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JG

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Everything posted by JG

  1. He.. is funny how much dmg can do to us one loketest.... If the changes stay on CP2, with sadness i will also have to drop this character U_U.
  2. The other day i was talking about this with pen ninja. I accept that Carl is strong, but i just don't see too many players performing well with him, especially Itoue, Ryusei and Eesuke. So at least for me, is hard to imagine him as an S class. I like CP Carl, but i still believe that he lack some of the EXT magic. EXT Carl was better overall or maybe i feel that way because Kyaku isn't playing anymore.... He was the N-otoko of Carl. I wonder how many bad matchup Carl have in 1.1.
  3. [bBCP 1.1] JG Carl Combo Video - Blue Puppeter https://www.youtube.com/watch?v=UZw89Rl2EUM
  4. [bBCP 1.1] JG Carl Combo Video - Blue Puppeter https://www.youtube.com/watch?v=UZw89Rl2EUM
  5. https://www.youtube.com/watch?v=w1Lvh-hKDCQ Nirvana! plz! plz stop! xD!
  6. - Without meter 2]D[, j2.C, 214C, 421]D[, IAD, j2.C, j.C, 46]D[, 5C, sj.B, j.B, j2.C, j.C, 8]D[. 3802 Dmg / 3C with Fermata 4926 Dmg/ 3C,OD,3C Arpeggio of Oblivion 5454 Dmg. 2]D[, j.B, 214C, 623]D[, IAD, j2.C, j.C, 46]D[, 5C, sj.B, j2.C, j.C, 421]D[, 5C, sj.B, j.B, j2.C, j.C, 8]D[. 4451 Dmg / 3C with Fermata 5498 Dmg/ 3C,OD,3C Arpeggio of Oblivion 6045 Dmg. 2]D[, j2.C~Allecancel, 5C, 623]D[, j2.C~Allecancel, j.B, j.C, 46]D[, 5C, sj.B, j2.C, j.C, 421]D[, j.B, j.2C, 214C, 8]D[. 4352 Dmg/ 3C with Fermata 5464 Dmg/ 3C,OD,3C Arpeggio of Oblivion 5961 Dmg. - With meter 2]D[, j.B, 214C, 623]D[,(land) 66, CT, 46]D[, 6C (lv2), 5C, sj.B, j2,C, j.B, j.B, j.C, 8]D[. 4819 Dmg / 3C with Fermata 5869 Dmg/ 3C,OD,3C Arpeggio of Oblivion 6413 Dmg. 2]D[, j2.C~Allecancel, 5C, 623]D[, CT, 46]D[, 6C (lv2) 5C, sj.B, j2.C, j.C, 421]D[, j2.C, 214C 8]D[. 5298 Dmg / 3C with Fermata 6348 Dmg/ 3C,OD, Arpeggio of Oblivion 6808 Dmg. 2]D[, CT, 46]D[, 6C (lv2), 5C, 623]D[, j.B, j2.C, j.C, 421]D[, 5C, sj.B, j.B, j2.C, j.C, 8]D[. 5445 Dmg / 3C with Fermata 6500 Dmg/ 3C,OD,3C Arpeggio of Oblivion 7093 Dmg. *Nirvana turned off/on (optional). Also, most of this combos can be followed after a 6B + 2]D[ (depending if the opponent flyupward or not). The dmg will be a little less after this UB.
  7. Somo loops that work very well on the corner and doesn't consume nirvana gauge: - Opponent is in crouch state: 5B, 6B, 6A, j2.C~Allecancel, 5B, 6B, 6A, j2.C~Allecancel, 5B, 6B, 6A, j2.C~Allecancel.... stuff. This work almost on the 99.9% of the cast, except Plat and maybe another char where 6A whiff if he or her is in crouch position. - Opponent is in standing position: 5B, 6B, 6A, j.B, j2.C~Allecancel, 2A, 5B, 6B, 6A, j.B, j2.C~Allecancel, 2A, stuff.. 5B, 6B, 6A, j.A, j2.C~Allecancel, 2A, 5B, 6B, 6A, j.A, j2.C~Allecancel, 2A, stuff... About the standing position loop, most of them work at mid-screen and even if your position is NCO at midscreen. So? Why this is interesting? in some case you could use one rep or two just for use less nirvana moves for the UB setup. For example, against Hazama or Jin at mid-screen you can do this: - After a Tennerezza crossup (NCO) Tenerezza, Vivance A, (NOC) 5B, 6B, 6A, j.B, j2.C~Allecancel, 2A, 2B, 5B, 6B, 6A, 6]D[, j.A, j.A, j.B, j2.C, j.A, j.A, j.B + 3]D[ - Corner, after IAD j.B, j.C opponent in crounch state. NCO j.B, j.C, 5B, 6B, 6A, j2.C~Allecancel, 2A, 2B, 5B, 6B, 6A, Tenerezza, j.A, j.A, j.B, j2.C, j.A, j.A, j.B + 3]D[ - Corner, after 6C: NCO, 6C, 5B, 6B, 6A, j.B, j2.C~Allecancel, 2A, 2B, 5B, 6B, 6A, Tenerezza, j.A, j.A, j.B, j2.C, j.A, j.A, j.B + 3]D[
  8. The damage that you get after an Unblockable is enormous in this version, seem to be almost the same amount of DMG after an UB setup on #Reload. Shadow S, now doesn't look so good... especially on the pressure side. Is sad that move doesn't have any horizontal hitbox. Also, i don't like the fact that we lose the shadow D overhead... This mean no more double UB setup like the ones on #Reload, Slash, AC, AC+R Why!!!! Love the fact that we can make appear Eddie where a Drill was. This will help a lot to iniciate presures when the opponent is far away. I hope that they find a way to do Shadow Gallery into unblockable setup.
  9. A very old Eddie Combo video... I don't remember if it was posted here. [GGXX AC+R] JG Eddie Combo video - Trying to be broken https://www.youtube.com/watch?v=0D1iTNqq1-Y
  10. Even without that change, you could still hit her with the UB. The issue is that you need an specific setup, the one displayed in the combo video, "You cant stop the beat" Still, glad that we can finally use all of our setup to bait DP against her.
  11. Is the first thing that you said. There is no way that arc will let Nirvana not spend meter when she is only turned on, without doing something. If they did that, Carl will be to strong.
  12. Is not that Nirvana is more durable, in fact her duration is the same as before. The only difference is that his gauge start recovering more faster. This is especially good on the corner, thank to being able to do solo combos with multiples j2.C~Allecancel in a way that you let Nirvana rest and begin the recovery process. But, at midscreen this change will not influence us so much. Also, i know that is nice that the gauge no longer decreases during Nirvana’s activation animation, but i don't think this will help us to do longers combos with turning on/ turning off Nirvana. A real buff in that department, would be that Nirvana moves cost lest. On EXT the average cost of Nirvana moves were around 600~720, but on CP the majority cost 1000. Why they just change the cost to an average of 800? I was hopping a better Vertical box on 6A or cantabile solo combos, maybe less nirvana move consumption. In the end, i think that Carl will stay almost identical than before. By no means that is bad, is the Top tier where nerfed, maybe Carl will go up a little bit and have less problems against S class. Also, i dont think that being able to do solo combos will make Carl an S tier character. For him to being S, he woul need that Nirvana moves consume a little less, his normals a little bit more safe (5B -4 and 2B -6 Nice T_T) and a better way do do crossup when the opponent is barrier blocking you.
  13. So... by the look of it, Carl is practically going to be the same. At least Doll Gauge Expenditure and Doll Gauge Recovery are kinda nice. Cantabille on counter hit.... pffff. Some how i was expecting a buff in ours normals or at least being able to do solo combos with Cantabille. O well, i suppose that we are going to continue to be A tier.
  14. The problem with Tenerezza, is that you need a 5B/2B, 5C string for being able to jump and get near the opponent. That string is kinda unsafe, because the enemy can mash DP between 5B/2B, 5C or after 5C. Kinda sad that 6A whiff in midscreen if the opponent is using barrier block. I know that if you manage to land a hit, you have better crossup and mixup options than before. But when it come to blockstring, if the opponent is using barrier block is more hard to do stuff. Its like that we are forced to use 5A/2A, 5B/2B, 5C string, if we want to continue our pressure. I want to find a shorter and better blockstring.
  15. Hey! I want to talk about something with Carl. What lockstring, mixup, reset do you use when the opponent is using Barrier Block, midscreen only.... I'm still having some issues to find a good sequence where i can chage sides or do high/low mixup. That is the one area that i think that EXT Carl excel in comparison to CP Carl. In EXT you could use 5B, 6]D[ to do Crossup or high/low, because the 5B was jump cancelable on block... I miss that move U_U
  16. [bBCP] JG Carl Combo Video - Reaching New Heights http://www.youtube.com/watch?v=yBAvbbLvbbY
  17. [bBCP] JG Carl Combo Video - Reaching New Heights http://www.youtube.com/watch?v=yBAvbbLvbbY
  18. I liked the Super Ball punishes! I was testing what i can do on the corner after a 6B FC and i got this combo: 6B FC, 46]D[, 6C lv2, 5C, 623 ]D[, CT, 5C, 214 ]D[, j2.C~allecancel, sj.B, j2.C, j.B, j.B, j.C, 8]D[, land, 3C, OD, 3C, Oblivion. This deal 7117 DMG and actually is not that hard to do.
  19. For 25% heat you can recover like 75% of Nirvana Gaugue with this combo: 5B, 6B, 2C, CT, j2.C Alle~cancel, j2.C Alle~cancel, j.B, Allegreto, IAD, jB, j2.C Alle~cancel, Sj.B, j.B, j.C
  20. Yes, actually opening with a 5A or 2A is ideally if you wanna go for an unblockable. Some setups: 2A, 2B, 5B, 6B, 6A, j.B, 6]D[, IAD, j.A, j.A, j.B + 3]D[ 2A, 2A, 2B, 5B, j.B, 6]D[, IAD, j.A, j.A, j.B + 3]D[ 2A, 2B, 5B, 6B, 6A, j.B, j2.C, 8]D[, j2.C, j.A, j.A, j.B + 3]D[ Most of them usually work with the majority of the cast, this setups are good because you go directly into the UB without using too many Nirvana gauge. 2A, 2B, 5B, 5C, Tenerezza, IAD, j.A, j.A, j.B + 3]D[ This setup probably work against all the cast, also is very good, but you have to be careful because this tend to move away Nirvana of the corner. So! this mean that is you aren't close to the corner you could make the j.2C Whiff. 2A, 2B, 5B, 5C, Tenerezza, cross wih Superjump, IAD, j.A, j.B + 3]D[ Is the same as the previous setups, a little bit more tricky but if you think that Nirvana with the other Tenerezza setup will end far for the j2.C, you can try to use this. The bad side, is that you will switch position, what i mean that you will swich fror NCOW to NOCW, losing the opportunity to do the damaging combos from the corner. *You can always try something like this xD --> Link Combos from an Unblockable on the corner - Without Crush Trigger: j.B + 3]D[, j2.C~Allecancel, j2.C~Allecancel, j.B, j.C, 623]D[,(land), j2.C~Allecancel, j.B, j.C, 46]D[, 5C, sj.B, j2.C, j.B, j.B, j.C, 8]D[ (DMG 4142) j.B + 3]D[, j2.C~Allecancel, j2.C~Allecancel, j.B, j.C, 623]D[,(land), j2.C~Allecancel, j.B, j.C, 46]D[, 5C, sj.B, j2.C, j.B, j.B, j.C, 8]D[,2C Fermata (DMG 5244 ) j.B + 3]D[, j2.C~Allecancel, j2.C~Allecancel, j.B, j.C, 623]D[,(land), j2.C~Allecancel, j.B, j.C, 46]D[, 5C, sj.B, j2.C, j.B, j.B, j.C, 8]D[, 2C, OD, 2C, Arpeggio of Oblivion (DMG 5752 ) *After the j.B + 3]D[ you can deactivate Nirvana and activate it for 623]D[. After the 623]D[ you can deactivate Nirvana and activate it for the 46]D[ - With Crush Trigger: j.B + 3]D[, CT, 6B, 623]D[, 6C (lv2), 421]D[, 5C. j.B, j.C, 46]D[, 5C, sj.B, j2.C, 214C, 8]D[ (DMG 5429), 2C, Fermata (DMG 6479) j.B + 3]D[, CT, 6B, 623]D[, 6C (lv2), 421]D[, 5C. j.B, j.C, 46]D[, 5C, sj.B, j2.C, 214C, 8]D[, 2C, Fermata (DMG 6479) j.B + 3]D[, CT, 6B, 623]D[, 6C (lv2), 421]D[, 5C. j.B, j.C, 46]D[, 5C, sj.B, j2.C, 214C, 8]D[, 2C, OD, 2C, Arpeggio of Oblivion (DMG 7050) *After the CT, you can deactivate Nirvana and activate for the 623]D[. After the 46]D[ you can deactivate Nirvana and activate it for the 8]D[. - With Overdrive ( You need at least 40% HP) j.B + 3]D[, OD, CT, 6B, 623]D[, 6C (lv2), 421 ]D[, 5C, 46]D[, 5C, sj.B, j.2C, j.B, j.B, j.C, 8]D[, 2C, Arpeggio of Oblivion (DMG 6871) --> Example *After the 46]D[ you can deactivate Nirvana and activate it for the 8]D[.
  21. Now that 5B is no longer jump cancelable on block, we can't do cross-up and high/low mixup after that move during lockdown. If we want to do something similar we are forced to use 6A, only if the opponent is very close to us or 5C. The issue with 5C is that add more moves to our lockstring, making it a little bit more longer BUT more easy to mash a DP during it. In EXT day, Kyaku like other Carl players tend to use 2A, 5B, 6]D[ empty jump cross-up or high/low. Is true that we can do 5C, 6]D[ or Tenerezza, jump high/low mixup or IAD j.2C~Allecancel, this is kinda similar but it isn't as good as the EXT 5B mixup during lockdown, because 5C tend to push further away the enemy... ...Or 6B, Tenerezza crossup... but Tenerezza cross-up tend to be a little bit straightforward. My question is, what type of compact cross-up and high/low mixup we have now during lockdown? like the one in EXT with, 5B Jump into cross-up or high/low.
  22. Yeah, sometimes that happen... especially when you are relearning this character on CP. Maybe you know this, no harm in mentioning but again Jin, on the corner you can always do: j2.C, j.C, 2]D[+2A, 2B~A, *2B/5B/j.B. *optional Input the 2]D[ in a way that if the opponent try to jump using emergency tech, this move will catch him during the jump startup and if the opponent doesn't tech the 2A+2]D[ will reset the combo. So? what will this do? well, if the opponent doesn't tech he will get reseted by this and you can actually repeat this oki or do another one, if they jump 2]D[+2A will catch him during the Jump Startup, if they mash DP or a reversal you will automatically barrier block that move and if you perform any *, it will appear automatically after the barrier block. Finally if they try to roll, 2]D[+2A will catch him and if they do just tech and block, after the 2]D[+2A, the 2B will appear and it will be followed by the * if you inputed the optional part. In the end i guees this is an option select , is kinda hard to do... but it seem very useful. I hope that this could help you if you didn't know about this. Also, Carl can do this type of stuff with almost any combination of moves.
  23. Oh Carl! plz plz stop! http://www.youtube.com/watch?v=JB0774PkSWo XD!!!
  24. [bBCP] Carl Combo Video - Fight the Power http://www.youtube.com/watch?v=sd53IH7WVZc
  25. Well i supose that is the local matchup chart, saw on the stream. Still, you can find that chart here http://youtu.be/hmi36B2MqvU?t=15m56s
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