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Everything posted by soujiro seta
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[CS1] Carl Clover Tactical Discussion/Questions/Help
soujiro seta replied to Slowpoke's topic in Archive
hahahaha, hmmm, projectile loop -
[CS1] Carl Clover Tactical Discussion/Questions/Help
soujiro seta replied to Slowpoke's topic in Archive
Yeah same here. I mean if we can air grab and 8D, I don't see how we won't be able to dash and just repeat the process again. Unless ofcourse his airthrow was changed so that they bounce/fall differently after being hit by the throw and caught in the shockwave from 8D which in turn prevents carl from airdashing or using any of his tools to juggle back. Or maybe the "8D is not air techable" has something to do with it, I don't know what that means. -
[CS1] Carl Clover Tactical Discussion/Questions/Help
soujiro seta replied to Slowpoke's topic in Archive
Changes I like so far 214214D super does more damage - it did need to do more damage. Assuming you don't anti air your opponent with 8D, and follow up with 2C and then 214214D, but rather you combo into clap loop (2A 2B 3C IAD j.2C Allecan 2C), 8D 2C and then 214214D, the combo count is already at 7 and by the time 214214D hits the damage dealth for using 50 heat was just a waste. No throw loop - as good as it is, it was just too effective and I personally didn't like relying on it all the time. Nirvana recovers HP faster - could be good, but since she looses it just as fast i'm guessing it will balance out new projectile is fast and reaches the corner - I'll like to see how this is/works. Can it be easily dodged, does it hit multiple times, is it slow/fast, how effective is it, etc I want to see what changes they make in the next loke tests. -
[CS1] Carl Clover Tactical Discussion/Questions/Help
soujiro seta replied to Slowpoke's topic in Archive
Nirvana takes more damage? I haven't seen that in the loketest thread, or did you mean "- Nirvana's life goes down fast but recovers fast as well" instead? Here's to hoping sometime down the road they give carl a distortion drive in which he enters nirvana and controls her like a mech robot in gundam wing. I would really like to see that. -
[CS1] Carl Clover Tactical Discussion/Questions/Help
soujiro seta replied to Slowpoke's topic in Archive
We are all actually very calm. We say what we say in a surprised manner as in "why would they take away that?" rather than "WHAT!!! Carl's getting nerfed!!!!!!!!!!!!!!!!!! You know what screw this how dare they nerf my character. I can't take this anymore I'm going smash everything around me and when I'm done...". Don't worry, we're still sane for now. jk -
[CS1] Carl Clover Tactical Discussion/Questions/Help
soujiro seta replied to Slowpoke's topic in Archive
Hmm, they need to be really, and I mean really careful with what changes they make to carl. Throw loop taken out, I like, but rather than buffs they nerf???? O_o. I don't know the current changes would work in actual gameplay, but on paper it looks like they are making him suck even more. I'll still use him and probably enjoy the challenge better now, but I just hope he doesn't suck too bad to where he is almost completely unplayable. I mean "J2C is no more overhead, slow", seriously!?!?!?! -
hahaha, jin isn't hard to beat. It's his ease of use and effectiveness that people complain about. I know you guys like jin, this is the jin boards afterall, but don't tell me you couldn't see that there was something wrong with how effectively good his tools were, and how simple he was to use. I mean did some of you really want a "win" button? Anyway I'm outta here.
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Lol, it was a joke, as in hakumen and tager in CT are low tier and they were massarced by the rest of the cast, so now that they've received buffs, if those buffs are really good, then the tager and hakumen players from CT who were mishandled and disgraced so many times will finally be able to take out their anger on everyone else for what they did to them in CT. Basically punishing everyone else in CS for what they did to them in CT. Also known as low tier revenge rage.
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lol, I main carl and the funny thing is that the current changes make him worse. Carl without loop in calamity trigger is very sucky. Now he doesn't have the loop in CS and it seems like they made him worse, which means he sucks even harder. Yet, I actually like what they've done with carl. I wanted to loop gone and carl buffed. I'm happy they took out the loop, but they made him suckier, atleast that's what we carl players get from the changes we've seen, although tested he might be decent. Nonetheless I like how they are going in the hard to play-hard to win-hard to master direction with him. This is what I've always wanted with carl. Throw looping people and threat of throw loop made up for his flaws, but it was still a bit too easy, hence why hakumen/rachel matchups are hard for carl because you can't rely on throw loop and they don't need heat to escape . Jin's ease of use and effectiveness made him too good. I would have thought you jin players would have at least wanted a more challenging character. The changes mean jin players now actually have to work to win, you know like carl without loop, hakumen, tager, and bang. Unless ofcourse some of you wanted him to be buffed then they might as well have given him a "win" button. I'm also happy with what they did with the top 3, although I'd have to see how effective arakune still is but that is a different story.
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I like the jin nerfs. He was too good on offense and defense, and you add his freeze gimmick and no weaknesses and you have a character that is boderline broken because of how good he is. Jin players will now see how it feels like to use carl without the loop. Trust me, it's much much harder to win. Carl has gone down the path of jin, so don't worry, jin's not the only one. Although prepare yourselves for Low tier revenge rage (tager/hakumen). I suggest apologizing to all the hakumens/tagers you abused, especially tager for me, cause now it will be rape for here on out.
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[CT] Carl Clover Tactical Discussion/Questions/Help
soujiro seta replied to Alternate275's topic in Archive
yeah I read your post that's what inspired me to speak up, lol. So you mained elf too, hahaha, lol, he was a ton of fun. Definitely good times while it lasted I mean the Throw loop. The clap loop is just 2C 8D over and over again. -
[CT] Carl Clover Tactical Discussion/Questions/Help
soujiro seta replied to Alternate275's topic in Archive
Am I the only one who kinda wants his loop gone? I mean don't get me wrong I like his loop and all but it makes carl a one trick pony. Yes we can win without it but the loop is just too effective to ignore. I just hope that if his loop goes they atleast they make him a decent character. I want carl to be one of those high risk - hard to master - high reward characters. So that when you face a high level carl, you'll really be impressed at the amount of work he put into him and skill he has. Many people don't really see what other stuff carl can do because we simply don't have to do it. All we do is just throw loop. Whereas for rachel/hakumen we completely toss away the throw loop and have to be on our game especially if they're good. How many times have I pulled those come from behind loop wins against the rest of the cast. My opponent, after a burst, would work hard to get me to a sliver of health only to accidentally land in the loop and lose. I'm not saying that the rest of the cast are completely easy to beat, but all we had to look for was a loop opening, and that was it. Good hakumen/rachel players really push us carl mainers. We don't get an easy way out, and we have to work to win. Because of those two we had to find resets. Because of those two we realized we would have to get better and simply just can't fall back on loop as the saving grace. Because of those two we became more eco friendly and have to make sure everydrop of nirvana is not wasted. My point is that both of them really made us have to look for things that we wouldn't have looked for had the loop worked on them, thus making it where a carl player would have to have a deeper understanding, beyong loop, of what carl can do in order to win. This took carl from being simplified, "Lolz two mistakes loop I win", to being a bit more complex, "Hmm I'm gonna have to do this and bait hakumen into doing a counter so I can reset". I want carl to have somewhat of the el fuerte factor from Sf4. When you faced an el fuerte you knew he had to know what he was doing, and 99% of el fuertes did, because they had to, because elf was so bad that they couldn't afford to mess up and had to be on top of their game at all times. And when an el fuerte player was good, he was really good. I mained elf in Sf4 and many people would send me messages always saying "man your elf is beast" and congratulating me for being able to win regardless of how many obstacles I had to face to beat them. I congratulate tager players all the time, they don't have it easy at all, he can't fall back on anything and has to earn everything. I like characters like that, characters that can really show someone's true skill. Most people just see carl players are "Loop only", and that's not true. Im not saying that I want carl to become like this because I want praise or anything, no, far from it, but I just like that uphill battle of using a somewhat low tier character to win, having to know the matchup better than my opponent cause my character isn't too good, having to be on top of my game at all time, not having the luxury to make mistakes, etc. I personally like that challenge, and I hope carl becomes that kind-of-a character. I just can't stand those noob friendly-don't have to do too much characters (Ryu/Sagat SF4, Nu/arakune/jin), and carl's loop almost makes him feel like that. He's not noob friendly, but you don't have to do much if all your opponent can make is 2 mistakes, and in some cases 1 if you predicted their burst. -
I know he's in hitstun animation, but even still he looks slightly smaller. Then again I haven't played in while so I'm not too sure.
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Tager looks a lot smaller in the update, does that mean he'll also be faster? hmm http://imagepot.net/view/125369159601.jpg
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[CT] Carl Clover Tactical Discussion/Questions/Help
soujiro seta replied to Alternate275's topic in Archive
You can go into throw loop off of both grabs. Forward throw, 22D IAD j.2C allecan 2C 8D --throw loop Backward throw, 22D 236A 2C 8D ---throw loop -
lol, I don't even have a phone to computer connection wire for my phone. Lol, nor is my phone's camera function even good. I have one of those old simplistic phones. I haven't upgraded yet. I just got home so i'll look at it and post back.
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Thats the problem I had. I felt like he kept me in this infinite block stun, and in the first round when I "guessed" I could escape he would hit me and start her combos. You have to make a move or she's going to break you guard, combo you, and guess what? You're still in the corner. Rinse-wipe-repeat, lol it's almost absolutely ridiculous. Her corner game almost feels broken, Lol, I mean how do you escape it if she doesn't mess up. She does tsubame gaeshi and while it's coming down from ontop she attacks low. Is that an unblockable, tsubame gaeshi hitting from ontop as it descends while litchi attacks low?
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hahaha, no no no no, we all fight our share of really good players, but even within the really good players are players who might know how to use a character better than the other. You actually can't jump out of the corner. Litchi keeps you on lockdown with Tsubame Gaeshi, and the spinning staff move, and while her staff is doing its thang, she's also doing her thang, lol. I finally saw how it felt like to be sandwiched between carl and nirvana. It's like you're stuck in this infinite block stun until your guard is broken. He timed his combo string so well that I couldn't jump or poke my way out. There might have been an opening, but I didn't want to risk it cause he killed me too quickly in the first match when I tried to escape his corner pressure. 2nd match I just used CA or burst. Finding a hole was too difficult. It was either I loop and kill him, or he gets me into the corner and kills me. What was really annoying though was that he would send his staff towards me, the spinning staff thing or one of her staff moves, and while I'm still in blockstun he would IAD and start a combo string, mixing in lows and highs until I eventually got hit and then auto pilot me into corner rape. He must have really known his carl matchup cause he literally rendered nirvana useless. Not being able to use nirvana during blockstun is one of the reasons why this match is, imo, in litchi's favor 6 - 4. He kept his distance beautifully and rushed in and out at the right time. Carl has a problem with rush down characters that can stick to you like glue. This is also the same problem with the bang matchup. Once a good rushdown bang gets on you he can annihilate you so bad. The only difference between litchi and bang is that it's harder for bang to get in consistently where you to escape his pressure, he only has 12 nails, whereas litchi's staff is an unlimited projectile, and once the staff has you in block stun, either with one of her 2 staff distortion drives or one of her normal staff moves - spinning staff thing, she proceeds in and just pushes you to the corner. Then again maybe he was just the better player that day. I knew my matchups very well, but this guy really showed me how dangerous litchi could be, and how hard this match can be for carl. It was one of those "You think a certain character is not too hard to beat until you face someone who is really good with that character and changes your mind" moments.
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It's a shame I don't have a device to put up a ranked vid of himany that I have on my HD. There was this loop he did on Jin. I can't remember exactly what he pressed but I will look at it later today and tell you guys. You know how sometimes when you grab your opponent a bit too high, dash during the loop you go slightly beyond nirvana's head and when carl airthrows the opponent lands on the other side? Yeah, what happened was that he was a bit high so after the dash and throw jin would land on the other side, the he would 5A 8D 236A 6A 8D 9 B+C 8D 66 B+C 8D 5A 8D 236A 6A 8D etc. I'm not sure if that's exactly what he did but I THINK it went something like that. I saved the vid on like August 8. When I get home I'll look at it and tell you guys. That was also like the first time I got BB, and I was in so much awe by what he did. I don't know if it was improv or he actually practiced that but when I first saw it I was like "what the heck", I was still a noob so anything impressed me. It's definitely the sexiest loop I had ever seen, lol. Himany brought sexy back.
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ROTFLMAO, I meant 6A. I haven't played BB in over a month and I forgot to recheck my stuff cause I was in a rush. That's a good enough excuse right? right? IMO, 66 2B 2C is the best relaunch. It comes out fast and no matter how low they are to the ground it will still hit. Even if they hit the ground as long as you're fast enough to do 2B before they tech, 2B will connect. If they are too low 2C won't hit. You use the basketball method to loop ragna.
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Not before you grab them, but release it like right before the grab comes out. It goes like this, 2B 3C 2B 2C 8D, once 8D hits hold D and as they're about to fall after getting hit by 8D press and hold 8 (up) and don't let go of 8 even when you're falling down to grab them. Make sure to time your upward jump (8) so that as you're falling you'll grab them right at nirvana's head level, all the while you are still holding up and D (8 and D). Right when you grab them them release D, all the while you're still holding up (8) (nirvana will do the clap right before you grab so that even if they tech out immediately they'll get hit by the shockwave from 8D). Right when you release D immediately press and hold D again. After carl's airthrow dash forward (66). (Don't dash to quick or the dash won't comeout, dash too late and he won't dash at all, do the dash right after carl hits them during his throw). While all this is happening you're still holding D. After the air dash grab again and before the grab comes out immediately, and I mean immediately press up(8) and release D. Nirvana will clap before you grab. (This is where things can get tricky if its your first time). After releasing D immediately press and hold up (8) and D. Once carl finishes the air throw and you see he's about to fall release D and when carl hits the ground press 2A. (They'll get hit by 2A first and then by 8D) After pressing 2A press 9 and hold D. Wait until you're close enough and at nirvana's head level then grab and release D. Nirvana has no 9D so she'll do 8D instead. Repeat the process all over again When done correctly it will look like this. 0:49 -1:00 http://www.youtube.com/watch?v=ADPVq3Ru6kQ&feature=channel_page This is how you throw loop most of the cast. Bang, tager, and ragna are the easiest. There needs to be an explaination like this on the front page for new carl mainers or people who have trouble with the loop. They understand 2B 3C 2B 2C 8D j.B+C 8D 66 B+C 8D 66 B+C 8D 2A 9 j.B+C 8D etc but they might not really when to input the commands. I had the same problem as well when I was first learning the loop. The best way to know if you're doing th loop right is to go to training, put CPU dummy on "Tech all throws". The cpu will tech right at the begining of the throw, and if you did it correctly, then 8D will come out and you can juggle back into loop using either " 66 5B 8B C 8D" or "66 2B 2C 8D". 66 2B 2C 8D is better though. Once you get the hang of when to do 8D correctly after putting cpu on "tech all throws", then put cpu on "Tech throws: Random", now you won't know when he's gonna tech during the loop, which is realistic, and if you really know how to do the loop and juggle opponents back into it correctly, then now matter when the cpu techs 8D will come out and you'll always be able to juggle back. This is how I learnt to do the loop correctly. Hope that helps
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This is a tricky matchup I would say. Once litchi corners you the game can end in 10 seconds. I faced a litchi who would go on auto pilot for a 20 hit combo off every hit confirm, which inevitably would land me in the corner and then he would proceed to rape. You can't even summon nirvana and even if you do it won't make a difference cause you can't do anything and even if you were to somehow buffer in one of her move she'll just stop cause you'll be blocking litchi's mixup. Assuming you can block high and low fast enough you just prolong the rape until she gets a guard break and is put on auto pilot once more. If the litchi knows what she's doing I don't see how you can escape her corner pressure without a counter assault or burst. Seriously, that guy was the best litchi I faced before my 360 crapped out and before my gold subscription ended, which was a while ago. Her corner pressure is almost like the clap loop, once you can't counter assault or burst and he's timing her attacks correctly so that it will be very difficult to find an opening, you might as well just put your controller down and wait for the next round. Considering carl can't summon nirvana when he's under her corner pressure, has the lowest health, and you might have gotten negative penalty from hiding behind nirvana, she'll be done with you in no time. Add that to the fact that now she can escape the loop and the match just got worst. Whereas you would have won, well now she gets a second chance, nirvana is almost out of meter and will be destroyed soon. I didn't realize how good her pressure really was until he came around. Other litchi's I faced weren't bad, but i could escape their corner pressure without bursting or CA. I mean this guy could 20 hit combo me off of every thing, are you serious? . I played him twice in ranked and lost both times. Correct Now you have be creative and waste so much meter doing resets and crap. this is the same problem with the hakumen-rachel matchup, ragna not so much. The matchups would be so much easier if the loop worked, but once you throw it out you really see how good and creative a carl player is and you can tell the difference from the carls who only rely on the loop and those who rely on the loop but also know so much more. Ragna's rushdown is much easier to escape than litchi, and you can handle him pretty well without nirvana, whereas with litchi and her staff flying every where and an accidental hit confirm can lead to auto pilot, you'll need nirvana around.
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[CT] Carl Clover Tactical Discussion/Questions/Help
soujiro seta replied to Alternate275's topic in Archive
Thanks both of you. Especially Geminemi, i lol'ed when i read "(presumably meaning, "haha you missed the tech frames"). -
[CT] Carl Clover Tactical Discussion/Questions/Help
soujiro seta replied to Alternate275's topic in Archive
What does "Neesan Osoi desu yo" mean in english? I'm not even sure i spelt it right. I know Neesan means sister, but that's about it. -
If that is the case, then yes it should work. The staff would prevent carl from continuing the loop. 1 more character added to the list. . lol, this is bad news. The matchups with hakumen and rachel are hard enough, now what, Litchi? In a few months watch people discover ways for everyone to escape. Carl will be back in the slums with hakumen and tager I tells ya.