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Everything posted by Zoogstin
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[CP] Carl Clover Loketest Changes and Discussions Thread
Zoogstin replied to Akira-Shiro's topic in Archive
That's good enough without Carl getting too stupid. -
[CP] Carl Clover Loketest Changes and Discussions Thread
Zoogstin replied to Akira-Shiro's topic in Archive
Well it good to be in a character forum where atleast someone can translate no matter what their level of skill is. Thanks. -
Welcome to the club!!
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While sending the sword way out there is kind of risky for Zappa, the footage we saw was hilarious. I'm seeing this becoming a real problem for Potemkin and Justice unless this is one of those things where something seems strong at first but is considered not much of a problem once people get better.
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The sword is looking pretty hilarious right now. But I somehow feel its kind of gimmicky and wont' be much of a threat to the opponent outside of Justice and Potemkin (I don't know how those 2 are gonna handle that thing). I hope that this new property remains as a really good tool for Zappa. Right now from what I'm seeing, I'm lovin' it. Also it appears that the dog can't get hit while in neutral state anymore. It looks like a lot of moves including Faust's 2K go right through it. Also Ky's stun edges go over the dog so even if the dog can get hit, the stun edges probably would miss it. I think.
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I like the way you think. This could be really good afterall. Something the developers may not be thinking about (or are they?) Depending on how awkward or fluid the sword floatiness is, this could potentially lead to some excellent space control which may be the main reason why the devs allowed the sword to be blocked normally for the sake of balance.
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Based from the changes I feel that Zappa will still be a very strong character. Maybe not as good as AC Zappa, who was all types of lolz. But The dog pressure still seems to be there. Even though I'm incredibly sad to see the developers FINALLY address the problems that made the dog retarded he still seems to be very strong. As we all know, if the dog is hit when it is in its neutral state it will go to sleep, but does this apply to projectiles as well. I see this as a problem against characters like Ky.
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[CS2-CSE] Carl Clover General Discussion - Shota Shorts Edition
Zoogstin replied to Rishtopher's topic in Archive
I was a very active Carl member as some of you know. Then I went to Grad school. My gaming life has been shot. And it sucks because this version of Carl looks like it would've been my favorite one. I thought CS1 Carl was hard to beat but from the videos I've seen, this Carl takes the cake. -
I can't picture how Darkness Anthem will be useful with its air version. I can't wait to see its applications.
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Good find. Man I'm gonna miss AC Zappa. He was so stupid.
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Lol don't flatter yourself. I love the sword too. It got so good in AC. I'm going to assume/hope that the new hovering properties will be a buff.
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I think all of the nerfs are fair except for the increased recovery of the summon. The people I fight always know how to punish it.
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Yeah the dog going into sleep state sucks but it is fair. I will certainly miss it. Here are more legible changes: Zappa: - j.236H (sword mode): FRC now possible right after landing, now knocks enemy up on hit for followup combos. - Darkness Anthem (236S, Raoh mode): now possible airborne. - Last Edguy (214S, Raoh mode): now possible airborne. - Icons added above tension bar for each summon. - 632146H gives one orb per hit, maximum of 4 orbs. - Smaller chance to summon Dog (?) - When Dog gets hit in neutral state, he sleeps. - Sword 2H stays in place for a bit after the animation.
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SOOOOO Hype!!! I have a feeling Zappa might get nerfed overall considering how crazy Mitsurugi's Zappa does in Japan. I'm definitely scared of dog nerfs but only time will tell.
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[CS2-CSE] Carl Clover General Discussion - Shota Shorts Edition
Zoogstin replied to Rishtopher's topic in Archive
Thanks JG. I knew Carl has always been A-tier from CT-present. Its funny how resilient this kid is. -
[CS2-CSE] Carl Clover General Discussion - Shota Shorts Edition
Zoogstin replied to Rishtopher's topic in Archive
Wait, I thought CS2 carl was A tier? That unblockable loop was stupid. People hated his nerfs but he was still Carl at the end of the day in CS2 -
Remember the days when the Zappa forum was active? maybe that'll happen again.
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For me optimal combos were the most fun. CS1 Carl was easily my favorite. Doing volantes and 4D's in one combo were so rewarding.
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Tager stopped being free to Carl after CT.
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I agree with sinder. The matchup may be 5-5 but Carl is not going to catch Hazama unless Hazama says so. That usually means Hazama has to mess up his runaway or Hazama has to go on the offense and then mess up. Then you're at an advantage.
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[CS2-CSE] Carl Clover General Discussion - Shota Shorts Edition
Zoogstin replied to Rishtopher's topic in Archive
There have been no reported changes to his backdash. Either way you just gotta bait it. Do a move that is active for longer or delay your attacks if your opponent is backdash happy. Its not Tager/Potemkin good by any means. He loses his invincibility long before he lands. -
[CS2-CSE] Carl Clover General Discussion - Shota Shorts Edition
Zoogstin replied to Rishtopher's topic in Archive
Yeah Carl is easily one of my favorite fighting games characters (from a gameplay standpoint I mean. I hate his character design). But CS2 carl was not fun, even though I laughed whenever I got somebody in his loop. My friend who has a PS3 and bought the japanese version of EX brought EX to a gathering and man do I love Carl again. I'm pumped for EX. -
FINAL ROUND XV March 2-4, 2012 "The 15th Aniversary"
Zoogstin replied to ShinBlanka's topic in Archive
You bet I am. GG is awesome and I will definitely continue to play it at FR. GET HYPE!!! -
Very true but A-cho Carl's are also very hype as well.
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We had 2 online directory threads. One for CT and one for CS. I think we forgot to make one for CS2. The other 2 threads are in the archives.