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Everything posted by soujiro seta
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[CS2] Carl Clover Tactical Discussion/Questions/Help
soujiro seta replied to Kyle's topic in Archive
Woot, his loop is gone. I hope they give him more combo options though as I don't really like his current CS2 combos, but I can definitely live with it. Relius is looking pretty ca$h though. Lol I wonder how the matchup will be. I like how he has Ignis with him. He reminds me of eddie, and zappa with dog. His setups could be deadly, and so far he looks like he could take all the spotlight away from his son . -
[CS2] Platinum the General #2: Now with 100% more mahou shoujos!
soujiro seta replied to Cirno's topic in Archive
Nothing is final. We'll have to wait and see how everything turns out when it launches. For all we know noel might still be top tier. -
[CS2] Platinum the General #2: Now with 100% more mahou shoujos!
soujiro seta replied to Cirno's topic in Archive
Play smart when you play noel cause she punishes it hard? Lol the same can be said about Makoto, jin, and hazama. 3 other characters that are just as retarded. Plat can also punish hard, except unlike the A/S tier characters, she needs the corner, and right hitconfirms to deal any kind of threatening damage. In some cases the right item as well depending on the hitconfirm. You definitely won't be seeing random reversals into 5k anywhere on the screen from plat that's for sure. Why should other characters have to play smart while noel can get away with stupid $#!t like randomly mashing, which cannot be punished by most characters, into stupid damage anywhere on screen? Are you even listening to what you are saying? It reminds me of when bangs were saying 5A on wakeup/during strings to 3k wasn't too much. Lol, what I like to call top tier laziness has gotten to you. Don't worry, if noel is nerfed right it'll only make you better. You won't be able to get away with dumb stuff like before. Noels will learn to block, like everyone else, and when their reversal is baited and blocked they'll get punished like everyone else. If you never relied on noel's herp derp in the first place then you'll be fine, assuming she isn't tager tier. So I don't see why you're complaining, unless ofcourse you got too comfortable with how good she is and you rely solely on her strength rather than skill to win. I'm done with this conversation. It's obvious you're feeling sad about the direction they're taking with her, and you're looking for a place to vent. Unfortunately the magica boards is not the place. -
[CS2] Platinum the General #2: Now with 100% more mahou shoujos!
soujiro seta replied to Cirno's topic in Archive
Lol, anything can be baited an punished, but why do you think I said the risk-reward for D mashing? I know she's your main and all, but that doesn't mean you have to be delusional and disregard how effective D mashing is. I'm not talking about noels who mash D all the time on wake up. lol, my sister who doesn't know how to play games can beat them. Lets not exaggerate her Luna, you know exactly what I'm talking about. Random noel mashing during pressure strings is retarded. It doesn't even feel like you're playing BB when you play Noel cause you have to toss a lot of your usual stuff out the window in fear of random D mashing. If a ragna is randomly mashing DP midscreen/corner I have nothing to fear. Lol, 1k miscreen, 2.4k corner. If I block his DP, he better have 50 heat. Noel on the other hand, 5K METERLESS ANYWHERE. If I block 2D, well, D mash - optic barrel------safe. That's retarded. -
[CS2] Platinum the General #2: Now with 100% more mahou shoujos!
soujiro seta replied to Cirno's topic in Archive
The difference here is that plat's bat can be baited and punished. Also, she can only combo off it in the corner. Hitting your opponent with the bat is merely a poke midscreen to return things to neutral. She also only has 3 bats in 1 stock. Add that to the fact that having bat equipped means you're sacrificing your other items to give your opponent something to think about on defense. Noel's can reversal you midscreen for 5K, no corner needed. She can do it anytime she wants, for free. It becomes a guessing game when playing noel as plat, or any character for that matter. Her D mashing - optic barrel ender cannot be punished by majority of the cast, so it's safe. The risk reward for mashing as noel is...you already know. That's why in the current test you can't cancel D mash into specials, so no more optic barrel enders. If mash on wakeup and it's blocked, you will be punished, just like plats who mash bat all the time. -
[CS2] Platinum the General #2: Now with 100% more mahou shoujos!
soujiro seta replied to Cirno's topic in Archive
-16 ton Hammer: 5D>5C and JD>5C now combo - Bat on CH shoots them up -Excaliborg (powored bat): regular hits have the same effect Wait, so we combo off bat now in corner, and 16T hammer as well Bounce off CH Cat hammer Hammer/16T hammer follow up 5B speed increase (hopefully jesus kick) Hammer/excaliborg wall bound (Now it's not just a poke) Carl's loop gone Relius bringing JJBA to BB Wow, I might actually fall in love with CS2+. I can't wait to hear axis cry over the mic about how stupid Relius is. I might actually pick up carl again <3. Magica-kun is getting buffs that should have been around in CS2. What more could I ask for? Lol, there's a very high chance that a lot of people are going to start playing her/Mu if they turn out good in CS2+. Which is funny cause after the first week of plat's release I thought I was the only one left that played her. Axis, i'm so happy right now that if you were here with me I'd rape and treat you like absolute filth. Hopefully most of these changes stick . -
[CS2] Platinum the General #2: Now with 100% more mahou shoujos!
soujiro seta replied to Cirno's topic in Archive
The added pushback on barrier could potentially destroy her. It's hard enough to keep people still as is and stop them from mashing with her. More pushback on barrier is just If by "5B is faster" they mean it's Jesus kick #2 then that would be a huge plus. People will stop pressing buttons once she's within DAT range. Being able to follow up after hammer, and bounce on CH cat hammer should have been in CS2 so it's nice to be finally implemented. What does "Magical bat - Causes blowback to corner on ground hit" mean? We can combo off normal hammer in corner? 6C do longer floats? Needs to be clarified. If it's what I think it means, then 6C 22C might not work, which means a huge damage decrease for her on many of her damaging combos. I hope not though. Lol at Air Persia FC. That seems completely useless. Added pushback on barrier, although it's terrible for her, could also help. You can spend a lot of time just blocking cause there's nothing she can do on defense unless she has bat. She get's pressured for free too easily. This is more evident when you play brainless jin/hazama who keep you blocking 90% of the match. This pushback with hurt and help her. If her 5B is jesus kick tier, after pushback, take a page from ragna's book and just toss that $#!t out there. You'll win anyway. Looking forward to more changes -
Lol, I know, but I just put him there anyway :P
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REEELLLLIIIUUSSS. God, I hope he plays like CS1 carl. I've missed carl soo much. Still, I will always love Plat. She found a new place in my heart that can never be replaced. I don't know if there will be a rebalance, but I'd love for there to be 1. I've had enough of braindead noel mashing, "i can do what ever I want and get away with it" "lol, why is my meter increasing so fast" jin/hazama, and if I get hit by makoto's 2a one more time I will find and kill A.X.I.S. I think if there is a rebalance plats damage might be reduced, which would make me cry, or they might reduce stun on bombs/missiles. I love the fact that she can deal big damage given the right situation. Her damage is what makes her viable. Even with all her 4k+ stuff she's still average at best because she needs the corner and the right item all the time to be effective. Add that to her other problems (having trouble getting in, conditioning your opponent to stop mashing during pressure so that tk swallow moon can actually work, etc). The other characters are more consistent than her (damage/pressure/etc), and don't have to deal with the whole random item type gameplay. A and S tier characters don't need the corner to deal damage, B and C tier do. If the A and S are nerfed, then who knows where she'll stand. Still, she'll always have the random item blessing/curse gameplay which make it hard for her to be OP. I don't think there'll be a rebalance, but I definitely would want one.
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[CS2] Platinum the Trinity Combo Guide and Discussion
soujiro seta replied to Urichinan's topic in Archive
Lol, just realized i messed up on the combos above. Now they're fixed. Anyway, here's s great way to shift momentum if you hitconfirm with your back facing the corner. 50 heat required 5B (2B) 5C 3C 22C RC 66 2C 236A 5C 236b combo -
I had a bunch of vids bookmarked with tricks, but unfortunately my harddrive crashed, so I can't post them anymore , but here I some I found recently. Incorporating these into your game is crucial if you want to mind&$^% your opponent. With 50 heat you can do a plethora of things off 236B 236B RC swallow moon (j.B)/(barrier cancel B+C/2B/) 236B RC j.B (instant overhead) etc. If it's blocked you can TK swallow moon after you land to make them think you're attacking low. Or you can swallow moon right after j.B into another j.B or barrier cancel swallow moon into whatever. Or you if you have a pan you can j.D once you land. So practically with 50 heat, off 236B our opponents have to look out for instant overhead j.B, low 2B, or tk swallow. Show them no mercy. I also had a vid with a situational inescapable setup. It has to do with having 3 normal missiles equipped, 50 heat, and hammer coming up. You release all 3 missiles close to your opponent, and make sure they have to block them. Go install hammer immediately once the missiles are released. Your opponent if forced to block the missiles, regardless of if they try to jump out. J.D after they block the missiles, and they'll be hit by slidehead. If they jump to block missiles wait till they're about to land to get them with slidehead. This is a free combo if you are close to the corner. I have a question, why does 2A connect after j.D hammer. Does 2A connect after lvl 2 hammer on all characters? I would test it but my cousin is using my 360 right now.
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Plat vs Carl is finally up, sorry it took so long.
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[CS2] Platinum the Trinity Combo Guide and Discussion
soujiro seta replied to Urichinan's topic in Archive
The most damaging combo meterless no item off bubble starter in corner 214B 2C 236B 6C j.236C j.C 22C 6A 22C 6A 22C 5C sjc.B j.C dj.B dj.C dj.214AAAA. Also, scratch those hammer combos I put down a couple pages back. I forgot to add the whole thing. Here it is Req: 50 heat, Fan coming up, corner 1) (5B)/(tk swallow moon j.B)/(CH j.C) 5C 236B 5C 2C 236236D 4(back) 6C 22C 5C 5D 66 2C 22C 5C sj.B j.C dj.B dj.C dj.D dj.C dj.214AAAA (iirc Deals about 5.5k) 2) (5C 236B)/(236B) 5C 2C 236236D 4(back) 6C 22C 5C 5D 66 2C 22C 6A 22C 5C sj.B j.C dj.B dj.C dj.D dj.C dj.214AAAA (can't remember exactly if the 6A 22C part connects, but I'll check later, and post the exact damage and heat values for both combos.) -
There you go folks. Enjoy.
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^^^ I don't know, I've never tried that, but I know 2B low profiles under hazama's 5D
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Pan gives you access to an instant over head off her jump-cancel able normals. You get about 5k off her pan starters. That's very good damage. Pan isn't just for damage, it's also for fear factor. You can get a ton of damage off 2A hitconfirms just because they're expecting j.D. Combo wise the pan doesn't have that much versatility, then again the same can be said about all her items It depends on what you want to do. If you aren't already doing this, I suggest you (9)sj.B j.C (7)dj.B dj.C dj.214AAAA. The (7)dj.B is so that after air persia you won't need to backdash. If they roll tech forward, they'll tech right in front of you. No need for 3C bubble dash etc. If they neutral, simply dash up and begin pressure. Also, don't always do 3C bubble if 3C is blocked. People expect that a lot cause that's what a lot of plats do. Most of the time just do 3C, with a couple 3C bubble tossed in there. You'd be surprised at how many things you can bait and punish cause your opponent thought you'd 3C bubble.
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This is what I'm talking about with the excaliborg thing. This is perfect if your positioning is wall---opp---plat. You can combo after CH excaliborg in the corner. Remember you can use it on your opponent's wakeup as well to bait stuff, so when you get someone cornered, aka D mashing noels/wall--carl--plat--nirvana in sandwich pressure, with 50 heat and bat(or any item for that matter) coming up....you know what to do.
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Tip 236236D can be used as a burst bait. If you feel your opponent will burst, do 236236D. Infact at times they might burst just because you did it. Especially during a combo. They're like "OMG he did 236236D during a combo, that means big damage so I have to burst". Final round, opps health is low, you hit him in corner, 5B 5C 236236D *burst* gotcha nigga. 236236D can also be used on wake up, similar to how ragnas use blood kain on wakeup. Ofcourse you'll still have to block what your opponent tossed out there. If you're under pressure, have bat coming up, and are too lazy to block, excaliborg it and mash 5D if your opponent tossed something out. You can use it to bait DP, DDs, etc on your opponents wakeup, so enjoy as they watch you deal 5k afterwards. If it isn't obvious by now, people like to bait out our bats because once we get it, we plats have a habit of trying to mash it out. People are expecting you to mash it on wakeup/during strings, instead realize that this is your chance to turn their offense into defense. On wakeup/during strings, rather than mash D, if you see your opponent give a slight pause in an attempt to bait out your bat, press 5A/2A and begin pressuring. If they jump, the 6A blah blah blah Pan I've realized that most plats always feel like they have to use the pan once they get it. No you don't. People are expecting j.D, and they are scared shitless of it. I've gotten my opponents to burst and chipped their life away with 2A starter combos because of the fear of j.D. People chicken block a ton when they see you have pan. Don't use j.D. Just keep doing 5A/2A. They will most likely be chicken blocking and get hit by 2A. On their wakeup don't do j.D either. Still keep pressuring with 5A/2A. You want to get as much free damage off 2A as you can. The fear of j.D is enough. If you've conditioned your opponent to think that after 6B you usually dash in and 5A/2A, you can 6B 66 j.D. Or tk swallow moon j.B land j.D. To make them shit their pants harder and stand block exclusively, go install and get paper fan. "ZOMGS install fan, OH NOES", they'll chicken block till they die :bad:
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I will be posting the carl matchup soon. Harddrive crashed, and I can't recover it, but I'll get to work on it soon again TK swallow moon can be used for multiple things tk swallow moon j.B 5A combo tk swallow moon j.B 5C combo tk swallow moon j.B barrier cancel (2A)/(B+C) tk swallow moon j.B tk swallow moon (j.B)/(barrier cancel B+C)/(barrier cancel 2A) It can also be used to bait out things, such as anti airs, from your opponent, then you can punish with CH j.C combo.
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[CS2] Platinum the Trinity Combo Guide and Discussion
soujiro seta replied to Urichinan's topic in Archive
Lol, I dealt 8k to some noel the other day who thought D mashing in the corner was a good idea. Here are some situational combos i feel you must know. Req: 50 heat, Missiles coming up, corner (reference combo) 1) (5B)/(tk swallow moon j.B)/(CH j.C) 5C 236B 5C 2C 236236D 4(back) 6C 22C 5C j.C j.D 22C 5C sj.B j.C j.D 5D 3C 632146C (Has multiple starters. This combo gains 50 heat, and the DD ender is optional. Deals about 5606 damage without DD ender, and 7k with it) 2) (5C 236B)/(236B) 5C 2C 236236D 4(back) 6C 22C 5C j.C j.D 22C 5C j.C j.D 5D 3C 632146C (Gains 50 heat, 6.4 without ender, 8k with it) Req: 50 heat, Fan coming up, corner 1) (5B)/(tk swallow moon j.B)/(CH j.C) 5C 236B 5C 2C 236236D 4(back) 6C 22C 5C 5D 22C 5C sj.B j.C dj.B dj.C dj.D dj.C dj.214AAAA (can't remember damage or heat gain, will post later) 2) (5C 236B)/(236B) 5C 2C 236236D 4(back) 6C 22C 5C 5D 22C 5C sj.B j.C dj.B dj.C dj.D dj.C dj.214AAAA (If you're having trouble with the "236236D 6C 22C" connecting, here's a tip. After 236236D hold back. Wait for the character to reach the peak of their ascension. Your still holding back. Once they reach their peak, immediately press 6C. When I say peak, I mean the point where they almost start falling, the highest point.) 1) CH 2C 66 2C 236B 5C 2C 214C 6C 22C 6A (slight delay) 22C 5C sj.B j.C dj.B dj.C dj.214AAAA (around 5.6k iirc) 2) 236B 5C 2C 214C 6C 22C 5C 6A 6C 22C 5C sj.B j.C dj.B dj.C dj.214AAAA (around 5.6k iirc) -
My harddrive crashed 2 weeks ago, and I've been trying to recover it but no dice. Now i have to type the Vs carl matchup over again. I'm still pissed, but I'll try to have it done by the end of the week in between my crying over everything I lost.
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Is it just me or is plat vs top 4 (Jin, haz, noel, mak) 3.5-6.5 in their favor jin/haz: 100% safe, they gain heat just by walking across the screen. They can pressure you for free, and there is nothing you can do about it. 0 risk high reward for them. mak: don't get hit by 2a noel: D, 4.5k off anything regardless of screen placement, lol invul or am I just doing something wrong?
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I’ve had a lot of plat vs carl matchup experience, and most of my matches have been against Zong_one. Imo, this matchup is 6-4 in carl’s favor. Use this match between shiromadoushi and onichinbeong as a reference. This, imo, is how the matchup should be played if you don’t want to have to go through hell(nirvana) to get to heaven(carl). Punishes: It’s very hard to try and punish this lil shota because he’s always hiding behind nirvana, and even when you’re charging in to attack nirvana can hit you from behind when you finally get the chance. The only thing I can think of is punishing his vivace on wakeup. Vivace goes through bubble, so when you get him in the corner don’t auto-pilot bubble---then pressure. Vivace does not have foot invincibility, so 2A/2B beat out vivace. You can also grab him out of vivace. So watch out for that. He can also try to vivace through missiles/bombs when he’s under pressure or when he's trying to get to you, so look out for that as well. Anti-airing: Do not autopilot 6A/2C when you see carl IAD towards you. You are asking to get wrecked. Carl’s j.B, although it doesn’t FC, is still gdlk. Do not 6A/2C carl on reaction, there is a very high chance that his j.B will beat out your 6A/2C clean, or you’ll trade(very rarely). If the carl doesn’t space is IAD j.B right, then 6A/2C will win, if not, DO NOT ATTEMPT TO ANTI AIR. He can time it so that you get hit by the tip of j.B. This will trade with you AA or lose. Either way carl wins. Carl can also IAD kara-fall. His kara-fall is used to bait out anit-airs. 6A/2C will whiff while you watch our poor magica girl get counter-hit by 2A. Zoning: Carl: Carl can zone you, just like you can zone him. The best zoning item is Bomb. This item should be the highest on your priority list. When carl is hiding behind nirvana, TOSS AWAY EVERYTHING UNTIL YOU GET BOMBS. Lucky for us carl can’t dash, so he has to IAD in for everything. Bombs prevent him from doing that. Nirvana: Zone her with 5C, and j.C only. Do not 5B 5C. 5C is jump cancelable, and that is key. Carl’s are always looking for a way to jump in. They use nirvana as a meat shield bait, so when you smack her around they get in from the air. If you 5B 5C, carl will have enough time to IAD j.B/kara-fall in. Even if you block his j.B or 2A after kara-fall, that’s all carl needs. Now he’ll 2A 5A 5B 6B 6D vivace A, and you’re sandwiched. Shiromadoushi knows what’s up. He uses 5C for nirvana only. After 5C if you see carl attempt to IAD/Kara-fall in, you can IAD back to safety. You can 5C (7)j.C as well. J.C prevents him from dashing in on you, and if he attempts to dash in after j.C you can IAD back. 5C (7)j.C is very dangerous though mainly because of kara-fall, so play it safe with 5C more often. You can catch him with 5C j.C every now and them. 6A/2C gatling after 5C, so if carl attempts to jump in and doesn’t space right then you can AA him. You also don’t want to get hit by 4D. 4D has super armor, and the only way to stop nirvana from completing it is to put carl in blockstun, or hit him. If you zone nirvana with 5C onry, like you should, only to realize that carl did 4D right as you attacked, you can IAD back to escape. You don't want to have to block 4D cause this gives carl time to get in. If you 5B 5C you won’t be able to escape 4D. This is why you poke at her with 5C onry. 5C is jump-cancellable, and 6A/2C gatlings. This is also where bombs come in. Since 5C is jump cancelable, you can 5C j.D, or 5C 5D depending on how close carl is. Get acquainted with 5C and bombs. The 3 of you will need to be best friends if you want to win this matchup. Hold your horses when carl has 50 heat. Zoning with 5C and bombs become very dangerous. Carl can input rhapsody of memories when you get close to nirvana. This distortion will not stop regardless of what happens to carl. Even if he dies . He’ll do this to trap you, sandwich, and then the party begins. 5C nirvana with care, and I mean treat her like expensive china: You marvel at how beautiful it is and touch(5C) it every now and then, but when you notice a crack on the side(50 heat) you refrain from further contact. Do not autopilot bombs after zoning nirvana with 5C when he has heat. You want to bait out rhapsody, but don't make it your top priority. Carl can buffer 236236 continuously and press D when you come close, so remember that. Nirvana doesn’t have to be on for him to do rhapsody. She can be off, and rhapsody immediately. Carl can also do rhapsody of memories on his wakeup if nirvana is close. Do not attempt to grab him cause he can tk it and your throw will whiff . If you 5C her and see that he input rhapsody, jump up immediately if you can. Do not block the first hits of rhapsody. YOU WANT TO GET HIT. Carl will probably IAD j.C to knock you down. Don’t mash tech. Wait a bit, and tech towards nirvana. You should go right through her. If he doesn’t j.C knockdown, mash tech, like in the vid, to air tech and escape rhapsody.. Pat yourself on the back and have a sugary treat; you didn’t have to sit through rhapsody mixup Strategy: Your objective is not to destroy nirvana. Do not focus on that. You want to keep her busy with 5C, and make carl have a tough time getting in for free with bombs. If carl doesn’t want you to destroy her, then you won’t. You want to zone carl and nirvana with 5C and bombs. Nirvana stops what she’s doing as long as carl is in blockstun/hitstun. The only move that comes out, regardless of whether carl is in blockstun/hitstun is brio. This is carl’s meterless DP so to speak. Be careful of this move. Especially on carl’s wakeup when nirvana is close. He’ll brio, and you’ll get hit. You want carl to realize that he’s going to have to pull something outta his @$$ to get to you. Chip away at his life with bombs, and DON’T GET IMPATIENT. Don’t rush in on carl if you don’t have to. The best time to rush in is when you see carl block a bomb. He can’t use nirvana then, and will be forced to respect your pressure when you get in. Nirvana’s moves have a lot of stun on them. They last an eternity. If you’re forced to block 6D/4D/2D and carl is close, DO NOT PRESS A BUTTON. You will lose every time. If you’re forced to block fuoco, you can block the first couple hits and IB the rest. 4D, 2D, Fuoco and Brio all take 1 primer. Don’t block Fuoco if you don’t have to. 8D takes 2 primers (hand takes 1, clap takes 1). Rhapsody of memories takes 1 primer, and Big Bang Upper takes 2. Watch your primers. Carl almost never guard breaks, but once every blue moon he does, especially after you use a defensive burst. When in sandwich, sit still and block. A carl’s worst nightmare is someone who can block. They dream about this all the time. I know I did. DO NOT JUMP ALL THE TIME WHEN SANDWICHED. You will get baited with 8D. It’s blockable this time around, but you don’t want to fall for traps, such as 8D IAD (j.A mash) 8D and get your primers broken. Carl doesn’t get much off air-guard break, but he doesn’t need to cause he’ll most likely hitconfirm into his loop. [j.B j.2C]xn 3D j.Ax2 slight delay j.B, also known as 1 of the most retarded things in CS2. DO NOT PANICK. Magic doesn’t work well under stress. Stay calm and attempt to block it. It is possible, but you’ll probably need to sell your soul to the devil to block it correctly most times. Look to see what is going to hit first. The first hit of 3D is a low, every hit after the first can be blocked standing. The problem is how do you block the first hit of 3D low, and then block j.B, or vice versa depending on which hits first. Carl’s don’t always get the timing right, so be wary of this. If he’s getting it right, and you don’t have a burst then send him hatemail and threaten to find and kill him. If he can do it correctly, mashing 5D when you have the bat (which can be baited), or bursting is you only hope. At neutral TOSS AWAY EVERY ITEM UNTIL YOU GET BOMBS. You can do play however you want, but you’re gonna have a hard time trying to get through nirvana if don’t have bombs. Missiles/Cat don’t really get the job done in this matchup up. Carl can easily evade missile with vivace or use nirvana to block them. Missiles can be a blessing in disguise though. When her health is low he won't use her to block, so watch out for this and look to come in. Cat is a bad idea cause carl can IAD after cat hammer and put in you blockstun. Hammer/Pan are only good when you are pressuring carl up close or in the corner. Bat is only useful when you’re in sandwich. BOMBS SHOULD BE HIGHEST PRIORITY AT NEUTRAL. His j.A >>>>> your j.A. His 5A>>>>>>your 5A. You will lose this war everytime. Item Strategy: BOMBS BOMBS BOMBS. Rain bombs of love on him. Go install bombs if you want him to experience what a meteor shower feels like. Carl only has 4 primers, so after a defensive burst, if you manage to get in or get him cornered you can guard break him quite easily if he isn’t aware that you have hammer equipped. Cat hammer is not good is this matchup, do not attempt to zone carl with it. You will lose. The only useful items are bombs, hammer, and pan. Hammer/pan when carl is close/in corner, and bombs for everything. Cat hammer is useless, and release all missiles when you get them. Char specific details: Do not mash neutral tech during this situation, it’s a day 1 carl strat. Wait a bit and then roll towards nirvana, you’ll easily escape fuoco. Using barrier conservatively can help you escape sandwich pressure. Don’t barrier everything, you still need to know how to block, just tap it and keep it on every now and then during sandwich. The extra pushback will give you time to jump (be careful of 8D bait) , or if you have fitty you can 236B RC. If you connect… you know what to do. Be careful of the classic 5B 6B 4D vivace crossup. You should rarely, if ever, get hit by it. Watch out for IAD j.2C allecan crossup. This is where barrier guage (^^^) comes in. The added pushback mean carl has to IAD a bit further, giving you time to jump and grab him, or simply jump to escape. Carl can jump cancel 5A, 2A, and 5B on block. Due to plats horizontal hitbox, he'll be forced to IAD j.2C allecan after 5B most of the time. The only time he can IAD j.2C allecan after 5A/2A is if you've been pushed back far enough from his 5A/2A gatlings. Tager, bang, hakumen, and rachel are the only characters he can 5A/2A upclose and IAD j.2C allecan because of their wide horizontal hitbox. Don't jump all the time though, if he continues his gatlings you'll get hit. In the corner, the combo 214B 2C 236B 6C j.236C j.C 22C….Doesn’t work on carl (or maybe it’s just me). If he gets caught in bubble trying to roll away from the corner, use 214B 2C 236B 5C 6A 6C 22C 5C 6A 236B instead if you want oki. Carl doesn’t have a DP/reversal, unless nirvana is close(brio) or 50 heat(Tk rhapsody), so when you get him to the corner treat him the same way an abusive father treats his son after a night of excessive drinking. (Sorry for talking about your personal life A.LeX.I.S) Carl’s 3D picks up tech rolls, but do not neutral tech all the time unless carl actually does 3D. I see people neural/emergency teching ALL THE TIME because they know his 3D picks up, BUT CARL ACTUALLY HAS TO DO 3D. Carl’s know people neutral when they are close to nirvana because of the fear of 3D, so they eventually don’t even have to use it anymore cause people neutral for them. NO, roll tech away always, and only neutral when he actually does 3D. Other details: Tl, dr: Study, inhale, and live this shiromadoushi and onichinbeong. At his age, Carl is still afraid of cooties, and he definitely doesn't want any other girl in his life besides his sister. Show carl mains that it's okay to let love in, and a little magic can bring happiness into their lives. Have fun
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only her? I hate figting jin, hazama, makoto, and rachel. Hazama and rachel are like "Lol, you can't get to me but when I hitconfirm you from fullscreen I'll deal big damage. Oh did you also know that I can deal 5k midscreen off multiple hitconfirms", while makoto and jin just do whatever the &^%$ they want knowing if you press a button you will get CH. All makoto needs is 2A and everything jin does is practically safe and unpunishable. I would toss in lambda, Mu, and carl, but those 4 above take the cake on my my annoying matchups.
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Wait, Have we played b4? I don't remember your tag at all.