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Everything posted by soujiro seta
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[CSE] Relius Clover General Discussion "Family Man Extraordinaire"
soujiro seta replied to Solex's topic in Archive
Wow, I think a large majority of his palettes look so good. Carl's pale in comparison. Why didnt they give the son the same treatment? Thanks kurushii. For those of you who can play, do you make use of ledlay-ignis attack a lot? I mean I personally think it's gawdlike. It's a perfect counter-attack combination. It can be used to bait burst/DPs, as an AA, and make your opponent think twice about pressuring you. I mean even if it is baited as long as ignis attacks you'll be safe unless she gets hit out of startup which can be hard to do considering she's behind relius. -
[CS2-CSE] Carl Clover General Discussion - Shota Shorts Edition
soujiro seta replied to Rishtopher's topic in Archive
I just got a new job, finally, and my shift isn't so bad, but I end up coming home not in the mood to do anything during the week. I will go into overdrive tomorrow, and finish the reset/strat thread. It will be posted on saturday or sunday, but I assure you it will be up in the next two days. Unfortunately I don't have a capture device to put up vids, but hopefully you guys will understand all the mumbo jumbo I write. If not just tell me and I'll explain best way I can. -
[CS2-CSE] Carl Clover General Discussion - Shota Shorts Edition
soujiro seta replied to Rishtopher's topic in Archive
EX carl is back to his CS1 roots. The loop still exist, but you can actually play him without it. Trying to play carl without the loop in CS2 against good opponents just doesn't fly. That was the problem, you didn't have a choice. It was loop or nothing. Most of us who left seem to be returning. Zong is still MIA, lol even our MOD doesn't care. I'm making the CSEX reset/strat thread again, and hopefully people can start talking about carl stuff like we did in CS1. Lol, assuming most of them didn't drop BB for good once they dropped carl. We'll just have to wait and see I guess. They might finally come out of the shadows when EX hits the US/EU. It doesn't help that there aren't that many carl players to begin with who are active on this board. CS2 made things worse. That's why the carl forum almost seems dead :/. -
[CS2-CSE] Carl Clover General Discussion - Shota Shorts Edition
soujiro seta replied to Rishtopher's topic in Archive
The reason why most of us didn't play CS2 carl is because he is a 1 trick pony. 2A/5A hitconfirm into loop was fun in CT, but after playing CS1 carl, that $#!t got old fast in CS2. It has nothing to do with the game. Carl is boring as hell in CS2. -
WHAT O_o!?!?! Are you serious? Do you know who his opponents are? Are you saying Kaqn/Buppa/Dora/R-1/Yutta/Fio/etc don't know how to fight a decent carl? Lol, if you don't like his style, fine, I don't like that he doesn't really do combos, but not liking his style and him being good are 2 different things. Dio is really good, whether you like how he plays or not.
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Dio is really good, and I wouldn't say Kyaku/Ranrero/Eesuke are better either. Dio has his own style. Yes he doesn't get the maximum damage off certain hitconfirms, and we might not like it, but in the end he still finds a way to win. Most of us might not like it, but that doesn't matter, winning is winning, and that is something Dio knows how to do. Funny thing is my style is somewhat similar to Dio's, even though I prefer watching Acho carls/kyaku/eesuke/etc. My execution fails me all the time, and I end up playing sloppy, but somehow I find a way to win.
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[CSE] Relius Clover General Discussion "Family Man Extraordinaire"
soujiro seta replied to Solex's topic in Archive
LMAO, Tao, valk, and haku also give carl trouble. He can't catch tao/valk, and counters destroy carl. I don't know if i'd say haku is a bad matchup for relius. You just have to play it patiently, and when I say patiently I mean "I'm prepared to run the clock" patiently. He has the same problem carl has. Haku only has to counter nirvana/ignis to counter carl/relius. All haku has to do to stop ignis/nirvana is spam 4C/j.C all day, and there is nothing you can do about it. So you have to toss your usual gamestyle out the window in favor of a more safe-bait and punish type style, or it will be too easy for haku. That means don't go for unnecessary risk, and once you get the lead let him come to you. Don't go all crazy and rush/zone him if you don't have to. Be ready to run the clock, I cannot stress this any further. Use ignis sparingly, cause it's so easy for him to just press D when she attacks. I have another question. Is it possible to RC out of relius' ignis command calls or does he have to go through the animation? Shame US doesn't get EX till valentines . I really want to play relius. -
Lol, Isuyaru going all Super Smash Brother Melee on us in here. Nice find, can't wait to see it if anyone can capture it.
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The 5C is more for them not to have a chance to hit her. They'll block the 5C and by the time they attack she'll be in the "off" position. Yea, I've said "Wow nirvana hasn't started recharging yet", so many times in videos. It makes sense though. I mean carl really doesn't need the corner, unless you want to do brio/6D combos, so he has to be balanced with that in mind. His combos in the corner are stronger cause you can use more of nirvana's moves, brio and 6D, but midscreen damage is still very good. So they made her recharge extra slow. From a platinum standpoint I like that lol. I just love how he's back to his "I hit confirm once and I can reset you to death" CS1 style. It's always fun to watch. I'm glad his oki is strong. I don't remember, but does 6D pick up tech rolls? If yes, then it's also legit in the corner on opponents wakeup. I like how you have to neutral when playing carl now. Fuoco picking up being a wonderful change. No more guessing games with delayed roll teching for us anymore like in CS1. That was frustrating at times. You finally get them sandwiched/cornered only to have them roll away. You shouldn't have said that last line Zeero, now I don't feel like playing CS2 anymore .
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I also like the fact that we can use 3D in combos now. In the infinite crisis video there's one 3D combo in there. The P2 from CS2, assuming it hasn't changed, is 95 so that's really good. It's a shame I can't get my hands on EX, I want to test out 3D combos. His overall combo potential is better than CS1. He can do the same combos, plus more. Lol, I hope they don't mess him up again in the next version.
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I felt the same way too when I played carl in CS2 for the first time last week. I know she has less meter than EX, but I couldn't really utilize 6D/4D for zoning like I could in CS1. When blocked nirvana really takes a hit. They only way to prevent this is cover her with 5C, or IAD in, but that's not always the case. Zoning seems to consist mainly of 8D, volante, fuoco, and heavy use of 623D. With a little 6D/4D just to make your opponent realize that although the skies are protected, they still need to watch out on the ground. She recharged so fast in CS1 that we could afford to do 6D/4D even if she took a hit afterwards, not so much in CS2/EX. As I watch EX carls in vids I noticed that they weren't using 6D/4D as much and I was like "Why?", then I started playing CS2 carl, lol and it all became clear. Oh it came from that vid? I completely forgot. I've seen the vid and I remember now. You actually don't need 50heat to do the loop. I've seen carls do it off the ground loop. It's still possible though and that alone is enough to attempt it.
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EX carl, imo, is a mixture of CT + CS1. Carl is back to his CS1 ways with all the stuff he can employ without having to exploit a loop. EX nirvana is like CT nirvana. She has a lot of meter to use, but she starts recharging slowly and she also takes forever to recharge. So you have to be careful using her as a meat shield, and you can't zone too freely. 4D not breaking a primer made me somewhat happy, lol I'll explain. As platinum having my primer broken by 4D, especially considering that it had super armor was really annoying. Ofcourse I would love to have all that as a carl player, but playing against carl, when I'm not using carl, showed me a different perspective. So I can understand why they took out the guard breaking property. Unblockable off 623C RC!?!?!? Please do tell. Kara fall was broken and I'm happy it was taken out. I played plat in CS2, and I had multiple matches with Zong. I didn't realize how dumb his kara fall was all this time because I had been using carl myself up until CS2. Trying to anti-air Zong's carl with plat only for my 6A/2C to whiff because of kara-fall and for him to hitconfirm into loop was the most annoying thing ever. Same goes for litchi. Taking kara-fall out for all characters was a good thing. It gave them too much of an advantage. I don't see how the new 2D is as bad as you say it is. The added distance they travel doesn't really change much. If anything, the new 2D is great, because since bounce further away, we can use fuoco and 5C to force neutral tech and go for a high or low after a 2D loop. This wouldn't have been possible with the old 2D as they would bounce too close to her, and your opponent would tech roll through her during fuoco startup.
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[CSE] Relius Clover General Discussion "Family Man Extraordinaire"
soujiro seta replied to Solex's topic in Archive
Really? Are the animations mandatory? I didnt know that thanks for the clarification. That sucks. I always wondered why they couldn't just do unblocks during strings, now it makes sense . Carl also goes through animations when you input nirvana's moves, but his normals/specials/DDs take precedence over his nirvana animation calls. That explains it all -
[CSE] Relius Clover General Discussion "Family Man Extraordinaire"
soujiro seta replied to Solex's topic in Archive
I know. Its the same as fuoco/brio. Take fuoco, 41236D, for instance. We use it during pressure as well. For instance 2A 5A 5B 41236D late 2B(to take off some time out of fuoco's startup) late 5C (fuoco hits). Fuoco has a long start up. Nirvana's moves have longer startup than ignis', but we use slight delays and input the carls normals late during blockstun/hitsun to make up for it. We input nirvana's move during the delays. When I say late, i mean you delay the normal long enough till where it would still combo and if they try to mash they will get hit. If you did 2A 5A 5B 41236D 2B 5C, the opponent would have a free punish after 5C as fuoco wouldn't connect. When you do late 2B/5C, if they do something without invincibility they will get hit by fuoco. I'm asking the same thing. Can you delay his normals/input his normals late and in between the delays input her moves to do unblockables? -
[CSE] Relius Clover General Discussion "Family Man Extraordinaire"
soujiro seta replied to Solex's topic in Archive
Hey guys I have a question. This is something I haven't seen in vids yet. Carl uses 2A/5A stagger to set up unblockables sometimes. In between 2A/5A stagger we input 2D(overhead)/3D(low) then right before nirvana hits we do a low/high. So we'll do 2a/5a for nirvana to recover from her last move, then 5B 2B (slight delay) 6B. 2A 5A 2A 5A 5B 2D 2B (slight delay) 6B(2D hits). We don't have to use 2A/5A but I was just giving an example. Can Relius do this cause I only see them doing his unblocks after gear super or on his opponents wakeup. Is it possible to go into unblocks with Relius during blockstun/hitstun like carl can? You delay his normals and input ignis' moves during the delay then right when she hits you do the opposite to make it unblockable. -
[CS2] Carl Clover Tactical Discussion/Questions/Help
soujiro seta replied to Kyle's topic in Archive
I've been playing carl since CT. I put him on hold in CS2 cause I didn't want to loop. I've gotten the hang of CS2 carl so I'm fine . Lol, btw where is Zong? Haha, during NEC Xie was like "you can't just not play BB and win". Lol, that explains his absence. Hopefully with EX most of us who left can return. The carl forums used to be so lively but now its almost dead. Anyway I need to get to work on dat reset/strat thread. The thing is I hadn't played BB in about 3 months, so I was 3 months behind in videos when I returned in December, and I still have a ton to watch. I'll probably take all the CS1 stuff that is still possible and post that first, and after I finish watching all the vids I'll put the rest up. Sinder, I ran into you yesterday. I was the guy using plat. GG. -
[CS2] Carl Clover Tactical Discussion/Questions/Help
soujiro seta replied to Kyle's topic in Archive
So fuoco picks up tech rolling now? Wow, did not know that at all. That's great. -
[CS2] Carl Clover Tactical Discussion/Questions/Help
soujiro seta replied to Kyle's topic in Archive
I just started playing CS2 carl for the first time a couple days ago in prep for EX. Haha, he felt different from CS1, duh. Nirvana's faster walk speed threw me off a bit. It was like she was on jet packs compared to CS1. I'm playing him loopless, and boy oh boy nirvana's meter is.... It's bad enough that I'm terrible right now, but his damage and nirvana's meter without the loop is pretty bad. Thanks to all those DLers I ran into to help alleviate some rust. After seeing this video, Infinite Crisis, I seriously can't wait for extend. This is the carl I really enjoy. The execution on his stuff seems to have increased, and now he has more options in addition to his already long list of options from CS1-CS2. This is one thing I hate about carl. It's almost impossible to use him effectively online if there is even slight lag, and people have a tendency to skip intros online. The fuoco change and nirvana appearing closer to carl after 22D are additions I really like. Being able to combo off air hitconfirm fuocos is gatlike. I hated seeing them fly away all the time. Since nirvana appears closer, after 22D, I'm sure we can do 5B 6B 623C 22D 5C volante vivaceA j.2C allecan 5C j.C 4D........ That's probably almost 4k if the combo works and my assumptions are right. I love how carl hurts now. I mean we are almost back to CS1 damage here. He deals more damage on his ground loops than CS1 carl. Then again it makes sense as CS1 nirvana recharged very fast. The new changes not only give him more options, but more combos as well. His new combos are so c@$h. I'm going to really enjoy playing carl this version. Anyway, I'm going to create the RESET/STRAT CSEX thread like I did for CS1. I will take all the stuff from the CS1 thread that is still possible in EX and repost it, with new EX stuff. I will start on it today if I can. -
Do you guys know of this? Pretty nice trick, and leads to guess work. Problem is opponent has to quick getup.
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[CS2] Carl Clover Tactical Discussion/Questions/Help
soujiro seta replied to Kyle's topic in Archive
I love this carl. Returning him back to his CS1 style (increasing her meter) again was all I wanted. Now time to watch some more vids. I'll try and see if I can get back to finding more info for the reset/strat thread. I'll probably modify/delete stuff to fit the current version. I'm kinda going through a rough time but hopefully I should be out of it soon. So it might take a while before I get to posting stuff here again. Lol, Zong has to revive the thread first though. Zong, are you still alive? -
[CS2] Carl Clover Tactical Discussion/Questions/Help
soujiro seta replied to Kyle's topic in Archive
I said carl's reset game looks stronger because of how he works. Nirvana and carl are separated, and can be controlled in a way relius and ignis cannot. It actually feels like you are fighting 2 people at once. Nirvana attacks you, while carl crosses you up by IADing or vivace, attacks high/low, does a fake crossup (jump forward(9) then quickly IAD back), tick grab, ambiguous crossup (done by doing allegretto while on top of someones head while nirvana attacks), etc. Ignis acts as an extension of relius (JJBA, Eddie). They aren't separated like carl and nirvana, making it hard to have a wide variety of resets. I didn't realize how hard it was to block carl until I started playing platinum. Being a carl main helped cause I knew what to look out for, but still it was hard as heck. He can cross you up anytime, his high low crap with nirvana, his reset attempts/baits, etc is tough to read. You can also take a look at the reset/strat thread to see the kinds of things carl can do. I don't know if relius will have that much. Only time will tell. Carl vs Relius Wow, relius can kill carl in a few hits. I love that the guy actually attempted 4d/volante/2d combos. Thank goodness no more solo carl combos only. Match looks fun. It seems like you might have to play this matchup up the same way we play Mu, RTSD. That carl was spamming vivace, and he's lucky the relius didn't go low on his wakeup or bait it out. That teleportation behind thing ignis does will definitely be annoying in this matchup. -
[CS2] Carl Clover Tactical Discussion/Questions/Help
soujiro seta replied to Kyle's topic in Archive
Wow, I haven't been here in forever. I just watched a few vids. Not much carl play though It's like arc listened to everything I wanted. He has returned back to his CS1 reset style gameplan now. Hopefully no loop pops ups that destroys his game plan again. I guess that means we can revive the reset thread? It's no surprise there aren't that many carl vids, most of the carl player probably don't remember any resets.Once their CS1 memory comes back, I don't see how carl will be stopped. I would for them to do 2D/4D/volante combos to see how much damage they do. I just like how nirvana actually has meter now, and we can attempt resets and be offensive again. I love "lol I resetted you from 100 to 0" carl. It was always fun to see if people could escape my reset game. In the vid I saw of carl he looks strong, really solid (maybe S tier this time?). Also, why is anima still useless? Why can't arc just give it super armor and call it a day? Yes it could be overpowered, but that's what testing and balancing via dlc are for. Just give us carl mains one iteration of a useful anima. Lol, the tager matchup is going to be funny. Tager is actually dangerous this time around. Once you get magnetized, it looks like gameover for carl. He had trouble being magnetized before, CSEX tager deals quite a lot of damage off his gadgeto finger guessing game this time around. Which doesn't bode well with 9500 health. Speaking of which...RELIUS :drool:. I love his RTSD style. My goodness. I also like how you don't have to worry about ignis placement like nirvana. You just get up in DAT @$$ and go to town. Ignis recharges fast too. Carl's reset game looks stronger though, maybe i'll have to see more of ignis first, but because of how carl works it's harder to block his stuff. Ignis deals more damage and just doesn't give you time to breathe. Lol, he also has a dash. You have to react faster to relius' offense though. Carl gives you more time to think, has more options, but is slower. I also love relius' evasion thing. It looks so much cooler than vivace. I will definitely be picking him up. -
[CS2] Carl Clover Tactical Discussion/Questions/Help
soujiro seta replied to Kyle's topic in Archive
A more reset oriented carl would need more nirvana meter. Don't forget carl's reset options open up once he hitconfirms. We don't don't start sandwich with full nirvana meter and in a hitconfirmed state. His CS2 loop is broken, without it you're going to use nirvana a lot more on offense unlike before, aka CS1. During the CS2 loop nirvana just stays on, and all you use her for is 3D. That saves a ton of meter. Not this time. We're going to have to do ground loops, 5A 5B 2B 6B/5C 6D, again and attempt blockable resets, unlike his broken unblockable CS2 reset. His CS2 loop is soo good cause you don't have to waste nirvana's meter by doing ground loops, and you also don't have to attempt resets which are easier to block or get reversaled out of. It resets into itself, barely waste any meter, you can hit confirm into it off anything, it takes so much damage, and is practically unblockable 99% of the time. This is why CS1 carl wins in the reset oriented game department. He actually has to meter to back up a reset oriented game (pressure-zone-get in-blockstrings-hitconfirm-reset attempt-ground loop)xn, without the need of a broken loop. This is something CS2 carl cannot do. Add that to the fact that he also had the damage to back it up, but I don't care for damage. I'd rather have them reduce his damage in exchange for more meter so that we can do more on offense. With the loop gone his game just seems so wattered down to: waste meter in trying to get in and pressure, hitconfirm, solo combo, j.C kd, 3D pickup, reset attempt, oops blocked "Oh oh nirvana is out". The reason why his damage would have to be lowered is because carl doesn't really need the corner for damage, and with more meter his midscreen damage would be too high, making him OP. The corner is just extra for carl, and not a must for big damage. The reason I personally don't like his CS2 combos is because nirvana just seems like an assist. In CS1 you used carl and nirvana 50/50. Now it's more like carl 75% nirvana 25%. His CS2 combos just seem like the same air solo bnb with nirvana doing one 8D/volante midscreen, or 1 brio/8D in the corner. What happened to 2D loops, and 4D/volante/2D incorporated combos? I would like some more style in his combos. His CS1 combos are still possible, but impractical because of meter. So you have no choice but to do his CS2 combos, which to me are boring. I want nirvana to be used more in combos, just like in CS1, regardless of damage. His j.B j.C j.B loop was amazing. It led to multiple reset options that I posted in the reset thread. Ofcourse his CS2 loop is better, but the CS2 loop is broken, and I'm not looking for another broken loop. I just want that loop back because of the resets it opened up for him. If you remove CS2 carl's loop, then I would say CS1 carl has a slight edge in the reset versatility department. The j.B j.C j.B loop is the reason. It didn't work on every character but it's just too good of a loop to pass up. Cs2 carl can still do the same resets as CS1 carl, but he doesn't have to resets that come from the j.B j.C j.B loop. Now if you're talking about who has a better reset game, obviously that would be CS2 carl cause his loop is broken. If you remove the loop, without a question CS1 carl. CS2 carl doesn't have the meter to have a threatening reset game. The reason why I don't like j.C kd is because I feel arc thinks j.C kd into 3D is so strong, like how litchi forces neutral, so they keep his offense game weak (nirvana low meter). Not realizing that although j.C kd 3D is good, he still needs meter to do stuff afterwards. I think they thought we would just j.C kd 3D into automatic resets all the time, which explains why her meter is so low. If they feel it's too strong, then I'm all up for them removing j.C kd in return for more meter, assuming this is how they are seeing things. They probably were looking at j.C kd 3D from a theory fighter perspecitive. "Carl will j.C kd 3D into a guaranteed reset. Let's keep her meter low just incase so he can't abuse it". They were right in some regard, lol, but if the loop is gone then all that does is force standing, but carl still doesn't have meter to do anything afterwards. I guess it depends on what you want really. I want a more offense/reset oriented carl. Where once he gets in he can wreck you with his resets, and he actually has the meter to back up a strong zoning/pressure/can apply multiple strats/reset game. I also want a little bit more style in his game. More meter would mean we can do more damaging (flashier) combos, or go for more resets/strats depending on what we want. At the same time nirvana will still die as fast as she does in CS2 when used as a shield, so that other characters can get in easier. This can easily be done by keeping her CS2 meter the same, but reducing how much each move she does cost. It will seem like she has more meter cause her moves cost less, but she'll still take a ton of damage when hit. There isn't a wrong or right answer. That's just what I would personally like. Now I think about it, his CS2 loop might not be gone. You can still spam [j.B j.A]xn 3D j.A mash slight delay j.B. Lol, Arc might be in for another surprise come CS2+. -
[CS2] Carl Clover Tactical Discussion/Questions/Help
soujiro seta replied to Kyle's topic in Archive
I seriously hate his CS2 combos, it's like the same air bnb over and over again. With brio/8D sprinkled in every now and then. I'm happy the loop is gone, but...I want combos and resets. Plat will still be my main, and most likely Relius as well. As for carl, I don't know. I want to play him again, but arc just keeps taking him down a boring path imo. I don't even care if he's tager tier, just make him fun to play again. My wishlist: -I would like for them to reduce his damage, and give nirvana back her CS1 meter. This way he would revert back to his reset oriented playstyle. His damage would come mainly from resets. We'd actually have more than 1 combo, and attempt more than 1 reset before she runs out. -Nirvana would take double damage when hit, so that she would die as fast as she does in CS2, but she would have her CS1 meter. Carl would be able to use her longer on offense, but she would die quickly if used as a meat shield. This, imo, is how it should be. -Take away j.C kd. I still do not like it till this day -I would love for them to give him back his old j.B j.C j.B loop, as it only worked on certain characters, but I can understand if they think his "j.B 3D slight delay j.C" reset is a bit too strong. The problem though is that the j.B j.C j.B loop was a gateway to resets, which made his reset game stronger. Although, unlike his current CS2 loop, there is a much larger escape/reversal window in that reset. Something tells me CS1 carl was a mistake. If he was, that's the best mistake they've ever made. -
[CS2] Platinum the General #2: Now with 100% more mahou shoujos!
soujiro seta replied to Cirno's topic in Archive
This is what I like too. Esp Cat hammer. It didn't really do much. If that change stays you won't want to get CH. I've gotten so many CHs and every time I go "Sigh only if we could combo afterwards". This will make lion head even more threatening to zoners. It covers like 3/4 the screen, lol. So lazer/lobelia/sword spamming can be punished from almost a full screen away. It depends on high how they bounce though. IAD hammer crossup is going to be even more deadly now. No heat required. I really hope they stick though. She could potentially be deadly.