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Mascarpone

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Everything posted by Mascarpone

  1. Idk if they tone down noel and makoto allot, 4.6k is actually not bad damage by comparison to the rest of the cast, and that is what they were saying he could get with a 5B starter and 50 heat in one of the loc tests. The only reason it's not good damage now is because makoto gets 7k, noel 6, and hazama gets 5k off a throw (8k off of a 5.C what??)
  2. shows you how well i know my terminology lol. I'm kinda dumb sometimes lol.
  3. actualy i interpreted the 6D air blow back as similar to Noel's Assault Through CH meaning they slide along the ground which would mean it's filler for corner combos or maybe near corner into teleport combos. I could be completely mistaken though. But even if they dont slide allong the ground, They'll probably travel in a straight line as opposed to brio's high-as-a-kite arching trajectory, which means it would probably be easier to follow up with a 5C or j.2C alle~can in the right situations. Also for some reason i was thinking Lambda's Air-Saber ground bounce when thinking of 3D not her rolling blade. My head is silly. Thats why i wondered about j.2C alle~can pick ups.
  4. well the bounce all depends on where it hits, since 3D hits 3 times, does it hold them and then bounce them on the last hit? also 66j.A might become the CT alle~can overhead so idk if they'll let us keep it. jump canceling the hop might be interesting especially if it keeps it's momentum. Maybe it's to compensate for the removal of our glide throws... Since yuh know, the new puppet on the block gets a dash.
  5. it makes me wonder if it forces them forward to match the minimum distance on the original hit or if it actually catches them really close and tosses them directly above carl. Probably the former. also Cantabile was a little easier to whiff in the corner if you were being careless. and i will be the first to admit i'm a careless carl. Theory silliness here: I wonder if the old j.c 3D knock down trick with 3D bouncing will still let you hit them with j.2c. and if its low enough, can you alle~can for more juggling. Still, if you can j.2C them you can j.C them again into the ground right on top of them. And it's always fun to play the tech game when your otg in sandwhich. side note: "Extend" really makes me think BBCS Viagra.
  6. ... wait a tick, if that ground dash thing in fact means we can cancel it into normals in the first 6 frames.... like dash-a-gretto only with normals, Does that mean we just got some new silly overhead hit bullshit? that seems silly. And the 3D thing is just mean. I dont care about silly unblockables, i want oki nonsense.
  7. I'm not saying I -want- Cantabile 6C combos i'm saying they could happen for flashy silliness, like a 6D in a juggle for flashy silliness.
  8. Sigh. No Carl vids. I want to see this 6C nonsense.
  9. They removed all character's glide throws so it's not just us. as far as i can /guess/ .... Either 6C on aerial opponents bounces them off the ground, or 6C in general lost it's stagger and essentially launches them. If i had to guess tho, it's the former. Cantabile -> 6C vivace combos anyone? Also if i remember right, can't most characters combo off of blow-back if they're close enough to the corner? Cantabile 6D j.2C alle~can combo silliness anyone?
  10. those scrawny bastards are always hell to combo in the air =| are you doing a 5C or 6B before you sj.B?
  11. Marisa that is blatantly untrue.
  12. Keep her activated whenever you're doing the carl-stuff? i'd have to see what the problem looks like to understand what you're talking about o.o. like are u trying to keep her deactivated until u need to input the move?
  13. Fire Emblem was probably witheld from america because they thought it would be too hard for us c.c kinda like we got fake super mario 2. I love FE but it is BALLZ hard sometimes.
  14. I'm pretty sure i've seen some of the fancier carl players do an Aircombo -> KD down into Volante then air combo KD into 8D then 2C - Fermatta.
  15. If you have them in sandwhich you can also get some very mean oki off 3C
  16. Dear god i was tired when i wrote that. that last line doesn't even make sense. "Though Carl's 2D6B can be perfect, you don't want it to be. Perfect unblockables always count the low hit and 6B doesn't bounce or combo into anything (because cantabile will most likely whiff when you are that close to Nirvana and she is still active) so ideally you want them to get hit by the 'almost unblockable' side of the set up. This is not however the case with the 3Dj.B set up." Kay that holds up much better. Either way even if you aren't timing it perfectly the set up is difficult to block. And though the 4 3D's it takes to loop the set up twice does in fact burn through allot of nirvana's life bar, you are totaling 6K damage, and any non-reset combo of carl's that does this much damage is going to consume plenty of meter as well. If you're terribly concerned with it, just use it once and end your second combo with an 8D Fermata. The good thing about Carl is though nirvana's meter is low these days, it recovers insanely fast and carl has the option of ending all his combos with almost full-screen knock back, giving you plenty of opportunity to recover meter.
  17. I've had someone block it before too but that's primarily a timing issue I'm sure, as there -is- a way to time it to be perfectly unblockable, similar to his other UB (2D 6B) which has both perfect-unlbokcable status but it's better to the them with the almsot unblockable but not quite because it's the one that actually bounces them..
  18. And you can get absurd damage off of Guard break -> Fermata -> combo I feel tho, that like a guard break, the CH 3C's are gonna be spaced out.
  19. I'm not saying it's not, and i'm not saying his damage isnt great because in reality he still hits pretty hard, just saying that 6K+ is very uncommon in CS2 and it's not necesarily easy for carl or anyone else to get it. Unless it's makoto. lol.
  20. I too am kinda curious about the quirkier workings of the 2C set up. I always fall in front of them and not on top. probably just boning up mah jump inputs. side note: i dont think big damage exists in CS2 if you aren't makoto/noel. at least not in a practicle form. Hazama's double burst combos are all well and fun but i doubt you're gonna do them to someone. Carl get's 5.8k with with 100% meter combos and a 2D starter and i haven't found a way to surpass that cap, even with gold bursts.
  21. That dash-a-gretto rapid cancel was sexy. not gonna lie.
  22. Ugh. Wolf form's normals are so dumb-ass-quick and that command grab is a bothersome thing. I need advice for this match up. all i do know for sure is that his hit box is piss-easy to reset, but it's tricky to catch him when he's taokaka-ing around as a wolf and he can just keep-away while he recovers meter. I've yet to successfully AA is j.C or whichever is the downward wolf dive.. and his pokes are long ~_~
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