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Everything posted by JG
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I don't get why you put 6C as a buff, it seem to me that is worse thant the previous one. True, is more faster... but we cant combo after it without nirvana and we also lose our charged option. Even SKD think that was a nerf.
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I think this route, for the double UB, work well against most of the cast, i hope that you like it = ) https://www.youtube.com/watch?v=GQgEqCiZV1g
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Carl already suck on CPEXT, so i hope this time they manage to return his magic.... Also, we need Tenerezza back!!!
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I never expected that you could use barrier while flying. https://youtu.be/dUH7kX4iWEA
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Try this: 5D> 6P (1)> 5S> 7j.K> Flight > j.Hs + Shadow D. This setup usually put you at distance for the SG(1).
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6C Lv3 isn't UB anymore in 2.0??? or in this video he is using 6C lv2? http://www.nicovideo.jp/watch/sm25679870 Anyway... Carl died in 2.0
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Quick question? the recovery after the unsummons is the same? j.K being buffed look amazing!
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Just a combo with Zato, i hope that you like it = ) https://www.youtube.com/watch?v=bLw57zWDSCg
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Just a simple crossup = ) https://www.youtube.com/watch?v=4UyBEBwybGI
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That setup is valid, even Ogawa use it so try it by yourself with recovery enable.
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Pretty sure that 99.99% work with all the cast, maybe there are some combos that can be more difficult with lightweight character.
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[GGXrd] JG Zato-One Combo Video - Shadow of Destruction. http://youtu.be/KL0VOCKwwK8 I hope that you like it!
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It seem that Ryusei and Eesuke dropped Carl... What is the consensus about this character in CP2? is still strong?... By the look of it, seem weaker than 1.1 Carl, let hope the UB loop is real!
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I manage to do j2.C, j.B, j.C.. But when i land i just cant connect 5A. Maybe in 2.0, j.C float a little more.
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More combos: https://www.youtube.com/watch?v=OZ2NWgi7054 The first one, is pretty sick. I supose that CT> 46]D[ > 5C> 6C > 5C is the way to go now.
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Mmmm... i think that is too early for decide that. Leaving aside the fact that his dmg output was lowered (pretty sure that Carl still have viable dmg combos), in my opinion, his "reset" potential was nerfed a lot. The fact that almost the 90% of Nirvana moves lift the opponent up, mean after a mixup/reset we are almost forced to go into a juggle combo. Simple stuff like Vivance/6]D[ hitconfirm, 2A, 2B, 5B, 5C, Tenerezza or 6B, 6A, j.B, 6]D[, IAD, j.A... stuff into UB isn't viable anymore. And thanks to Fuoco and 2]D[ changes, we lost this 6C lv3 UB setup and one setup that beat Hakumen counter moves (i think that this one could be still doable in 2.0, for me losing the Haku setup is a big loose). In the end, this Carl is weaker than Cp 1.1, but that doesn't mean is a bad thing if the other characters were weakened in this version. The only thing that is going to give us a plain answers, is when the Japanese release a new Tier list for 2.0. What can i assure you, that this time the simple stuff that we take for granted, are the things that we lost. (6]D[ and Fuoco lift up, Allecancel only on hit, 2A not hitting low, not having at least one Nirvana move that force standing, Fermata techable, etc... stuff that were always with us since Cs2 and maybe even after that.)
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Lol! i forgot that 4]D[ send the opponent flying xD!!!! My mistake. .... So, if we try to do IAD Alle~canl and the opponent block,we are going to be punish with a monstrous combo.. Nice, especially when Carl have too much HP. Another thing, even if 2]D[ connect as a counter.. with luck, you will only be able to use a regular combo route that end with 8]D[. If you try to add more hit after that, is very probably that the opponent can just tech out of it.
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Other modification that is game changer, is 6D. Now if you hit the opponent with that move, even if he is in standing position, 6D will force floor slide. So, now we are forced to juggle after that move T_T. Also, 2D does not bounce the opponent now and animation look VERY weird. Get stuck at middle way. About j.C... i gotta admit, it was seriously nerfed. Now, if you do Volante, 5B, j.B, j2.C, j.B, j.B, j.C you will not be able to connect 46]D[ or 6D after j.C, the opponent can just tech. With this, our corner carry and oki can be seriously affected. Confirmed, 2A is mid now.... U_U. I wonder how much can affect ours blockstring, now that 5C isn't jump cancelable.
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LOL!!! First day with the game, and the Carl army is already working on the framedata XD!!! That level of commitment.
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'6A jump cancel on block, none on j.C' ?? i dont get the "none on j.C" part.
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5C is not jump cacelable.... let see if 5B will be a good remplacement for 5C. Also... im not so sure, but there is a chance that the opponent can tech after j.C, if you hit him when you are very high. JC高空ヒットだと受け身とられる Any info about 2A? it hit mid now? or is still considered as a low?
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First of all... it seem that 6A is jump cancelable on block, yay! 6Aガードさせてjc復活 Also, im not so sure but maybe 5B is jump cancelable on block again, i dont know japanse but someone tweet this about 5B: 速報 カルル5Bガードさせ時jc可能 のはず 見間違えじゃなければ
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The only changes that i really care to know if they are still there are this: - All jump cancels on block are gone. - Opponents can air tech Fermata. Loosing our jump cancel on block, will mean that ours blockstring with literally go to sh%@, and if the opponent can air tech Fermata the only use that will have that DD will be for endeing the opponent. Also, it seem that 2A really lost the property of hitting low... Not a big deal, but still will affect us. The new 4D seem to be nice, could be a nice replacement for the lost of 3D hitting low, and 6C being able to cancel it into throw or low will give us a couple option more for doing mixup.
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[CP] Carl Clover Gameplay Discussion (Changelog in OP)
JG replied to Akira-Shiro's topic in Carl Clover
Remember this, if the reset that you want to do is well executed, the opponent cant mash or chicken jump out of it. You just need to tight the gap of the mixup.