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Mikachiru

[CT-CS2] Carl Clover Loke Test

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Because we shared the same love for a move that was ever so slightly overpowered. :]

I love FCH j.B.

I had the same thought when you FCH j.B Tokido 6 times in one round <3

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I just want some of that stuff cleared up, like.

Is it j.2C or j.C that knocks down?

If j.B not FCH, does it still wall bounce on regular CH?

Untechable anima = command throw? Or does untechable mean once thrown, opponent cannot tech until they hit the ground?

Volante projectile armor means what?

Usidon wrote JC, dunno if he made a mistake or not while writing in his blog.

J.B might be the same as in CT on CH. I can't really say because he didn't specify, so I can assume that you can't follow up.

Untechable after anima lands. Anima is still techable, but the untech time after the throw might mean that you follow it up (there was no other info on that move (-_- ; ) ). It has armor too.

The volante armor means that other projectiles won't nullify it.

There's also something about 2D losing a bonus or whatever.

☆ボーナス補正削除?

…ボーナス補正が消えてるキャラが多数いるようです (There seem to be lots of characters that lost bonus correction. Carl's 2D most likely too. I wonder how Noel's is?)

カルルくんの2Dもおそらくないです

ノエルはどうなんかな?

My english might be a bit rusty, so don't hold back if you have any questions :).

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So losing bonus, as in it probably doesn't positively prorate anymore?

If so, that makes me a little bit sad.

Thanks for helping me. <3

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Man I just started learning the 2d loop and they took it away :(. Oh well, I'll learn it anyway.

No men, you can still do 2d loop, but with J.B instan of J.C. That mean it will be a little bit more harder and deal les dmg.

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You can probably still do it with j.C lol.

And look baller as fuck doing it.

Unless they're taking out otg's from certain moves, or the knockdown can be emergency teched. "/

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Yeah... but with j.C you will send the rival to the ground, so the juggle will stop.

Who think that Carl is going to be good char in cs2?...

I just hope that he is higth tier like in Cs.

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I still think that he will be good.

Unless his damage is lowered that much, he should always be a pretty solid character.

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Carl JC is the move does knock down

J2C is exactly the same

JC kd> 3D relaunch confirmed

^_^

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Yep. Carl still appears to be pretty solid so I'm not worried. As long as his combos are interesting and flashy I'm good. I'll miss using 4-5 moves of Nirvana's moves in one combo though.

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Updated 2nd post.

Kyle, please organize how you see fit.

(^_^)

Arakune j.C is one of my favorite moves.

I can't wait to see Carl's new j.C. sooooo hype if they keep it.

I would like to see vids. D:

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Yep. Carl still appears to be pretty solid so I'm not worried. As long as his combos are interesting and flashy I'm good. I'll miss using 4-5 moves of Nirvana's moves in one combo though.

I still think that you could combo 4 or 5 nirvana moves in a combo.

2 Volantes, j2.C allecan...8]D[, Juggle with j2.C-j.B and 2]D[, Juggle with j2.C-Allegreto ]8[D, Super.. etc

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Now that volante has repeat proration, we should use 4D or something.

Also, we'll probably be seeing a lot more 3D in combos/as an ender. :]

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Not so sure about that... I think that they put repat proration to Volante because you can throw 4 or 5 volantes in one combo and get 5K. That is just dumb.

But if you only use it twice, i dont think that you loose too much dmg.

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I don't do dual volante combos often, only in certain situations. Usually I do volante and then 4D for more damage. Plus now that volante has move proration the 4D damage will be more important.

Besides, I still don't think we'll be able to incorporate all of Nirvana's moves like we could in CS because if you remember, the hit stun from Carl's moves were reduced. His CS combos don't work anymore. But I do have some ideas flowing throw my head right now. I wonder how practical it would be to do j.C spike and have the opponent fall into a 4D, lol.:kitty:

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Wow, wasn't too happy with all the changes when I went to bed. Got up this morning and looks like some things got cleared up that were a little confusing, and some new info was added. Suddenly doesn't look too bad at all. Here's a repost with new changes and clarifications....

Carl

* Brio's knockback trajectory travels farther.

+ JC knocks down.

+ Anima has armour, launches very high.

+ Volante has multi-hit armour for projectiles.

+ Cantata is quicker.

+ NEE-SAN~ moves faster.

+ 3C CH knocks down, foot attribute added.

+ 6A seems like it got an invincible period.

+ 5B seems stronger for some reason.

+ 6D Air CH causes wall bounce.

- Throw damage is 600. Throw > Fermata damage is 1700.

- Volante has same move penalty.

- j.B is no longer a fatal counter

- Overall damage has been drastically reduced.

- 3C retains CS version's float property, but is also ground-techable.

- A-Vivace's invincibility frames are gone.

- Cantata has a 10 frame gap before super flash appears

Not sure I understand the Cantata changes, it's quicker after the super flash but takes longer to get the super flash?!

EDIT: Whoops, I read that but forgot to put that in. Thanks Zeero.

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What mean 3c now? that we can still be able to perform 3C,IAD Alle~Can? or that the opponent can quick recover from that.

Sad with J.B..... that move wasnt broken.

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What mean 3c now? that we can still be able to perform 3C,IAD Alle~Can? or that the opponent can quick recover from that.

I'm thinking IAD, Alle~Can will only be possible on a CH 3C now. They will be able to tech on a normal 3C.

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