Jump to content
Dustloop Forums

Mascarpone

Members
  • Posts

    582
  • Joined

  • Last visited

Everything posted by Mascarpone

  1. Carl's juggles are vicious and his reset potential is absurd. He's still, however, fragile as all hell and not in the least bit easy to use. I doubt they will buff him, but if they do nerf him it shouldn't be by much. 7k combos with oki -is- a little bit silly tho <Stares at Litchi and CT Rachel > edit for grammar and I called Carl "Combo"
  2. So: question fore people who have had mroe hands on time with CS: would you say that due to the general increased hit stun on most moves that carl's 3C summoning combos are a little easier to pull off? because they've been the bane of my existence in CT.
  3. There are some really good unblockable resets in there too :O
  4. Unless i'm mistaken there's a youtube link of that combo video up in video posting. And yes. PSyduck indeed. i love that solo tager corner combo. that's just cold.
  5. I think i like Tan Carl with Gold nirvana..
  6. that pink is really.. pink.
  7. Just wanna point out that was not a full life combo, there was a reset in there. But that WAS a 7k damage combo. and that is nuts. Do we get to be S tier yet?
  8. That as may be, nirvana walking forward uses much less of her HP than nirvana punching and stuff like this is good for long damaging combos without the use of her Life bar.
  9. the possibilities really just are endless for this kind of BS aren't they lol.
  10. when/where is CS :O and people dont play GG because it's intimidating and not everyone wants to make a career out of getting good at it =X I love GG but i just can't handle it c.c
  11. It.... it counters throw attempts??
  12. a-a-a-a-ing spamming light punch.
  13. I love that A-A-A-A-A'ing Nirvana is still in fashion 9.9
  14. it's terrifying. every night the undead nibble away a little bit more of my limbs.
  15. I still live in the Stix. This is a problem.
  16. odd because i could swear his hat is only kind of a part of his hitbox in CT because i've had so many overhead cross ups just kinda whiff the back of his hat.
  17. So his hat is officially in his hit box now. good to know.
  18. you are in reverse. CS is new CT is old.
  19. If it makes you feel any better Kyle, according to the news and interviews etc the console release will feature some tweaks, as well as future balancing patches. and apparently almost all of the characters get new astral heats if that makes any difference lol. Mostly i think future re balancing is a worth while investment. I hate Rachel but she doesn't deserve to be bottom tier lol.
  20. Though not optimal, Starting a combo off 8]D[ Wave isn't that hard if ur opponent decides to try and jump out of pressure, though honestly i think most good players have learned not to try because 8]d[ -> huge bullshit. Though i suppose since 8D eats nirvana life bar like mad now it's not that great to use in a pressure string anymore either. Kyle: Does it still whiff really close? :D (on that note, doe carl's 2A still whiff lambda's feet in CS if ur close?)
  21. I'm pretty sure that as a combo starter 2D is 90% proration. it's 102% when used mid combo. pretty sure starting a combo from 3C is optimal because it's 100%? someone who knows for sure will have to confirm or correct me.
  22. so 2D is itself is still very much the same, but what about the bounce? someone should run a hight check on it :O Still curious about the hit stun and the 623D jB j214C tho.
  23. okay that solves allot of my frustrations thank you for the answer lol. Because i've been scratching my head like "okay i'm not the best but i'm pretty sure i don't suck THIS much" lol. I'll just have to keep my air combos short and sweet till CS comes out. And practice the long flashier stuff when i have opportunity. side note: that probably is one of my favorite things about Carl: even his BnB's are flashy. side note 2: has anyone experimented with ground combos -> blah blah blah 623]D[ j.B j.214C 8D -> Air stuff? on the note of more hit stun, I've noticed that it's ALMOST doable in CT and i wonder if it's worth playing with in CS, tho idk if the damage proration will make it good enough by the end of the whole string to be worth doing for anything more than flash points.
  24. Well I'm less worried about Nirvana's moves and more Carl's. Like I said, if i ever put a 2C into an air combo it seems like they can escape far earlier than they can with any other moves, And I assume this is why 5C Volante has made it into so many new carl air juggles... The training Dummy always techs my third attempt at any kind of air combo started from 3C 2D by the third bit if there is a 2C involved. it bugs me because i also cannot seem to get reps of 2D loops in from a 2D launch because nirvana does not seem to recover fast enough, or they hit the ground before i can j.2C. or I j.2C ]2D[ j.C but the 2D does not come out because she is just ending her recovery.. So i suppose what i really need is ways to launch into j.2C j.C 2D that won't kill my combo's tech time and let me keep them going. 2C 8D just isn't cutting it. Granted i am in CT still (no arcades = win) and that might account for it too. Which brings me back to the original question: is there a difference in the hit stun of Carl's normals/specials between CS and CT?
  25. Can someone confirm or deny that Carl's moves have slightly more hit stun or something in CS? because i'm trying to do some of the CS-ish stuff in CT and i cannot seem to make some of the air combo links that i see made in CS which leads me to believe that either my timing needs to be frame-by-frame air tight (likely) or that people can escape Carl's air combos a little more easily in CT. I cannot seem to link 2D loops into 5C j.B j.214C 8]D[ even after 1 rep of 2D and it is bothering me. allot. Actually nvm I think i figured it out. 2C in combos really ruins things doesn't it. so just avoid 2C 8D if you want your air combos to have any kind of longevity?
×
×
  • Create New...