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Everything posted by JG
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In the end i did manage to do a 4K combo with only using a little bit more of 1/4 Nirvana gauge. After so many weird attemp for deal 4k i went tired and stick to Cs1 combos and i got this: 6B, 2]B[, j2.C Alle~Can, 5C, Volante, j2.C Alle~Can, 5C, j.C, 4]D[, 5C, j.B, j.2C, Allegreto, 8]D[, 3C. This deal 4K and only use a little bit more that 1/4 of Nirvana life, the nasty thing about this combo if that after 3C you could do Gear Super and that will be red beat (so is valid) if you desactivate Nirvana after de 8]D[, she will recover the same amount of gauge spended in this combo and the total dmg will be 4.8K. This is the combo: http://www.youtube.com/watch?v=6MRXEsm9DUM Testing stuff with Carl in cs2 i notice that is really hard to go beyond 4k without using too much Nirvana gauge. Stuff like j.B, j2c, j.B,j.B,j.C prorate a lot the dmg.
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I was messing around with this: 6B, 2]D[, j2.C Alle~can,5C, Volante,5C, j.B, 8]D[, j2.C, j.C, 2]D[,j2.C,j.B,j2.C,j.B, (jc), Brio, allegreto. After the jump cancel part i dont know what to do xD. But with this i can deal like 3.980 dmg and using only like a half of Nirvana gauge. Hell i want 4k!
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Is not tha doing 2 same moves in a combo isnt good. The main problem is the untechable time that now is more short and the Nirvana gauge.
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Nah, i dont think so. In Cs2 the loop isnt hard to do so he can start practice rigth away. When i started on CS1 i started doing jump loop and 2]D[ juggle. Learning reset and crossup stuff get easier when you feel more comfortable with Nirvana moves and practice combos help with that. Maybe in Cs1 you didnt have oki, but hell with just 1 or 2 reset and 1 volante or double volante combo you deal like 75% of the total opponent gaugue.
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I retested and! i notice something.. The reason why in the first combo i couldnt connect brio after allegreto it was because i test it against ragna and in the second combo i test it against Jin. Ragna seem to float a little bit higther in comparicion with Jin, making very hard to connect Brio and i can assure you that Nirvana isnt close to the wall because after the j2.C allecan y desactive nirvana and only reactivate with brio after the allegreto .
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Dude, in your second combo i didnt replace allegretto with j.C. I just remplace or add after the 2]D[ j2.allecan, 5c,volante, 5c. If your reffer about the first combo i will re test it, because i feel that maybe when i was trying it i made i mistake in the timming because i was not so accostumed in Cs2 combo timming. Mmmm... dude, you need a REALLY but REALLY best girlfriend or a pretty woman that you can trust. Then manage to extract her sould and embody it to a second controller, (shhh this is the secret that pro carl player use dont tell anybody) and configure it so your girlfriend soul can controll only Nirvana!, that way Nirvana will be one with the controller! and then.. you just need to syncronise with your possessed parner. Last part is like Pokemon.
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NCo 5B,5C, Cantabille, 6B, sj.B, j2.C, j.B, j.B,j.C, Volante, 22]D[, 5C, sj.B, j2.C, j.B, j.B,j.C, Brio,(CoN) j2.C, Allegreto, Gear Super, 8]D[... It only deal 4.458 dmg... Why i feel so bad about this dmg?.. i feel that it should deal more. At least 5K I dont like that we cant go higther that 4k without heat or deplyoing 3/4 of Nirvana gauge. Im starting to miss Cs1 dmg.
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I didnt do 2 volante and 2 j.c allecan. That was just an example from when i tried to do my old Cs1 combo in Cs2. About your combo, i only change the 5C to j2.C allecan, volante, 5C and then sj.b etc,etc.
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Because in CS1 you deal like 5k or 5.5k without heat gauge or being in the corner. With Carl is getting very hard to pass 5k with just one heat gauge in CS2. Well Eesuke is trying to get new combos for Carl, you can check the last A-cho batch where he play almost without the loop. His max dmg was around 5k Let check your second combo. 5B, 5C, Cantabille, 3C, 2D, 5C, Volante, 5C, s.j.B, j2.C, allegro, brio, 5C, s.jB. I change 2D, 5C, Volante to 2]D[, j2.C Alle~can, Volante, 5C. Because after 2]D[ Nirvana doesn’t recover complete by the time when you do 5C and then Volante. Until that part I don’t have any problem, Red beat all the way and Volante combo for me aren’t hard because they were my main combo in CS1 ( double volante, + 2]D[ loop, etc). But, after brio your hitcount is 18, the hitstun that you induce within the next part of your combo is very litter after brio, 5C, s.jB especially if your hitcount until s.jB is around 20 or 21. After s.jB your combo just get blue beat. Sorry for the delay, but university stuff just get my crazy! xD From what i understand onlye Ch 5C got hitsun reuction.... but im not sure about that because when i try to do my old CS1 combos tend to get blue beat after 14 hit. For ejample: 6B, 2]D[, j2.C Alle~can, Volante, j2.C Alle~can, Volante, 5C, jB, 8]D[.. get blue beat with the 8]D[. U_U
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Go and play with your Lichi or Hazama!! tier whore XD
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Brio whiff because when you do that combo, the rival float too much. If you delay Brio to making the rival fall a little bit, Brio would connect but is very posible to get a blue beat. If you change Allegreto with j.C your setup is 100 % valid. Dont worry for using me as a genny pig xD, im starting to play a little bit more Cs2 becase is going to be realeased on Ps3 in May so i wanna have at least some solid base in that game with Carl. What im trying to said it is no problem try to test some of your stuff, it help me to train and adapat to CS2. In Cs2 one need to know when to desactivate nirvana in combos in comparicion to CS1
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Dont say that Kyle. Without the Loop Carl in Cs2 will be a bad char. Don´t get my wrong, Carl dosnt need the loop in CS2, but his problem is nirvana gauge. It too short, if it wasnt for that issue thing like this: http://www.youtube.com/watch?v=PpIG_ArVsiQ will be very reliable
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The total dmg dealed was 5.487 ( Double clap at the end XD). Still connecting Brio after allegreto is hard because the altitude off the rival, sorry i only get blue beat in that part. Is more realiable doing j2.C allecancel and 6B, then sj.B.. etc will work better. I hope that this could help you, still very nice find dude.
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Men, from what i quick tested before i went to bed, i notice in the part: cantabille j2C Allen~can, sj.B, j2.C, Allegreto, Brio (without super jump B, j2.C cant connect after 5C)dosnt connect in the corner, because the rival is way to hight for that. Brio just can´t hit him. The only way that i notice in the little time i test it if you do the j2.C Allegreto faster, that way you dont jump and go a little bit downward and then Brio have more chances to connect. But doing this seem to make the combo invalid, blue beat in the allegretoo. Maybe that setup inst very reliable. On the good side, i learned that you can do 5B,5C, Cantabille, j2.C Alle~Cancel, 6B or 5C and then jB Allegreto, Brio... If you want i cant test the rest of the combo with that starter. Maybe im wrong, but later i will continue to test your idea. I hope that what im saying can help you. I will test again your idea because i remember that i can wait after i throw allegreto xD. If i delay brio a little bit maybe is posible that connect.
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Yeah men, maybe tomorrow i will try it.
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I uploaded this combo clip that I made in PSP CS2, i hope that you like it. http://www.youtube.com/watch?v=PpIG_ArVsiQ http://www.youtube.com/watch?v=MoecB1JO8N4 <-- This is the same combo, but recorded from remotejoy. I think that the dmg dealed from this combo is awesome and the 4]D[ part is really more easy in CS2, but the sad thing is this combo consume almost 3/4 of Nirvana life. After doing this I realize that Cs2 Carl still has S or A class material without the loop, only if Nirvana gauge was the same as CS1 gauge. Carl just need his Nirvana gauge back to Cs1. Also, j2C- j.C and 2]D[ can connect and give the bounce proprerities (like CS1), but the timming is more strick if you want the both thing and be a valid combo (red beat).
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Without the loop? i think that maybe around 4k+, more if you use heat usage. Carl can still do 4k combos but the problem is that is always better to use the loop. But you can still see some player trying to do regular combos. Now they are mixing volante and the j.C with 8]D[. I can´t remember were was the youtube link were you can see Ranrebo doing a 4]D[ CS1 combo adapted to CS2. He manage to do it after a 3C Ch, the resulting dmg was around 4.6K. I hope that with the CS2 console release or at least with PSP CS2 with remotejoy, they manage to find combos that can deal atleast 4.5k + without the loop.
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I think that this is a better example why he is A tier: http://www.youtube.com/watch?v=g8yDE-YRGOU#t=25m23s Also, I think that Carl could jump to S class because the type of character that he is. What I’m trying to say is that with Carl there is always something to be discovered.
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Is anyone practice the loop with CS2 on PSP? I could manage to do it in some aspect... but performing the UB at the end of the loop is hard. Also, it feel weird connecting the j2.C after a j.C, 3]D[. Oh well, just testing ^^
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Hey.. in the end they didnt kept the input change for Fucco.. Is still the same as CS1 41236 ]D[. Sad, i would preffer it as 236 ]D[
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That was just a mistake for Arckys. If you think it more deeply, you wil see that they removed too many gatling and combo option for Carl. For ejample j.C and j.B donst connect, the same with j.C and j2.C, so you cant do CS1 jump loop. Also 3C is useless, hell you can´t even combine it with j2C alle~can, i really dont like that change Unless 3c hit as CH. In the end i think that they belived if they add j.B, j2.C link for Carl, he could still have some option. But who will know that thig was going to turn this way.
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Well dude if j.a prorate the combo, you know what happen, right? you just go for another loop. At least that is the way for Carl in CS2 now. Combo, UB, Combo again, UB again, etc.. Its dumb, because now we just need to learn one loop. But o hell i dont complain, if it wasnt for that we could deal big dmg. Our combo and dmg potencial with Nirvana was nerfed too much for a char like Carl that need to be able to do good dmg combos.
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Well the romors say that the UB with J.a and 3]D[ is actually a real UB with just 1 frame windows to change guard stance. If that is true maybe is DP safe. But i think that the main reason why they said that is DP safe if because you can easily bait the DP with just bloking and make nirvana do 3]D[. That way the opp never will be sure when he attemp to do a DP in that situation.
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People... I think that we were mistaken thinking that the Pink Carl is Ranrebo. I noticed that Ranrebo in japase is 乱レボ. He also use the same nick when he played Guilty Gear, he played a lot in the old GG Reload days with Eddie with that same nick. You can easily find some of his matches on Youtube. Well the reason why I’m saying this is because I have a tourney were both, Ranrebo and the Pink Carl, play. Ranrebo was written as 乱レボ, very different from the pink Carl that was write like えーすけ.This pink Carl also play in A-cho at the same as Rarebo. It seem that Ranrebo use the original Carl colors. If I’m right, I think that we mistaken his name from too much time xD.
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Hey, Ranrebo was one of the top 3 Carl in Japan, right? Im not so sure if the same, because in the vid that i saw his nick is in japanese, but it look that guy played a lot GG back in the old time. He played Eddie.