hit all mid - 2D, 3 in-game second startup, stops after swinging up - Brio, wall stuck but immediately recover, CH will wall-stuck and slide down - Volante and Anima, no change - Brio no change - OD no change - jump cancel after blocked normals (doesn't specify air and/or ground) taken out - charge 6C, tech time shortened - jC doesn't down at all - Throw: down time shorter, making raw OD -> crossup j2C impossible - CT: float is way too low to do long combos - Alegretto no change
  16. CH 5A can immediately go into 5C and CH 5B lets you link a 5/2A after it but otherwise doesn't give you any extended combos.
  17. https://twitter.com/hc0519/status/497287476923228160 RIP 2A
  18. Blah blah blah, (l/j)oketest, grain of salt and all that, etc. Source of jump cancel nerf: https://twitter.com/mucchi84916/status/497209709397438464
  19. Updated the OP. Sources: https://twitter.com/HiagoXYZ/status/497184687761403904 https://twitter.com/HiagoXYZ/status/497184195404259328 https://twitter.com/HiagoXYZ/status/497182961637523456 https://twitter.com/HiagoXYZ/status/497182221598736384
  20. https://twitter.com/hc0519/status/497180615595147264 welp
  21. UNIEL is e z p z. Wald is the most braindead grappler I've ever played, Azrael has nothing on those buttons.
  22. -This thread is for posting any "confirmed" changes made to Carl in the loketests for BBCP 2.0. -If you have any information to post please give some kind of source or reference of where you got that information. -I will update this thread as more information is found. -This is NOT a wishlist thread, do not post anything remotely like that. Carl CP2 Loketest Changes: Loketest 1 (Aug 7-10) - Carl 2D has more startup - Carl 3D is no longer a low, does 6 hits - OD Cantata does 2343 damage - j.C groundbounces, causes soft KD - j.B attack level reduced - CT has less untech time: float is way too low to do long combos. - Opponent falls faster after Brio wallstick; much harder to follow up Brio - CT > 46[D] > Lv2 6C doesn't work anymore - Throw > cOD > Fermata does 3k - Opponents can air tech Fermata - All jump cancels on block are gone - OD 4D is supposedly weak to 3 hit (multi-hitting?) moves - 2A is no longer a low + First hit of 4D is a low - 4D probably doesn't have armor - 2D startup increased: supposedly takes 3 in game seconds after the input for the move to hit - 6C untech time shortened - Throw untech time decreased: Throw > raw OD > crossup j.2C doesn't work Final changes (this may or may not include some loketest changes, assume the loketest changes are retained unless said otherwise) + 4D is now 3 hits, the first 2 of which are lows + Anima now has super armor + 6C can be cancelled before the hit + 6A, 5B are both jump cancellable on block + OD Fermata buffed to 1400 minimum damage + Gear minimum damage buffed + 6D is faster, causes slide on ground hit + 3C is apparently faster now + j.C > j.214C combos + 3D is a low + 5C > 6C gattling added - Fuoco travels much further now - Hitting grounded opponents with 3D forces crouch, still ground bounces on air hit - Anima, 4D, 2D supposedly have shorter combo times - j.C untechable time reduced; no longer KDs at higher altitudes - j.B attack level nerfed - Brio wall stick time shortened significantly - Fermata can be air teched - Volante meter usage increased - 2A is not a low - 236B no longer has projectile invincibility - 5C > Rhapsody of memories does not combo; RoM might have more startup - j.2C is no longer special cancellable on block - 4D no longer has armor - 6C has crush guard properties now: breaks regular guard, barrier blockable - B Vivace lost projectile invul
  23. I tested out the j.2C, j.214B crossup in the lab and was able to block both directions (fake and actual crossup) low by holding downback. Maybe I'm missing something here but I couldn't bypass the crossup protection with this.
  24. If you do j.214X close to the ground, it's actually +. 3C is - but it's safe. I've seen some JP players respect it after blocking it for some reason though and I'm not sure why :x
  25. All ground normals are AUB, just like Melty
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