BB:CS V1.0
1st Loketest- Septemeber 26, 2009
+
~ 214C cancel remains
~ Nirvana recovers HP faster
~ 214214D super does 3K damage and removes two guard primer points on block
~ new projectile is fast and reaches the corner; it's a laser
~ 8D is not air techable
~ no change to 2D 4D 6A, glide throw, Gear DD
~ IAD J.2C cross up still possible
~ J.2C, Alle~can is still a Throw bait/low crush
~ 5A links to 2A
~ 623C has longer range
~ J.B has great downward hitbox, wall bounces on counter, and links to JA
~ 6D has longer hitstun and you can do {J.2C > J.236C > B > C > jc > 6D} loop
~ 623D has guard point and barrier guard blockable in the air; advantage on block
~ 63214D is untechable.
-
~ J2C is no longer an overhead; slow
~ Air throw loop exists, but can only be performed once before Nirvana dies
~ Teching out of 2C is easier
~ Can't Jump Cancel after 5B when blocked (must rely on 2B in attack strings)
~ Nirvana loses HP faster
~ 8D has been altered (Not sure what this means, but I think it's no longer in the game...).
~ Air Throw BnB is removed because 2C has less hitstun
~ 3C --> IAD --> J.2C combo no longer works; J.2C has a slower start up
~ Removed a guard primer point on first hit on 236236D
~ 63214D doesn't throw opponent far away
2nd Loketest- October 3, 2009
A - able to link to 2A, up to 2 loops
2A -
6A -
JA -
B - not able to jump cancel on block
6B -
2B -
JB - more hit box in vertical direction, hit opponent far back on CH
C -
6C -
2C - easier to tech
3C -
JC -
J2C - not an overhead, speed decreases
D -
6D - existing 6D loop can be done up to 2 loops
2D -
4D -
3D -
8D -
JD -
236A -
236B - longer recovery time
623C - bigger hitbox in the front
J214C - 214C cancel remains
Volante - new move, nirvana shoots out the projectile, fast, unlimited range, lasts even Carl blocks opponent's moves
41236D -
63214D -
623D - able to block with air barrier, armor property of nirvana takes up to 2 hits
236236D - 1st hit breaks 1 guard primer
214214D - breaks 2 guard primers
AH -
Throw -
Air Throw -
CA -
Other
- forward step has longer recovery time
- forward step can be canceled by J214C
- all D moves use a lot of nirvana meter
- recovery speed of nirvana after broken is same as current version
- recovery speed when stopping nirvana is very fast
- current air throw loop does not work, similar one can be done using different way, but not able to do 100% combo
- nirvana will stop if opponent does throw break
- no change to glide throw
3rd Loketest- October 16, 2009
6C -overhead
2D -overhead
J.A -overhead, More recovery
J.B -overhead
J.C -overhead
Volente ~560 proceed with small combo.
1) ↓A > ↓B > ↘C > jump ↓C > C > air combo
2) ↓A > ↓B > →B > →↓↘C > B > air combo
carl has 4 primers.
hop is slower (slower or more recovery? I thought it was confirmed to just be more recovery), can cancel into special, foot disappears (not sure if foot invun applies), can hop over downed opponent (i think that's what it meant), air rhapsody and generaru cancel unconfirmed (would be pretty cool if the previous also applies).
volante is projectile, start-up is 20F, full stage, damage is 560. Combo starter scaling at 80%, cannot tech on air hit, will not disappear if Carl guard, nirvana no longer have projectile armor (I'm not sure if this is right because it seems like it doesn't have to do with anything else in the sentence).
jC can be jump cancelled
2D is faster
8D no longer guaranteed activation, still works off throw loop set up (break throw I guess).
jB is applicable as cross-up
Brio has foot armor (it didn't before?)
back throw scaling is 79%.
-Nirvana can rapid fire volante 3 times, 8D 5 times before breaking down. (no change, I think)
-Nirvana recovery from breaking down is 15 seconds. Have not checked regular recharge speed.
-Carl's hop allows him to go past downed opponent (pretty cool change), still has a bit of recovery (not cool).
-Can do specials, but not nirvana supers during hop (the guy mentioned he may just have screwed up input, so they will try to reconfirm).
-Something about jB that I'm not sure...
4th Loketest- October 23, 2009
Brio can be regular guarded in air (i think that's what it says)
2A>5B>6B>canta>volante>5C>JB>JC>JB>JC 2065
2A>2B>3C>J2C>alle>5C>JB>JC>JB>JC 1600
~3C>input volante>hit downed opponent with 2B>volante hits>5C~ Air combo after 5C not confirmed.
(neesan behind carl)2A>5B>6B>canta>2D>A viva(?)>2C>8D>volante>5B~ (jB doesn't combo afterwards so so knockdown after volante may be a good idea)
6C startup feels the same
focco, 3D no change
Volante > 2A 664
has step jump... holy moly I'm pretty sure I read this right 'ステジャンプ' (this is big change, this can open up quite a few things for carl)
step jump covers 1/3 of screen
step cancel into alle isn't hard, but no use found thus far
ground target jb > jC does not combo (same as CT)
This thread is for updates and discussion so that our Carl General Discussion thread doesn't get over-stuffed with Loketest stuff (especially for noobs who want to know more about Carl but end up with a face full of "XXX was nerfed! Oh noes!" or "XXX combo can't be performed anymore!!"). Any information that I missed would be greatly appreciated.