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JG

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Everything posted by JG

  1. I almost totally agree with killatrooper. The only thing that i dont agree is related to dmg. Carl in Cs1 deal way more big dmg than in Cs2, his problem was the learning curve of his combos. On Cs1, Carl need one volante combo, one 4]D[ combo, two 2]D[ loop, and double clap... that way you deal like 6.300K. Now in Cs2, you can do one volante, one 4]D[, 5C, j.B, j2.C, j.B, j.B, j.C, 8]D[, fermata and only deal 5K... The sad thing is that in Cs2, i feel that Carl cant surpass 5K-6K dmg. In Cs1, you always have the feeling on being able to do more dmg.
  2. I never thougth that Arakune was the Eddie of BlazBlue, for me it was Carl because he is 2 on 1, also have amazing lockdown and unblockleables like Eddie. And he doesn’t need to run away all the time just for cursing somebody. With Eddie, even without the shadow you could still do a decent fight. Like you, I just hope that Carl just get more Nirvana gauge. I don’t want to sound rude, but why would you like him to reduce is damage? Seriously in Cs2 it isn’t good, just barely hight. In Cs1 he could deal big dmg almost from any hit, he had 4K reset stuff in CS1… also he could deal like 7K with 2 meter and 6K with just one meter. You have to admit that j.C knock down is great, seriously is an tremendous tool combined with 3]D[ force standing and Fuuco. I don’t want that great tool to be removed. Maybe you should give it another try. The only thing that I want for Carl in CS2+ is a little bit more dmg and more Nirvana gauge. I don’t care if still recharge at the same speed as CS2, but Carl needs more meter if they are going to remove the loop. In my case I like more, the options in CS2 than in CS1... the problem is the lack of Nirvana gauge and the loop.
  3. I hope that 6C dosnt loose stager properiety and if they are going to add floorbounce to 6C, that should only happen when you catch the opponent in the air. Why would you like Cantabille, 6C? Cantabille have awefull proration, they could improve Cantabille proration, so that way we could deal more dmg. Yeah.. they removed all glide throw... how many character in this game have this? Lichi? and?... Carl combos in Cs2 arent bad, in fact i like it, the problem is Nirvana Gauge.... if they dont give Carl more Nirvana gaugue, Carl will be doomed in Cs2+, because he lost the loop. Well he also need to deal more damage. Relius seem to be a good char, the only thing that i dont like from him is that he dosnt use negative edge for controling Igniz and he can´t move igniz freely like Carl or Eddie. O well, i hope that he turn to be a strong char... that way i will use it >_<.
  4. Well.. just doing one j2.C per juimp only make that we loose our loop. Who can explain me the change to 6C? and i dont understand why they removed glide throw, that wasnt broken or anything.....
  5. Men.... j.A dosnt work very well against jin, air to air he will rape my normals... I hate Carl normals T_T.
  6. Seriusly i need help against Jin... What the fuck i can do against that motherfucker? all of his normal beat mine for free, then he will jump al the time and 6A can´t beat him. Also if i manage to knock down with j.C, he just will jump and escape my presure. And if that wasnt enought, if the motherfucker lock me.. i cant do shit! Im very pissed against that matchup! Arg!!!
  7. I agree with you, Marisa, from my point of view Carl is way more fun in CS2 than in Cs1, why? because we have way more better option to loockdown, do reset and crossup.Yeah is true that the loop could be boring, but now we have more combos and are more usables. For example with a 4]D[ or brio one can do this: 5C, j.B, j2.C, j.B, J.B, j2.C, j.C, Volante, 5C, 5C, j.B, j2.C, j.B, J.B, j.C, 8]D[, Fermata and!! this deal like 5K. Even in CS2 with any 2]D[ or 6B+2]D[ UB you can deal 5K dmg with 50% meter or more if you have it full. Like the combo clip that i posted doing a combo with j2.C Allecan, 5C Volante, j2.C allecan, 5C, j.C, 4]D[, etc,etc And what i mean with more options? check this, now we actually have one type of unblockeble that Hakumen can´t counter! even with Yukikase and the nice thing, is that Carl have a lot of option to connect it.... the problem is that doing it is kinda hard... still love that we that option against Haku. In the end, at least for me i love the oki that Carl have more, that plus the mixup and dmg are waay too good. The problem, is that Carl seem to require a lot more execution than in Cs1.
  8. Lol i forgot to write my doub. The sencond metod, the one that most jap player use, is more exact? in the way that when 6C full charge come out, the rival cant jump? Because when i do the first one, the one from Last paradise, is really hard to timing well in a way that haku can´t escape with jumping.
  9. Who know how to do well the 6C full charged UB agasint hakumen? I only know how to do it with another method that is: Cantabille, 5C, 2C, 8]D[, 6[C], 3]D[ 6C full charged.. But this is kinda hard timming in a way that Hakumen can´t jump after 3]D[. This is the method used in the combo video Last Paradice. http://www.youtube.com/watch?v=WUxLjrpV4hk#t=2m41s The other method, the one that use most the jap player is: Cantabille, 2C, 8]D[ (double clap), 6[C], 3]D[, 6C full charged... This one, is more hard in the sense that you need double clap and being able to make 3]D[ connect after 8]D[. The last part is the hard thing for me. 3]D[ just whiff.. http://www.youtube.com/watch?v=KbkiOqC20Kk#t=8m40s Any help?
  10. My friend, that is the counter assault move. To do that, you just need to input 6,B+C when you are in blockstring. Keep in mind that move consume 50% of heat gauge.
  11. If 3C was like Cs1, im pretty sure that 3C + Fermmata would be very viable. I kinda miss 3C, not for the iad stuff but for the j2.C allecan.
  12. I just wish that i can do dash allegreto.. i never truly learned that shit.. hell..
  13. Well with Carl doing combos was never easy, too much execution stuff.. Its true that getting 6K with Carl its just hard... in my case i only go for 5.8 dmg because doing double clap thing is kinda hard. But i still think that we have one of the most dmg dealers in the game, not like makoto or noel, but hell we can do 5K at midscreen without so much problem.
  14. Correction, Carl can get 6K with 100% meter, if you use 2 fermmata ( j2.C, allegreto, double clap, fermata), still doing 5K with just 2]D[ at midscreen is very very good. 2]D[ is very usable in matches
  15. Fuuck!!! again with my mistake, lol... I was reffereing to the Story mode mode, sorry that my native language isn´t english.. so sometimes i tend to make dumb mistakes when i write stuff XD.
  16. Thanck you Mr.Oso for posting links with Carl jp matches here.
  17. History mode xd, i didnt notice that i wrote it bad xD
  18. Lol! i dindnt notice that combos was on the challenger.. The truth is that i never played challeger mode or History mode... only training, vs and net mode XD
  19. A new combo clip that i made before dustloop went down U_U: http://www.youtube.com/watch?v=gD4rBgvb7TE I hope that you like it
  20. Against Hakumen, just do the new UB and play really calm. That is the trick.
  21. Any tips against Jin in Cs2?.. i just can´t get close to him, the motherfucker just keep running away. Also Carl loose air to air. Any tips?
  22. Bah my mistake with 2]D[, for some reason i read 3]D[... but still this 5c,j.b, j2c, jb, jb, jc, 8]D[, fermmata use 1 ada attack,
  23. Are you sure with that? that is the only DP with the rag one, that give me trouble. 1 adda after2]D[... 5C, cantabille, , 5c,j.b, j2c, jb, jb, jc, 8]D[, fermmata? maybe that can work
  24. I have a question, the new unblockeable ( j.B + 3]D[) it safe against Jin DP that consume metter?
  25. 5B, Catanbille, 5C, 2C, 6[C], 8]D[, 3]D[, 6C full charged release. Try that and have fun!
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