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Everything posted by Mascarpone
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[CS1] Carl Clover Tactical Discussion/Questions/Help
Mascarpone replied to Slowpoke's topic in Archive
it is not. Sucks i Know. But honestly IAD j.2C alle~can as a crossover AND overhead with such great speed might have been just a TAD too good of a cross up. -
[CS1] Carl Clover Tactical Discussion/Questions/Help
Mascarpone replied to Slowpoke's topic in Archive
^this. -
[CS1] Carl Clover Tactical Discussion/Questions/Help
Mascarpone replied to Slowpoke's topic in Archive
that's more prediction than punishing lol. -
[CS1] Carl Clover Tactical Discussion/Questions/Help
Mascarpone replied to Slowpoke's topic in Archive
they cant forward tech it? -
the first inferno divider will take him off the ground so the 2nd inferno divider post-clash will happen in the air and he'll be pretty high up. shouldn't hit your crouching box. If you're super worried input the 2B as a 1B so that when the animation ends you're in block. 2D might stop but if they don't have 50 heat to rapid with, free punish. and frankly if they are mashing inferno divider they might also be silly enough to just not rapid anyways.
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Unless they've changed his crouching hit box it actually will work pretty close. i used to do that okie set up in CT too(sans the good jugles because carl didnt get cool juggles in CT). if it doesn't whiff it will clash hits and he will still eat the 2D if you threw it out there.
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[CS1] Carl Clover Tactical Discussion/Questions/Help
Mascarpone replied to Slowpoke's topic in Archive
oh yes 2B goes under inferno divider. that's always fun to piss mashey ragnas off with. -
[CS1] Carl Clover Tactical Discussion/Questions/Help
Mascarpone replied to Slowpoke's topic in Archive
Vivace is not useless but it's not meant for IBing. it's much more for use in combos and occasionally it's okay for corner escape. a simple way to use it: NCO(nirvana behind you): 2B 6B 6]D[ vivace:A you are now in a sandwich(NOC) set up with enough time to continue the combo or go for a reset. You can also use it to mix up your opponent in sandwich pressure or go for a reset in ways like: 5B 2B 2]D[release 6B vivace:B you will be behind the opponent which will change their guard direction at about the same time 2D comes down on their head and if they don't change guard direction they will eat the hit and be launched into the air. you can usually vivace:a back around to the other side in time to start a juggle. it's for stuff like that. -
[CS1] Carl Clover Tactical Discussion/Questions/Help
Mascarpone replied to Slowpoke's topic in Archive
side note: I felt like such a leach in CT days so i'm trying to find useful crap to contribute these days. feel free to tell me if it's useless/redundant info tho -
The only time I've found Volante useful against new haku-men is if you already have nirvana on the other side of him and can't find opportunity cross over + summon. He cant slash what's behind him, after all, and if you score a counter hit (especially in the air) you do get enough time to set stuff up... Interesting scrub notes: If you're fighting a not-so-good haku-men who always opens by spamming his 4C, 3C'ing from the right distance goes straight under it and can score a counter hit. Smart players probably will learn quickly. But if you're playing online ranked.. well... smart players... are sparse.
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I believe if you IB you can do 6B for a punish. huge forward step, pops up and gives ground stun on counter hit, ample time to summon, IAD alle~can, insert juggle here.
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Exactly -___- And i don't think that 2B is fast enough on miss to do do mind games like you can do with whiffed 5A in old loops. Looks like carl is forced to do 5B 5C 6D on litchi ~.~ Oh yes: also sometimes even if the 2B hits, if you are far enough away the combo will reset before 3C if you're trying to do 2B 3C Cantata/fermata. It does not do this on other characters. This can actualy be favorable if the opponent decided not to try and start blocking until the natural reset or was blocking high because you get a 3C combo starter for great damage but I've yet to meet good players who make this mistake Also she has BB's typical "I'm a lady my standing hit box is anorexic" thing going on so 5B IAD alle~can resets like to miss from time to time. (Makoto does this too p.s.)
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Something annoying i just noticed: occasionally, depending on spacing mid-sandwich-combo, Carl's 2B will whiff litchi's feet where it wont on other characters.. because her hbit stun animation has her standing on 1 foot . . .
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[CS1] Carl Clover Tactical Discussion/Questions/Help
Mascarpone replied to Slowpoke's topic in Archive
I think it's worth mentioning that following up on Carl's FCH j.B is pretty hight dependant. If it's high in the air i find it easiest to land, walk forward slightly and then 5C sj.C 2j.C j.C jc j.C ... then depending on my hight, j.2C Allegretto or just Allegretto.. take out the j.2C if you're closer to their feet. you lose about 500 damage if you're too low but at least you don't plummet to the ground from a whiffed j.2C. (which also loses you 800 instead of 500) If you hit them when they are on the ground or almost on the ground i usually need to land > IAD j2.C Alle~can 5C sj <yada yada yada> .. this usualy does not seem to put me high enough to do the last j.2C before the allegretto but the alle~can damage makes up for it. the spacing after the 5C sjc (and therefore the rest of the combo) seems to be Dependant on what part of your 5C they hit and how high/low. if they hit close to carl, anticipate high spacing; if they hit low and away from carl, there's a good chance your sjc j.C will whiff, but if not, anticipate high spacing. If they hit high and away from carl, think low. Also if you happen to hit them with it when they are dead-pinched in the corner (idk why you would but it could happen...) they are going to bounce off the wall and fall behind you, and 5C wont be fast enough to pick them up but you -can- 6A sjc j.C j.2C yada yada yada. only about 2800 damage though. Also if you are smack dab in the corner and you hit them from the air you should be able to air dash kara-drop then 5C yada yada yada but i have not actually played with that yet. grounded hit seems to have no viable options without nirvana. But yeah i thought it was worth mentioning (because i didn't see it anywhere in writing yet) that you need to follow up according to launch height :O more editing: on further inspection proper follow up seems to be character specific ; -; -
NEW ENGLAND THREAD *(A fusion of states and Shit talk)*
Mascarpone replied to Otakuchin's topic in Offline Community
< Lonny in the corner> -
[CS1] Carl Clover Tactical Discussion/Questions/Help
Mascarpone replied to Slowpoke's topic in Archive
Well i've just seen matches where they do j.a spam and the wave comes out but both carl and opponent are clearly too high in the air for it to be effective at all. and in such a case the opponent ALWAYS techs forward because neutral/back will have them falling into the wave. just wondered if this could be monopolized on. scare tactics. -
[CS1] Carl Clover Tactical Discussion/Questions/Help
Mascarpone replied to Slowpoke's topic in Archive
Interesting idea: 6A -> Jumping A Spam pushing them towards the clap wave If they miss the wave and tech forward is there enough space / can carl jump high enough to do a 7jump backwards and grab them for a tech trap? -
[CS1] Carl Clover Tactical Discussion/Questions/Help
Mascarpone replied to Slowpoke's topic in Archive
So i've been playing with Blah-blah-blah > 3C > 4D > 236A > 5C > sjc > j.B > j.C > jc > j.C > J.2C > Allegreto > 8D as a set up. I know 4D can go back into juggling and i know you can link 4D off of 3C, and because of the wall bounce properties and 3C's slide, it keeps the screen (and therefore the wall) pretty close to nirvana so that they don't have long distances to travel to reach the 8D wave. It seems neat on paper but i'm not sure if there's any higher damage applications for this because of proration and such. And my execution is inconsistent so i'm not having an easy time testing this lol. Thoughts...? -
2b 3C jc j.2c j.c jc j.c j.2c j.214c is 2100ish and gives you crap tons of nirvana recovery time. if u get a 3c starter and no 2b it's 2900.. a little impractical i guess but it's really easy. no super jumps or ale-cans
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[CS1] Carl Clover Tactical Discussion/Questions/Help
Mascarpone replied to Slowpoke's topic in Archive
there are a few decent combos in chalange mode and it's a good way to get the basic principal of how you'll be setting up carl's combos but in reality you'll need to always adjust what you're doing, some times slightly some times greatly, depending on distances and heights. but challange mode gives you the basic idea to run from. Also you will probably almost NEVER be starting a combo off of j.c. i certainly never do. -
I... i cannot deal with this match up in CS... i can't brio him out of cloud set ups anymore. i can't feed clouds to nirvanna. i get cursed absurdly fast and then it's over ~_~ what do you do to deal with this ass hat now
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[CS1] Carl Clover Tactical Discussion/Questions/Help
Mascarpone replied to Slowpoke's topic in Archive
While the other stuff is being tricky, i'm surprised how hard a time i'm having with 66> j.214C.. in theory it shouldn't be hard but the timing must be absolutely fierce o_O -
[CS1] Carl Clover Tactical Discussion/Questions/Help
Mascarpone replied to Slowpoke's topic in Archive
Proper timing is always crucial ;p Carl gets less wiggle room than other characters -
I've seen Kyle on XBL twice in the last few week. XBL: Toasty Cheese PSN: Studly-Toast (seldom used, PSN is laggyliscious) East Coast