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Psykotik

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  1. The timing of that segment should be pretty lenient; just do the moves whenever you think is the right time? Any specific points you're having trouble with?
  2. -This thread is for posting any "confirmed" changes made to Carl in the newly announced update to Chrono Phantasma in the arcades / Vita / May update. -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 Confirmed Changes:
  3. Match 1 12:12 - Vivace is not the best opening against Mu as she can easily punish it if she calls you out. Fortunately, Kirah did something else so you got away with it. 12:15 - You were at the corner so you could have done 2A > 5B > 6B > 2C wallbounce for an extended combo, giving you more time to call Ada and set up oki. With that said, cantabile's not a bad way to end 12:18 - Not sure what the rising j.B was for Mu could have potentially got out there 12:25 - Good CT. You could have confirmed into something better though (2B > 5B > 5C > 623C > 623D > stuff) 12:37 - Very nice confirm. You adapted your confirm to use the incoming volante, which is really smart. You could have killed though if you did Volante > 5C > j.B > j.214C > RC > airdash > j.B > j.C 12:54, 13:14 - These were good moves; fullscreen Brio can catch your opponent if they get too antsy w/the doll behind them (I also like how you confirmed the Brio into j.C knockdown) 13:25 - I felt that you might have been able to punish laser call w/Brio? This also happens at 13:51. 14:15 - Good Brio 14:50 - IBed her 3C into escape = good decision. Mu can't continue her pressure from 3C other than jump cancelling it into stuff or sword of decimation. 15:10 - Mu's air normals are way better than Carl's so it's usually not a good idea to challenge her in the air like you did there 15:45 - Gotta respect that 2C. If you run out of movement options in the air while Mu's on the block, don't swing on the way down since she'll just AA you, just block. 18:30 - You got a bit greedy in the corner against Mu and burned the last of your doll meter, which could have lost you the round. Kirah didn't go in for some reason even though he didn't have a reason not to so you got lucky he didn't. 18:52 - No followup to the throw? (Input error?) 18:59 - He punished your jumpin again. Don't go in on a character with good normals like Mu without the doll covering you. 19:06 - Good fuoco. You even capitalized on him and probably would have killed him if he didn't burst. 19:10 - Good CA. Remember that you can control Ada during your CA (Fuoco + CA is dumb lol) 20:05 - You could've tried to throw him as he landed. General - You need to abuse Ada more in neutral, Mu got away with some things that Ada could've punished her for. You made some very good moves using her (Brio after burst) but you tried to go in on Mu without Ada, which simply doesn't work against a character with strong normals + neutral tools like Mu. Your combo selection definitely could've been better and your oki + setups could've have been executed more cleanly. With that said, you didn't do too badly and made some very smart decisions. The match could've been yours if things went a little differently. Match 2 27:46 - I don't agree with this CT. The combo was heavily prorated at that point so you didn't get that much out of it. 28:58 - Nice Brio. You didn't capitalize of it at all though, even a solo combo's better than nothing ;-; 29:03 - Another good Brio. You were too far to convert this one so it couldn't be helped. 29:08 - You should have did the 2C wallbounce instead of burning out Ada; that would have given you time to let Ada recharge during your combo. Honestly, I think this decision cost you the game since you had everything else going for you up until this point. 30:16 - 30:22 - Very nice defense. You even vivaced at the right time to escape his pressure. 30:25 - Good block on the CA. Should have used the 2C wallbounce though 32:59 - Another good Brio. Even though Elochai blocked it, it trapped him there and alllowed you to start your offence. 33:21, 33:29 - It looked like you could have hit Ignis there. 34:19 - OMG that really, really sucks lol General - There were definitely a lot of chances for you to hit Ignis. Doing so disables her for a bit, weakening Relius' neutral significantly. Like the last match, your offense needs work and you're not using Ada enough to get in. Your blocking against Relius was very good though. Tl;dr - Your combos could be better in terms of damage and resource efficiency. - You have an idea of how to abuse Nirvana in neutral but you were trying to get in without her too many times. You need to use Ada to make them block so you can get in safely. - You should hide behind Ada more behind neutral. Stay on the ground and AA them if they try to IAD past Ada. - Pressure + oki could've been tighter/cleaner - Use the 2C wallbounce corner solo combo to let Nirvana recharge a bit.
  4. Cool, I'll take a look and post my thoughts when I get home.
  5. Lots of Eesuke matches in this http://www.youtube.com/watch?v=R5EvmzF5hi4
  6. In the (quite likely) event that BB makes into EVO, it'd probably be best to conform to EVO's standards and follow suit regarding the ban. If CP doesn't make it in, perhaps go with whatever the other majors are doing (FR, ECT, etc)? Just my 2c. Regardless of whether or not Koko gets banned, I'll definitely come over for Ultimate Mountain Adventure Day <3
  7. I'm learning Kokonoe The transformation has already begun #carlsucks
  8. For characters w/skinnier hurtboxes, you might want to try changing the combo a bit to accommodate for the hurt box. Against Litchi, do airdash j.BAB j.2C instead. For Tsubaki, try j.AAAA j.1C (this makes Ada walk back and push Tsubaki into you). The Tsubaki version probably works on other characters too. Yeah, the regular UB followup doesn't work on Amane. Gotta use the other followup: 5A+B, backdash, 5C, 623D, sj.B, dj.B, j.C, 421D, 5C, j.B, j.C, 46D, 6A, sj.B, dj.B, j.2C, j.C, 8D, ender
  9. I'd say dash super jump is useful as it lets Carl traverse a good amount of the stage without committing to an airdash. The timing feels more lenient in CP although it'll still take some practice to nail down. The input that's worked best for me is 6169.
  10. Nor did he include "fuck Carl" which pleases me; Kirb knows what's up #carlsucks
  11. Definitely not a 7-3 matchup. Carl has ways to deal with Valk. Neutral I find volante to be extremely useful in this matchup as it keeps Valk from charging straight at you from the ground be it via wolf cannon, run, 6D, etc. Once you have a Volante out, Carl can use 8D and Brio to cut off Valk's aerial routes. If you don't have time to throw out Brio and you think Valk's going to charge at you from the ground, you can act on your read using 6D or Tenerezza. If you can get Valk to respect your neutral options, you can begin locking him down by moving forward and moving doll moves to cover you. Offense Valk's defense options aren't that good so once you catch him without meter, go ham on your offense. If he has 50 meter, he gains access to a reversal super and/or a counter assault, which isn't great but can break your offense if you overextend it so opt for safer pressure strings when he has the meter. Thanks to Valk's tall hitbox, he can be hit with "tall people" combos (such as the [..], 46D, j.B, j.C, 2B, 5B, 5C, 8D route and its variants) and is easier to hit w/fuzzies and the like. Defense Valk's 6C can be vivaced. If Valk ends his pressure with Nacht Jager (236A) and doesn't have meter to RC it, you can (and should) mash 5A after it since Jager is 0 on regular block and is guaranteed to at least trade with Valk's 6f 5A. If Valk does human normals or specials into 6D for pressure, you can mash 5A between the human move and wj.A. This works against most human moves on regular block afaik. Human 2A to wolf 5A can't be mashed on regular block but can be mashed on IB. He can bait this by doing human move into 4/7D but those can also be dealt with if you have the read (6A when appropriate). His safest transform option is human moves into 4D wolf brake, which resets the game to neutral. You can't outright punish this but him resetting the game to neutral is better than having him in your face. If you're caught in wolf mixup, try to IB barrier his strings to put him at a range where he can't do wolf brake j.As. This will force him to use 5C 6D j.A as a means to continuing pressure, which can be escaped by either IBing wolf 5C and then mashing 5A or using Vivace. On that note, Vivace on wakeup is not advised as wolf 5A and 5C beats it clean and wolf brake j.A (the only thing that Vivace theoretically beats) will recover in time for him to catch Vivace if he goes for it. If you're knocked down against him, you could try wakeup backdash + tenerezza (wakeup Brio will whiff if he's in wolf form) but he can still catch it if he's ready for it. Wakeup OD + tenerezza is very useful against wolf setplay due to his inability to block in wolf form. ------------------ Both characters are strong setplay characters who have poor defense. If one character catches the other, the round could very well end from that hit. This matchup boils down to the decisions in neutral made by both players. Although Valk's neutral is one of the strongest in the game, Carl possesses neutral options that Valk must respect if he wants to win. I personally feel that the matchup is even although it could be argued that the matchup is slightly in Valk's favor.
  12. - (UB hits), 5A+B, backdash, 5C, 623D, sj.B, dj.B, j.C, 421D, 5C, j.B, j.C, 46D, 6A, sj.B, j.2C, j.B, dj.B, j.C, 8D, ender This combo doesn't have the 6C charge route and it does very similar damage to the optimized one. This will also be your go-to combo against Amane since the optimized one doesn't work on him. - Throw, CT, j.2C, j.C, 46D, 6A, sj.B, dj.B, j.2C, j.C, 8D does pretty good damage.
  13. Happy new years errone Northern battles is happening the weekend after the next one. Anyone thinking of going?
  14. I loled GGs to all I've played
  15. TyrCathy3stronk5me It's been a good four months, thanks for everything guys. You're all classy gents, hope it won't be too long until the next time we see each other.
  16. When I grow up, I wanna be like as gdlk as Pui and possess that old man wisdom.
  17. Random stuff I thought up: Solo DP punishes Superball punishes Everyone got anything better? I have a feeling that these could be more optimized, especially the solo combos.
  18. This thread reached the second page. Dead games, dead community #RIP #RIP #RIP (See y'all again in a month <3)
  19. I don't recommend crush triggers in pressure for several reasons, namely due to how unsafe it is compared to all the other ways Carl already has to open up his opponents. With that said, if you do get a crush trigger, you can usually go into a 5B starter combo or UB setup.
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