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Everything posted by Zoogstin
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I made post to respond to your post Zeero but for some reason it never got posted. Simply put: I understand what you're saying. CS2 Carl is not better than CS1 Carl. I'm not saying he ever will be. We have to change our mentality about how we play Carl. From my perspective, j.C is doing wonders and has upped Carl's solo game. Which will make up for the increased number times we have to let nirvana heal. Just because she loses health faster doesn't mean that we have to let her die. Carl can do anywhere from 5-8k before needing to stop to let nirvana heal. Remember she still recovers fast if she's in standby, and there will be plenty of opportunities to allow this. On the last combo finish it with either a super or allegretto and send the opponent to the other side of the screen (this is the same strategy we've been using with since CT). Plus with the cantible combos, Carl's combos last longer which help with time stalling as well. Carl still has options alone with the new j.C knockdown without nirvana, although they are as good, no. Also we may a lot of meter chasing the opponent but consider the meter she'll gain back when the match is neutral and the opponent is just stalling on the other side of screen. This happens a lot and we might as well enjoy the breather. All I'm saying is, just because we can't be as reckless with nirvana as we could in CS1 doesn't mean its the end of the world. But no lie, I'm gonna miss CS1 carl.
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Glad to know you're pumped to play. I wish we did bi-weeklies. Also the Carl players in the Carl forums are so pessimistic it hurts. *wine*wine*wine*
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Carl can definitely be a mid-tier character. That past 5 or so pages are way too depressing for anybody's own good. People need to stop being so pessimistic and just wait. You guys can state your worries that's fine. But some of you are just out-right declaring that Carl sucks!!! We haven't seen jack yet. I'm just waiting to see his combos advance. I have a some ideas in my head that that I think will work but I need more vids to help with this.
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Need more GG and BB. Been hangin' out in training mode in GG and I have too many options with what i could do with the dog, ghosts and Raoh. I don't know what to do... Can't figure out a playstyle yet. Hope everyone is having a good holiday season.
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Yo guys good/bad news depending on how you look at it. In case you guys didn't already know if you start a combo off with a gold burst the burst will put a 65% proration on your combo so you can't do much. HOWEVER if you use a burst mid-combo you get a 110% combo proration on it. So if you can do 2 gold bursts in one combo we're talking a lot of damage. Observe: http://www.youtube.com/watch?v=h-LIvq2Zymc Carl can easily combo into a gold burst due to Nirvana. So we're gonna be seeing a lot of cool/retarded combos from not just Carl and Hazama but any character who can combo into a burst. The good news for us is that we'll be one of those characters. The bad news is combos like the one I posted will kill carl in one combo.
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Yo due to gold bursts having a 110% combo proration, Hazama has a 10,576 damage combo if he uses both bursts mid-combo. For all the characters who can combo into gold bursts this can get pretty lethal lol. http://www.youtube.com/watch?v=h-LIvq2Zymc
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I posted that a few pages ago.
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Ragna and his burger flipping combos.
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Yeah I saw that before. I think its hilariously great. Also Noel is doing a lot better as well. She's getting a lot of 4K damage.
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Thanks for coming man. Good to see ya. Stick around here and post more...
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As far as I know everyone can crouch 8D. We would need to make them want to stand or jump. =/
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Thanks Zong. Kaworu sorry dude but you gotta look around a bit more. I posted those changes towards the end of the previous page.
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j.C knockdown isn't necessarily a nerf considering how we can still do juggle combos with it... Also can you compile a list considering how just made a small one in your post? Lastly I'm now having a hard time imagining how to use 3D as a pickup (if its in) when Carl has no non-CH moves the leave the opponent on the ground besides a forward throw. =/ My guess is that it will be good for when we condition the opponent to not tech during certain oki setups. In that case if they insist on just staying on the ground (like the people that I play do) you can hit them with 3D.
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Thanks for the list Cassius. So far looking at the frame data (if I'm reading this right at all): -5C's initial proration (P1) got nerfed from 100 -> 85 -j.B's P1 got nerfed from 100-> 90 -6D got a damage nerf and P2 nerf. The damage went from 960->760 and the P2 went from 85->80 -2D got a HUGE damage buff from 720->1220 but a P2 nerf from 90->80. Both of those are huge jumps -4D got a damage buff: The first hit does the same amount of damage as CS1 but the second hit went from 780->880 -8D got a damage buff on the first hit. It went from 720->920. the second wave does the same as CS1. Initial proration of the first wave also got increased from 85->90. For P2 the first waves proration got buffred from 85->92 but the second wave's proration got nerfed from 90->80 -Brio's damage was buffed. The first hit does the same damage as CS1 but the second hit went from 800->1000 -Anima's damage was buffed from 1500->1800 but P2 got prorated from 80->70 (not like anyone would use it in a combo anyways) Can't make out the rest
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No.... last I checked.
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Taken from BBCS2 changes thread :sad: [07:35][07:36] <jiyuphone> Ragna new bnb is.... DEAD SPIKE LOOPS!? [07:39] <jiyuphone> Fatal Counter blood kain combos doing 4500 damage [08:00] <jiyuphone> Tager is s tier [08:06] <The_Third> lmao [08:06] <The_Third> how's cs2 ragna? [08:07] <jiyuphone> Ass. Really bad [08:08] <The_Third> shoutouts to hazama doing no damage [08:08] <The_Third> i assume [08:09] <jiyuphone> Yeah he got damage nerf [08:09] <jiyuphone> Ragna too [08:14] <jiyuphone> [Ragna] 3c techable. Can't use in combo [08:32] <jiyuphone> Rachel is really good [08:42] <jiyuphone> Hazama just did triple chain into 623d into 2b > 236d [08:42] <jiyuphone> 1400 damage [08:43] <jiyuphone> Lmao [08:55] <Soniti> is Rachel's j.a viable? [08:55] <Soniti> as an overhead [08:56] <jiyuphone> Yes [08:56] <jiyuphone> They abusing it already [08:56] <jiyuphone> Not even as overhead, she extending combos and confirming shit with it [08:57] <jiyuphone> And her zoning game is just as strong plus damage [08:57] <jiyuphone> She did 5200 earlier [08:57] <Soniti> !!! [08:57] <Soniti> off of what [08:57] <Soniti> 5b? [08:58] <Soniti> Whoa, Rachel's fork chains into stuff again? [08:58] <Soniti> or just links on hit [08:58] <jiyuphone> Just did 4300, 50 meter [08:59] <The_Third> better than anything cs rachel had [08:59] <Soniti> So are they using j.3d j.a as a way to push to the corner? [08:59] <The_Third> everything* [09:00] <jiyuphone> Yes. J3d aaaaaa [09:00] <jiyuphone> She is legit [09:01] <jiyuphone> Tager super armor is lol. And his a sledge is good [09:01] <Soniti> Can she still do BBL -> dash under sj. 8d j.2c (level 3) [09:02] <Soniti> is his super armor move punishable on block/ib? [09:02] <jiyuphone> She did j.c ch into 2x super [09:02] <jiyuphone> For 4100. No poles setup [09:02] <jiyuphone> And he dropped followup combo [09:03] <jiyuphone> Yes she has the fc j2c combo [09:08] <jiyuphone> Burst change suckssssssss [09:08] <Soniti> Burst change??? [09:08] <jiyuphone> Burst takes 3 primers [09:08] <jiyuphone> Tager taking 2 primers with blockstring [09:09] <jiyuphone> Raping anyone who bursts [09:10] <jiyuphone> His super armor is Soooo gay [09:11] <jiyuphone> It's 2 part move. I dunno if 2nd move automatically comes out [09:11] <jiyuphone> But if it does, unsafe [09:11] <jiyuphone> It's like 6a2c chain [09:12] <jiyuphone> Hakumen hotaru fc blows them to corner lmao. This game is jokes [09:13] <jiyuphone> Tager is all buffs though [09:14] <jiyuphone> I still think this game is too amine for him to be top, but he's way better [09:16] <jiyuphone> Hakumen did 2500 off 4c for 3 stars [09:16] <jiyuphone> No big deal [09:19] <jiyuphone> BBS says [Jin] and Ragna are really weak [09:22] <jiyuphone> They didn't add any new colors which is pretty bullshit [09:23] <jiyuphone> Rachel poking with fork and canceling into jump? [09:23] <jiyuphone> Fork > j3d a [09:24] <jiyuphone> From real far. Max distance fork [09:25] <jiyuphone> She still has oki, etc [09:25] <jiyuphone> WB Rachel [09:25] <jiyuphone> Hakumen just looks cooler [09:26] <jiyuphone> Faster, tsubaki ground slide [09:29] <jiyuphone> Tager just took 4 primers in 2 seconds [09:29] <jiyuphone> Lmao [09:30] <jiyuphone> He could do 5 with spark bolt [09:31] <jiyuphone> Blahblah 2c3c rc 6a2c3c spark bolt [09:31] <jiyuphone> 5 primers [09:31] <jiyuphone> Into 5500 tager buster combo [09:32] <jiyuphone> If not just 4k 2c combo [09:33] <jiyuphone> He is DESTROYING guard now lol [09:34] <jiyuphone> Just resetting into primer rape [09:34] <jiyuphone> Barrier and then lose your guard bar and get broken in danger mode [09:56] <jiyuphone> Yeah [Dead Spike] on airborne opponents makes them spin [09:56] <jiyuphone> I'm doing DS 5d(1) x3
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GG's to Frostbite and Darkness Jin in BB. Lets definitely play more now. Nice to know that the scene is bigger than expected. I gotta work Saturday but I get off at 4 so I'll probably miss the BB tounrament but I still plan to come by to play GG.
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Dats whats up. I assumed you entered SSF4 and MB. Who did you play? Especially in Melty...
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Sure are. Good stuff to Blake and Matt at NEC. You guys are gonna have to tell me all about it next time I see ya.
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This east coast/west coast crap is stupid. Seriously, can't you guys be like GG's and be done with it?
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Karuru...
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Friend request me. I'm Zoogstin.
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Thats what I said/meant. My bad let me clarify: When I think of 2D loop i think of just doing 2D over and over again which is not efficient. The combos that I'm talking about involve 2D sure but throw in volante, and 4D as well and I no long call it the "2D Loop." Sorry for the confusion, its all semantics. =/
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No one who goes for big damage does the 2D loop anyways. Also, besides the already mentioned meter hogging that the volanted x N does, anybody who goes for the high damage combos won't do volante x N because it starts putting the opponent too far out to add finishing hits such as sending the opponent back into 8D into a 2D rep and back into another 8D into a super which as a whole does a lot more damage than several volantes in a row (although after an unblockable setup I think you could get away with 3 volantes and still be able to send them back into an 8D). This is also why 4D is incorporated because it does more damage than volante and it allows for you to send the opponent back into an 8D.
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I'm gonna miss Carl's current combos but he still seems pretty broken in CS2. He's more setup oriented rather than high damage AND setup oriented.