Jump to content

Psykotik

Moderators
  • Content count

    828
  • Joined

  • Last visited

About Psykotik

  • Rank
    防人

Profile Information

  • Interests
    (☄´◉ω◉)☄ B R I O (☄´◉ω◉)☄

Other Info

  • Location
    Waterloo, Canada
  • PSN
    OffbeatRhyme

Contact

  • Twitter
    @OffbeatRhyme

Recent Profile Visitors

2,035 profile views
  1. Psykotik

    [CF] Carl General Discussion (Changelist in OP)

    The reason I consider 4D being one hit a nerf is because it being one hit means it doesn't trap the opponent in blockstun for as long, which is kind of a big deal in neutral since using 4D as a neutral poke won't keep the opponent in place for as long. 4D being one hit does have some situational benefits for some setups and combos but overall I consider the net result a nerf, even if it's not a super big one. Also whatever setup you're thinking of, is it not something that you could just substitute 4D with 6D if you just need a quick one hit move?
  2. Buffs 5B attack level up: 5B 5C is now tight even on IB 5C > 6B gatling added 5B > 3C gatling added CT is much faster: 3C > uncharged CT combos Anima can now catch airborne opponents 2C is jump cancellable on block and hit. 2C, sj.A, stuff is a combo. Corner 2C, CT still works even without wall bounce j.C has more untech time j.B increased attack level 4D has super armor 4D is a fatal counter SMP removed, penalty is much more lenient and doesn’t affect hitstun [universal system change] 6D slide on ground hit removed. Still slides on air hit. 3D attack level up Brio has more wallstick time [unconfirmed] Cantabile is much faster now, further range 5C > cantabile is more consistent OD Super gives hard KD again 5A jump cancellable on block Allegretto has a lot more untech time Neutral Changes Mashing 2B won’t give 2B > 6B anymore new 2D: Ada does 4 punches, all mids. Completely tight even on IB. Seems to pick up OTG opponents easily 46D removed new 4D: Tenerezza is now the new 4D new 6C: hopping overhead. High 20s frame startup. Special cancellable. Ground bounces on air hit. Carl can’t link normals on this 6C unlike previous games. Unsafe on block. Fuoco wallbounces if most of the hits hit the opponent Doll has overall less life but also recharges faster Nerfs 5C attack level decreased Tenerezza/4D does 1 hit only j.C 5A pickup is supposedly harder 5A 6A doesn’t work as consistently 3C doesn’t float as much, 3C > fermata no longer works Volante makes a buzzing sound the entire time it’s out. Think of the buzzing sound that George makes 6B has slower startup, 5B > 6B doesn’t combo at higher prorations A Vivace no longer goes through bursts 2C no longer wallbounces Allegretto does not wallbounce
  3. Psykotik

    Montreal: Le Thread Generale Pour Weeaboo Fighters

    Hi guys, any MTLers going to NEC and is not already on a team wanna team up with me and Essay for the Xrd 3v3? :0 (Also see me in Blade Arcus this weekend )
  4. Psykotik

    Montreal: Le Thread Generale Pour Weeaboo Fighters

    Anyone here going to Canada Cup? :o
  5. Psykotik

    Montreal: Le Thread Generale Pour Weeaboo Fighters

    I'd like to but exams zzz. I def wanna look into making a trip sometime though.
  6. Psykotik

    Montreal: Le Thread Generale Pour Weeaboo Fighters

    Y'all should be pining to fight honest bad characters like instead I wanna play games :<
  7. Psykotik

    [CF] Loketest News (NEWS ONLY OR INFRACTION)

    https://twitter.com/daisukemoto0629/status/622260946828857344 https://twitter.com/daisukemoto0629/status/622263549721624576 https://twitter.com/daisukemoto0629/status/622266130317479936 https://twitter.com/daisukemoto0629/status/622269464466186240 https://twitter.com/daisukemoto0629/status/622275609331236865 https://twitter.com/daisukemoto0629/status/622590594850775040 https://twitter.com/daisukemoto0629/status/622594077234630656 https://twitter.com/daisukemoto0629/status/622649374821081089 https://twitter.com/daisukemoto0629/status/622655196410175488 Carl stuff, translations would be appreciated
  8. Psykotik

    Toronto BB and GG: FIENDS ONLY Part II

    when's vidyas
  9. Psykotik

    [CPEX] Carl Clover Video Thread

    Carl combos and setups from Chiri: https://youtu.be/ipHwVEv_1CM
  10. Psykotik

    [CPEX] Carl Clover Combo Thread

    So I think that the j.C 5A rejump stuff might be character specific. Throw, j.2C, j.B, j.C, 5A whiffed on Azrael when I tried to do it against him on training mode and I had no problem with it on Jin. Gonna test this on other characters later.
  11. Psykotik

    Montreal: Le Thread Generale Pour Weeaboo Fighters

    Poverty games when
  12. Psykotik

    [CPEX] Carl Clover Combo Thread

    I haven't beaten challenge 20 yet but I tried doing fully charged 6C, CT, j.2C allecan x 8, gear super. The most I've gotten out of that is 4.8k, still gotta figure out how to optimize it.
  13. Psykotik

    [CPEX] Carl Clover Combo Thread

    fixed
  14. Psykotik

    [CPEX] Carl Clover Combo Thread

    Alright, so since it turns out that 3D has really short hitstun, 6C and CT won't combo after it. You can still loop the UB via other routes but the damage per rep (around 2.5k) is a bit too low atm to be worth the meter. character specific (will specify later): j.B+3D, 2AA, 5B, 2B, 6B, 46D, 6C, 2A, 5B (release 8D), 2B, 5C, jump forward, 8D hits, j.B, j.2C, j.AAB + 3D, etc (works on taller characters) j.B+3D, 2AA, 5B, 2B, 6B, 46D, 6C, 2A, 5B, 2B, (release 8D), 6B, 6A, neutral jump, 8D hits, j.B, j.2C, j.AAB + 3D, etc (works on smaller characters and Ragna) I tried to substitute 2AA with j.2C but it's really inconsistent. 3D hitstun way too short lol.
  15. Psykotik

    [CPEX] Carl Clover Combo Thread

    Thanks to Kurushii for the header and layout Information:Due to the flexible nature of Carl's combos, this post is not a definitive list of combos and only contains sample combos. The second post will contain possible combo routes. Please keep in mind that this thread is a work in progress. General Notations Used Guide Specific Notations Used j Jump sj Super Jump ad Air Dash iad Instant Air Dash JC Jump Cancel CH Counter Hit FC Fatal Counter RC Rapid Cancel ODC Overdrive Cancel ] [ Hold Input [ ] Release Input (N) Attack must deal N amount of hits [???] xN Repeat ??? N amount of times Allecan j.214C immediately after j.2C hits/is blocked by opponent. This is different from [j.C, j.214C], where j.214C is actually performed Enders Carl can end his combos in a few ways depending on how much heat he has and the kind of oki he wants. - 3C: Sets up oki - 3C, Fermata: Non-OD super damage. Adds 900 minimum damage. 50 meter required. - 3C, OD, 3C, 632146D: OD super ender. Add 1500 minimum damage. 50 meter and OD required. You can go straight into 3C, 632146D if you're already in OD. - 8D into nothing: Sets up emergency tech. Unlike 3C, this gives you more time to set up oki and as such, more complete setups such as safe jumps are possible from this. - Astral (64641236D): You can generally can combo into astral anytime you can combo into fermata. The positioning required for a given combo will be indicated by an arrangement of letters: C- Carl N- Nirvana O- Opponent W- Wall/Corner The ordering of the letters will indicate Nirvana's position in relation to Carl and his opponent. Examples: C-N-O: Carl-Nirvana-Opponent. This indicates that the combo's starting position is when Nirvana is between Carl and the opponent. N-C-O: Nirvana-Carl-Opponent. The starting position is Nirvana being behind Carl. C-O-N: Carl-Opponent-Nirvana. The opponent is between Carl and Nirvana Recommended combos: These combos are recommended due to their damage, resource efficiency and/or overall difficulty. These are by no means the only combos you're limited to but rather serve as solid go-to-combos for whatever situation that may arise. Note that anything off a jump-in j.A can generally lead to a 2A combo while jump-in j.B/C can go into a 5B starter combo. Midscreen C-O-N2/5A, 5B, 6B, 623C, 6D/46D/421D, 5C, sj.B, j.2C, j.C, 8D, ender 5/2B, (2/5B), 6B, 623C, 6D/421D, 5C, j.B, j.C, 46D, 5C, sj.B, JC, j.B, j.2C, j.C, 8D, ender5/2B, (2/5B), 5C, jump forward, 46D, airdash j.B j.C, 5B, 6B, 623C, 421D, 6A, j.C5/2B, (2/5B), 6B, 623C, 421D, CT, 5C, 46D, 5C, sj.B, JC, j.B, j.2C, j.C, 8D, ender 6C, 5A, 5B, 6B, 623C, 6D, 5C, sj.B, JC, j.B, j.2C, j.C, 8D, ender B+C, 5C, sj.B, JC, j.B, j.2C, j.C, (8D) 6D, 5C, sj.B, JC, j.B, j.2C, j.C, 8D, ender2D, 5C, sj.B, JC, j.B, j.2C, j.C, 8D, enderMidscreen N-C-O 5B, 6B, 623C, 6D, IAD j.2C, 6A, sj.B, JC, j.B, j.2C, j.C5B, 6B, 623C, 421D, dash under, 5B, sj.B, j.2C, j.B, JC, j.B. j.C, 8D, ender Midscreen C-N-O Corner 2A, 5B, 6B, 623C, 623D, 5C, sj.B, JC, j.B, j.2C, j.214C, 8D, ender5B, 6B, 623C, 623D, 5C, sj.B, j.2C, j.214C, 421D, 5C, sj.B, j.2C, j.C, 8D, ender5C, 623C, 623D, CT, 5C, 46D, 5C, sj.B, j.2C, j.C, 421D, land, j.2C, j.214C, 8D, ender (This combo is fairly difficult) Solo Midscreen To be updated Solo Corner To be updated Mid-screen: C-O-NTo be updated N-C-O To be updated C-N-O To be updated Solo - (2A/5A), 5B, 2B, 6B, 623C- (2A/5A), 5B, 2B, 6B, 623C, RC, 5C, sj.B, j.2C, j.B, JC, j.B, j.2C, j.C/j.214C *Requires 50 heat*- 3C CH, 236A, j.2C~allecan, j.2C~allecan, sj.B, j.2C, j.B, dj.B, j.C- B+C, j.2C, allecan, 5C, j.B, j.2C, j.B, JC, j.B, j.C- B+C, j.2C, j.B, j.C, land, 5A, 5B, j.B, j.C- j.B+C, 22D, 5C, 421D, j.2C allecan, 5C, sj.B, JC, j.B, j.2C, j.C Corner: C-O-N-WTo be updated N-C-O-W To be updated Solo (2A/5A), 5B, 6B, 2C, 5C, sj.B, JC, j.B, j.2C, j.C/j.214C2B, 5B, 6B, 2C, 2B, 6A, j.214C, AD j.B, allecan, 6A, j.C5B, 6B, 2C, 2B, 2A, jump forward, delay, j.B, j.C, land 5A, 6A, jump forward, delay j.B, j.C, 5A, 5B, 6A, j.214C B+C, j.2C, j.B, j.C, land 5A, 5B, 6A, sj.214C
×