Ca$$iu$ Check$
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[CS2] Carl Clover Tactical Discussion/Questions/Help
Ca$$iu$ Check$ replied to Kyle's topic in Archive
j.C jump cancellable on block. that is all. http://www.youtube.com/watch?v=5_YezKQMbzg#t=11m26s -
[CS2] Carl Clover Tactical Discussion/Questions/Help
Ca$$iu$ Check$ replied to Kyle's topic in Archive
I haven't been following since about page 4 so I don't know if it was posted, but since you seem to be a fan (I am too) of Ranrebo, he's in a quite a few fights from this latest a-cho vid -
http://www.ustream.tv/recorded/11645737 The pink Carl that starts fighting on the secondary screen (left, with no audio) about 18:45 in, does this really slick looking reset (about 19:50 ish into the stream). In CON positioning, he does whatever to launch opponent, then j.B j.C into 3D, but then he falls straight, but before landing, times a j.2C on the opponent while being hit by 3D, at just the right height to start the new jump loop (j.2C j.B) x n. Edit: My bad, I get hype off of all the new stuff I'm seeing, but I realize my posts may not be on topic, or contributing to the purpose of this topic. If so please let me know, I don't want to be "that guy"...
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http://www.youtube.com/watch?v=ipcGdCJfccg This Carl was pretty damaging without burning thru a lot of Nirvana meter (well half of Litchi's health from only 2/3 meter, seems better than what we've seen so far). He also was getting resets off of less telegraphed stuff than the run of the mill 5B cross-up IAD j.2C we have been seeing in the last few vids. I know it's not like definitive evidence to put everyone's fears to rest, but I'm sure Carl will still be fun to play, as well as rewarding. I know everyone wants a character that is tournament viable, with worthwhile damage for the effort, but I'm sure time will show CS2 Carl to still be a contender. EDIT: Oh yeah, just wanted to add that I know there's more to winning than doing damage. Rushdown characters exploiting Carl's limited defensive options to effectively rape him is still a legitimate concern. I wasn't trying to say this vid addressed that, just that it seems that Carl players are eeking out more and more damage little by little, so hopefully that will quell some of the concerns about him doing piddly damage
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http://www.youtube.com/watch?v=04GU-EPGaDY 2:52, 6C is air unblockable, strange Edit: I forgot that a lot of the cast got anti-air properties added to their normals. Anyone know all of Carls? Just 6A and 6C so far? Oh I see 5B is also, at 7:47 of this vid: http://www.youtube.com/watch?v=tnW8CO_4T-I
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http://www.youtube.com/watch?v=1jOU1gmQ300 Hey at 4:34 of this vid, Carl does the glide throw, it gets broken, and then he air back dashes away. Is this something new? I thought in the previous versions your air options weren't reset until you touched the ground after an air throw break, so wouldn't the dash that was used for glide throw count as your one and only air dash, or am I misunderstanding the system?
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If you're talking about the move that tosses the opponent down, then that's just plain j.C
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Last one from that set http://www.youtube.com/watch?v=yVkjyo7XCRQ
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I think the Carl was getting to the point where the loop was carrying him too high up on Tager's hit box, and so he meant to do j.2C allecan (like he did in the corner loop in round 1), but missed the execution of the 214C. Someone in the CS II changes thread mentioned that the slightly higher bounce on j.2C was deadly, and stated that Tager could do the very thing we saw, recover and punish with grab or whatever
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Part 2, 2nd Match, same Carl http://www.nicovideo.jp/watch/sm13054374 http://www.youtube.com/watch?v=HXUSNF3m5pk New pseudo jump loop on Tager in the corner was pretty hype, 5B 2B 6B (j.2C j.B) x 2 j.2C allecan
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I think it does, I believe that was what Dream Maker was stating when he posted this a few pages back: When he said that, I imagined CON positioning, Carl doing something like 5B 5C 6D j.C 5B 2B 5C 9D (8D and forward jump in one), opponent crouches under 8D, late Air Dash j.B j.C on crouching opponent (reset). Here's to hoping that in mirror matches we'll be able to escape this with a Vivace B Oh yeah, you could probably replace "...5B 2B 5C 9D" with "...5B 2B 6B 8D (8D and neutral jump in one)" in the above combo to make the pressure a little tighter Edit: in fact, I think this idea was what this Carl was aiming for at 3:40 (using 8D to force crouch followed closely by an overhead, this case a j.C) of this video. Unfortunately, the Hazama was able to interrupt with the chain attack before Carl's j.C could hit. But meh, he could've just been using the 8D to prevent him from Spider-slinging out of the corner.
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Well in the latest vid that we've seen with Carl vs Hazama, a little blue exclamation point came up when Hazama was hit with Brio near the corner, so I'm thinking that it has to be air barrier blocked. Cause in CS the completely air unblockable 8D didn't make the same exclamation point appear iirc. If you find out anything let us know. Oh and I wasn't picking at you by any means, thanks a ton for all your translations too.
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I was referring to stuff like this: If anyone posted that it was air unblockable I missed it, my bad
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Another notable point, in round 1, just as the brio that hit Hazama and bounced him into the corner connected, a blue exclamation point appeared, like when an opponent tries to normal air block an air-barrier-only anti-air attack. So then what's the deal? I thought others with actual access to the game were stating that it can be blocked exactly the same as CS1.
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Nevermind about the j.C thing, a poster in the changes thread had this to say: I completely forgot that you can't gatling back to j.B after j.C anymore I guess it's still cool you can do 6D j.2C j.B j.C though
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I'm wondering if j.C only knocks down on airborne opponents. The reason being when looking at the BBS I'm still seeing stuff that looks like j.2C j.B j.C on standing opponents and even the jump loop j.B j.C j.B. For the former, I'm looking at this, where it seems like the guy says that for conserving nirvana gauge he's using "~ 6B> 6D> J2C> JB> JC> B> C> 3D" And the latter, I'm looking at this, where it seems like the guy is saying he did the jump loop on Jin, but on the second repetition he could only hit the first j.B, or maybe it didn't combo after the first j.B. I know there's a lot of gibberish there, because I was using google translate, but you can kinda get the gist of what's being said, or at least imagine some possibilities until we actually see some vids. Here's the latest page of the untranslated BBS by the way. Sorry if I end up being wrong, but I wanted to give hope to all those who were bummed out thinking they lost their precious 6D j.2C j.B j.C and jump loop combos
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BlazBlue: Continuum Shift II Changes NON-HELPFUL POST = TEMPBAN
Ca$$iu$ Check$ replied to Henaki's topic in Archive
All good. I wouldn't have even said anything, except that it made it into the original post, and so needs to be edited now. -
BlazBlue: Continuum Shift II Changes NON-HELPFUL POST = TEMPBAN
Ca$$iu$ Check$ replied to Henaki's topic in Archive
I believe that to be incorrect. I'm pretty sure that he wrote jc lower case in parantheses meaning jump cancel. 単体コンはカンタービレ>C>JB>J2C>JB(jc)>JB>アレグまで確認 I believe it's: anything into cantabile, 5C, j.B, j.2C, j.B, Jump Cancel, j.B, allegretto I mean none of us have seen it yet, so I could be wrong, but with j.C causing knockdown, a j.C there doesn't seem to make sense -
I'm making my short return to MD for the holiday weekend. Any gatherings for BB:CS on Friday/Saturday? I'll be in the Bowie area, but I don't mind riding out to play live opponents, it beats randomly laggy online matches.
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Yeah, just popped in CT to check, you can't IB Brio at all.
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Potential CS2 lazy resets: CON, something like 5B 5C 6D j.C... (j.C only knocks down on air opponent right?) into ...5B 2B 5B 6B Cantabile (if that works with the new gatling, if not drop the 2B 5B part in the middle, may have to walk Nirvana away from Carl to create space for it to connect, then move her slightly closer during opponents falling) 3D, which picks up into hits, or if it picks up into blocked hits then hopefully pushes opponent close enough to do 6C or IAD j.C allecan for cross up reset or have Nirvana deactivated until after Cantabile (5B 2B 5B 6B Cantabile pushes opponent passed Nirvana into CNO) activate Nirvana after Cantabile connects, let opponent fall into 3D, but then you'd have to figure out how to get over there to continue, Vivace maybe, I think Nirvana would be too tall to IAD over, unless the lil squatting animation during 3D makes her temporarily short enough Also with the new untechable time, will ...6B Cantabile allow enough time to connect Cantata on falling opponent? If so that may be the new way for Solo Carl to land Cantata outside of CH 3C Last thing, about CT's Brio. If it wasn't air barrier blockable like Zoogs was suggesting, then I'm sure that it was something like air unblockable and air barrier unblockable, but you could block it with instant air block, or maybe only instant air barrier block. I could be wrong, but I swear I've seen it instant blocked back in the day while watching Japanese matches.
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Thanks for the request. Yeah man, we'll be playing soon. BlazBlue is my favorite game right now, so I'm always happy to have more local opponents. Tryna get stronger, you know.
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[CS1] Carl Clover Tactical Discussion/Questions/Help
Ca$$iu$ Check$ replied to Slowpoke's topic in Archive
Whadup people. I've been lurking on these forums since CT's console release without really contributing anything. Learned a lot from these forums though, so thanks to all that have contributed. I've been eagerly awaiting CS's console release, and been watching tons of youtube vids to satiate my desire to get my hands on the game. I recently started thinking about dash allegretto and had some theory fighter ideas I wanted to throw out. I kinda wanted to wait til the release to test em myself, so I wouldn't seem dumb if they are completely useless, but anyway here goes: A. Situation is C-O-N, and Carl has dragged a combo out to the point when the opponent can tech soon, so he ends it in 8D (so that the opponent is in untechable free fall). I see a lot of players do this because its good for oki. My question is, while the opponent is falling, does Carl have enough time to connect a dash allegretto on the falling opponent? If so, was thinking of these situations: 1. If it connects, opponent is hit with the full hits and is blown back into nirvana. Then if there's time Nirvana attacks with something. 623D would be the fastest, but opponent would likely tech after and so you'd lose oki 2. If it connects, and the opponent is hit, but maybe not all of the hits are able to connect because opponent can tech after initial hits. So now it's like a really tight C-O-N, with Carl finishing dash allegretto or landing from it, and opponent in the air after air tech, and Nirvana behind him. I'm assuming the opponent can't air tech forward through Carl, or back through Nirvana, so they are stuck there. Now what if Nirvana has done 8D during the dash allegretto, making it an air tech trap. If it lasts long enough to still be active after the air tech's invincibility and hits the opponent, can Carl land and reset with like 5B or something into new combo? This may all be silly stuff that doesn't even work but I was curious and don't have the game to even check it out. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Ca$$iu$ Check$ replied to Alternate275's topic in Archive
The 623C may not be connecting because you are executing it too late. Don't think of the combo like a sequence of moves where one begins when the previous one ends. You actually do the input for the next move while the current move is hitting, so that you cancel (shorten the animation of the current move, bypass the recovery) that move and immediately begin the next, while giving the opponent the full amount of hitstun so that the next move is guaranteed to hit, if the start up of that move is less than the opponent's time in hitstun (which shortens a tiny bit for each successful move you land in the combo). So maybe you're doing 623C too late, try doing it while 6B is hitting and it should land. Yeah, 5B -> 6B and 5B -> 5B are the same thing. You can't do 5B twice in succession in one combo, so when you input it, the 5B gets forced into 6B. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Ca$$iu$ Check$ replied to Alternate275's topic in Archive
Hey Kyle, I know you already made a note to yourself a few posts back to update the 101 thread. Just wanted to put a reminder up to add combos that involve 3C -> j.2C alle~can to the alle~can combo section. I haven't tested all of them out for myself, but it looked like from the vids that they allow you to still combo after 3C, passed the point where 3C -> 2B -> 2C turns into a black beat. So you could do things like several reps of whatever ground loop you prefer, into 2B -> 3C, or just 3C, then j.2C alle~can, into clap trap (by jumping up immediately into air grab), instead of limiting your ground loop to one rep in fear of the combo turning into a black beat and allowing escape before you can transition into clap trap. Also I think there was a carl only 3C -> j.2C alle~can combo mecha-sue used you can add too. I think it was something like 2A -> 2B -> 3C -> j.2C alle~can -> j.B -> dj.B -> allegretto. I think, unless there was a 5B in between the j.2C alle~can and the j.B like when you combo from cantible. The vids are so blurry here on this computer at my job it's hard for me to say for sure until I can test at home. Note: I'm not talking about the 3C -> IAD combos. What I'm talking about is 3C -> j.2C alle~can from the same side, no cross up. Also, I was letting the jump cancel be implied after 3C, let me know if you want me to edit this post to include it for clarity.