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Mascarpone

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Everything posted by Mascarpone

  1. boring mainly. I still use him but struggle through because I dont optimize via loop.
  2. as long as you don't knock them down too close to nirvana. Or in the corner. Which i've noticed is a big new tactic in EX. Fuoco -> high/low -> combo -> Knock down -> repeat. And we still have 3D close range/mid screen :D Ohi i'm in CS2 discussion. I'll stop now.
  3. that's less evil than it looks Phaeth xD Side note: allegretto corner combos look so alarmingly sexy D:
  4. I actually don't think the 2D change is as bad as you make it out to be. Carl's dash is now much longer si he can hop farther with the bounce. I've also seen people pick up 4D off of it with a j.c knock-into-it. It looks harder but still perfectly doable.
  5. Hmmm. Either way. I'm still loving all the recent Carl footage. Love the knock down > fuoco corner mix up. The not-pushing them into the air thing is really pretty neat
  6. I feel like I have but I am also kind of crazy so its certainly possible I'm wrong
  7. I meant in the past I remember it stopping if carl or nirvana was hit, different from RoM
  8. I remember fermata stopping. That's why I asked.
  9. thank you sorry i did that on my phone and my phone is made of suck. Also check out the latest silly carl videos :o Stupid-as-fuck tager loop and fermatta doing things i'm not used to it doing. Also fuoco looking really strong in the corner.
  10. Akira just wanted to poitn out in you rOP you have 6D instead of 6C for air hit KD and charged air bounce.
  11. http://www.youtube.com/watch?feature=player_detailpage&v=JRCg5Lzhmoo Dear Tager: your hit box is SILLY! Yet another retarded tager jump loop. This match will never be fair will it. 3k from a 2a starter into UB reset and loop. sheesh. Edit: also what? http://www.youtube.com/watch?feature=player_detailpage&v=JRCg5Lzhmoo Does fermatta keep going when carl is hit now, or is this just a fluke?
  12. I feel like with the increase in combo rating It might be even more dangerous. BTW I know that no one cares about anima but it nets similar damage as a combo starter. I find that funny. Honestly its not completely useless to me. If you almost never use it people don't expect it, and you get an easy high/low mix up if they break it (2a/6c.) Idk I like it as a "wtf did you really just do that?" Tactic EDIT: actually now that I think of It some one should look into how long 6c needs to charge for Its ground bounce vs. Air hit property. Since a throw break puts Nirvana into neutral and 6c can be charged a little while the opponent is in whatever lock from throw break in theory this could be a set up that dissuades jump outs. 6C is air unblockable without barrier (as most normals) and if it would hit them into ground bounce that's a combo right there... again all theory fighter which sucks on paper and even then its a set up you would not frequently use but still might be valid. Obviously not reversal safe but we can't be perfect
  13. She takes roughly the same ammount of damage that she did in CS2 so she's still not a perfect meat shield. What changed is that using her moves costs -a lot- less meter than it does in CS2 so you can use more moves offensivly without recharging. Carl's combo rating was also increased so he can perform longer and more damaging combos (which is complimented well my the new meter rules for nirvana.) To make up for that, her recharge rate is much closer to what it was in CS1 (longer wait to recharge, slightly slower recharge.) As far as I can see, he's pretty close to how silly he was in CS1. No insanely strong j.B fatal counter but similar combo damage, same mix up potential and substantially stronger oki. Thus far I'm happy with what I see. Edit: on the subject, I would love to have a valid fatal counter.
  14. Goodness. That's some crazy goin on right there.
  15. So yeah I'm excited to look at this when someone uploads an actual recording
  16. I found a fun little useless toy today. Anima as a starter leads into a 5.5k 4D combo from 0 meter :D Good thing for everyone else you'll never actually confirm an Anima as a combo starter. Still, It's there and it makes me smile. Edit: With CSEX Carl's enhanced combo rate we can probably get a little more out of it. Probably nearer to 6k. Still useless though :D
  17. You need to hang around more ultra-feminists.
  18. the bees thing is from when opra have her whole audience new cars.
  19. Yeah I had noticed this too. Like when i mentioned, after being generally a grump face, that carl's post-throw combos were much longer than CS2. I'm quite glad about this in general. Yay for more damage potential <3
  20. By your own logic though, The entire cast is ass because the entire cast's gimicks/mix ups/resets/tactics/everything can in theory be seen through, counter measures can be taken, damage can be avoided, etc. To be perfectly frank i Feel you've made this conclusion for yourself and only look for evidence to support it. Anything you see to the contrary you dismiss as 'shinanigans' or 'well that person doesn't know what they're doing.' Always keep in mind that people you play with, especially regularly, know how you play and despite our best efforts, we all can fall into pits of doing things formulaicly. When iI use certain tricks against people who play me all the time, they learn to block them and I have to resort to doing weird stuff I don't normally do comfortably. When I play people who are not familer with my Usual MO, I do better, though yes I'm certainly out matched by some people. In any fighter, knowing how to handle your match up is going to drastically enhance your odds of winning, and falling into pits of predictability are going to greatly increase your chance of losing. Further more, even the most machine like players can make mistakes. That's all part of the game. It's not fair for you to say that -any- character is ass just because there's a way to get out of their tricks. Every character shares this factor. It's shallow and it's bugging me. I think you're a very competent and skilled player. Probably more so than I am. However, this line of thinking just needs to stop, the overflowing negativity is just painful, and isn't serving any purpose. It dose nothing to support the community or raise the general knowledge base. Sure, people can jump out, they can DP-mash, use DD's whatever, but that doesn't discount the fact that carl's mix up is notably stronger than the majority of the cast, he gets more reset opportunity than most of the cast, his Oki is strong and he has a fairly safe keep-away game. Technically you can beat out Valkenhyne's Wolf gimmicks with mashing but that doesn't make it any less of a pain for everyone to deal with. you can take your 'solid paper' calculations to the grave with you but carl is still a perfectly viable and even sometimes a powerful character. Kay. Done with my temper tantrum. Edit: Btw i've noticed that carl seems to be getting longer combos off his throws in these videos.
  21. 0 idea of how to block it.
  22. Derp. Well, I still have gotten people in their jump animation... maybe I'm just lucky. D:
  23. litchi does get a slight jump out advantage because she has a faster jump. I can say from experience that if timed just right the 4d cross up can catch people in their jump start up. Doesn't mean its perfect nor does it discount your point about jump outs but it is worth.mentioning that litchi has always sucked because of her range and quick jump. Loving the sound of a real corner combo. Ill have to check it when I get home.
  24. I feel like arksys wants Carl's damage to be low to account for his generally above-average mix up and (though no longer godly as all hell) solid oki game. Weather or not they push the low damage too far is another story, but I understand the logic at least. I wouldn't mind a good Fatal counter though. That would be just dandy. Doesn't even have to be as great as j.B was. Or maybe some real AA properties on 2.C, that would be fine. Just a tad of head-invulnerability wouldn't kill. And it's not like we could get -that- much damage off it as a FC i don't think :x Also Aki, 2.C fatal -dose- leave them unable to tech until hitting the ground so vivace A -> air combos is in fact possible, and you do have time to teleport nirvana in as well. however you do have a point that hit confirming it is kinda dumb because it's weird hit box/profile and no invincibility -do- make it stupidly hard to counter with. And if it's bated it's retardedly negative on block. and vivace won't save you either. and again, still probably not getting great damage off it. probably 4.5k with 50 meter i'd guess? I'd experiment with it but My execution is often ass. so it would be frustrating trying to figure out optimal combos off it.
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