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Posted

Posted ImageCarl

Matchup Statistics

Japanese Ranking: [finput][/finput] yet

Personally:

Punishes:

Anti-airing:

Zoning:

Their game plan:

Strategy:

Char specific details:

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Posted

anyone have advice for this matchup? its not exactly common, but I find it difficult to pay attention to both him and the puppet.

Posted

Carl's ridiculously low health makes him pretty easy to deal with. Get him away from the puppet and it's game over, Hakumen can kill him in like two combos. The problem is the few Carls I've played are pretty slippery, they excel and hit and run.

Posted

Countering Nirvana will scare Carl into getting near you because that will trigger the followup. Carl's j2C can evade the followup though.

Posted

Most Carl players online seems to be reasonably good, I guess they have to be though, the character has so many flaws that they can't afford to not know what they're doing. He has so many loops that can be preformed if your between him and the puppet its crazy. As for isolating him, thats pretty damn hard to do when he has D22release and D41236release. What I've found to work alright for the weaker players is to camp the puppet and hit it with a fast move every time he activates it, forcing him to come in. The problem is that a good player can try to get you to use a heavier move like 3C against the puppet and attack during the recovery.

  • 2 weeks later...
Posted

some things that happened to me when i was fighting my friend's Carl... -my C attacks would miss/get blocked and hed come in for a little combo for about 1/5 of my health. -he'd get me in the clap loop and i didnt know whether i should burst out of it or take the hits and try to escape another way. -he'd use Nirvana's punching special then jump/dash around me or low attack/overhead me in attempt to mix me up, and it eventually did. -he grabbed me a lot, which would lead into one of those 1/5 hp combos. -his nirvana would be behind me, out of view, and he'd make it do a drill punch to my back, then throw or combo me after. -he'd do the infinite, which i didnt exactly know how to get out of, being my first time playing the game. so i guess my advice would be...only use C if it has a high chance of hitting or if its safe, learn how to tech grabs and use hakumens drive counter effectively (thats a big one), learn how to block crazy mixups, learn to IB consistently, be defensive and wait for an opening even when Nirvana is out of sight, learn how to punish with combos consistently, and learn how to get out of that damn infinite. oh and 6C > 632146C DEVASTATES Carls HP. get that off, preferably from a 6A counter hit, and youve pretty much got the match won if you can keep your cool and finish WITH JUSTICE!

Posted

theyre just unexpected. i guess if i expect people to throw, i might be better at reacting to it, but im always more focused on something else. only played the game once so maybe itll come with more time.

Posted

some things that happened to me when i was fighting my friend's Carl...

-my C attacks would miss/get blocked and hed come in for a little combo for about 1/5 of my health.

-he'd get me in the clap loop and i didnt know whether i should burst out of it or take the hits and try to escape another way.

-he'd use Nirvana's punching special then jump/dash around me or low attack/overhead me in attempt to mix me up, and it eventually did.

-he grabbed me a lot, which would lead into one of those 1/5 hp combos.

-his nirvana would be behind me, out of view, and he'd make it do a drill punch to my back, then throw or combo me after.

-he'd do the infinite, which i didnt exactly know how to get out of, being my first time playing the game.

so i guess my advice would be...only use C if it has a high chance of hitting or if its safe, learn how to tech grabs and use hakumens drive counter effectively (thats a big one), learn how to block crazy mixups, learn to IB consistently, be defensive and wait for an opening even when Nirvana is out of sight, learn how to punish with combos consistently, and learn how to get out of that damn infinite.

oh and 6C > 632146C DEVASTATES Carls HP. get that off, preferably from a 6A counter hit, and youve pretty much got the match won if you can keep your cool and finish WITH JUSTICE!

pretty much sums it up, i was thinking if you just stand outside the doll at the tip of 5b or 2b range and hit on activation i woulndt recomend c attacks because they can be punished for trying to bait stuff. the only other plausible strategy i can think of is try to guard break carl when you get enough stars, hopefuly the pressure will make the carl player make more mistakes thus giving more( easier) openings to counter and punish

Posted

The only problem I have with this matchup is which move I should use in the air while dashing since I am usually countered with any form of jC or j2c. Other than that carl's grab loop isnt much to worry about for hakumen since he has so much health the loop tends not to do very much damage to me and while its taking place I find the best thing to do is try your best to recover since there are rare occurrences where you can without being hit by the clap. During the entire clap-grab loop he as it is called will eventually have to grab you break free and in about one or two grab breaks you're outta the loop with quite a few magatama to bring some whoop ass on him since he has barely any health.

Posted

Uh, after you break the grab you should be using j.D to counter the clap. The timing is a little tight, but it's better than hoping the Carl drops the loop.

  • 2 weeks later...
Posted

What's the basic BNB off of a throw vs carl? I can't get the usual 236A to hit after a forward throw... T_T

  • 4 weeks later...
Posted

Is there a way to get out of Carl's "infinite"? I'm not really familiar with this match up.

you tech the throw and then do j.d to counter the clap. the clap's hitbox is the actual blue circle, not some invisible shockwave (what i thought)

timing is a little weird at first, but you'll definitely get used to it.

Posted

this is the only match where i really use 6C as a primary method of attack. more often than not i end up hitting both carl and nirvana, and nirvana goes out of commission within 3-5 6C's (i think if you charge your 6C's it takes more like 2-3, but i'm not sure of that) and hitconfirm into shippu is always nice. other than the fact that staple combos like dustloop and throw combos don't land on carl, i'd say that this is a pretty easy matchup overall. i'd definitely put it significantly in hakumen's advantage since if you can guess right, you can beat most of carl's highs with 6A and most of his lows with 6B (and you can net nice combos off of both of them when they land as CH). so yeah, basically don't get caught in the clap loop (even if you can manage to j.D/hotaru out, that can still be baited and is just a shitty situation to be in) and you're golden. and even if you do, you do still have a chance to get out so w/e.

Posted

this is the only match where i really use 6C as a primary method of attack. more often than not i end up hitting both carl and nirvana, and nirvana goes out of commission within 3-5 6C's (i think if you charge your 6C's it takes more like 2-3, but i'm not sure of that) and hitconfirm into shippu is always nice.

other than the fact that staple combos like dustloop and throw combos don't land on carl, i'd say that this is a pretty easy matchup overall. i'd definitely put it significantly in hakumen's advantage since if you can guess right, you can beat most of carl's highs with 6A and most of his lows with 6B (and you can net nice combos off of both of them when they land as CH).

so yeah, basically don't get caught in the clap loop (even if you can manage to j.D/hotaru out, that can still be baited and is just a shitty situation to be in) and you're golden. and even if you do, you do still have a chance to get out so w/e.

just wanna say u can't bait counters if they don't whiff since it's totally invincible throughout and if they get any closer they'll just get caught.

Posted

you tech the throw and then do j.d to counter the clap. the clap's hitbox is the actual blue circle, not some invisible shockwave (what i thought)

timing is a little weird at first, but you'll definitely get used to it.

Sorry, but not the clap loop. I meant when you're in between Nirvana and Carl. The only way out seems to be bursting but I don't know the matchup all that well so I'm not sure if there is a way to get out of it.

Posted

Sorry, but not the clap loop. I meant when you're in between Nirvana and Carl. The only way out seems to be bursting but I don't know the matchup all that well so I'm not sure if there is a way to get out of it.

uhh.. where he's constantly attking you and nirvana punches you, and then repeat? you can just mash 2d on that if theyr'e not paying attention, and you'll catch. or you can stay inside and IB for 8 stars.. and THEN do it... most of the time it's low hits, but you'll have to watch out for random overheads as well

"Tell me if I'm wrong, but can't you block the sandwich combo after its third iteration? It's not infinite by any stretch"

Yeah, it's about 14-15 hits. constitutes to about 3 repetitions (well, do combo once, loop again, then once more)

  • 1 month later...
Posted

just wanna say u can't bait counters if they don't whiff since it's totally invincible throughout and if they get any closer they'll just get caught.

not a matter of punishing a landed counter (which as you said, is impossible), rather finding out if hakumen is doing it on prediction or reaction.

either delay the clap or don't do it at all, and if he counters anyway then welp. :I:

i still stand by this matchup being 6-4 for hakumen, btw.

Posted

not a matter of punishing a landed counter (which as you said, is impossible), rather finding out if hakumen is doing it on prediction or reaction.

either delay the clap or don't do it at all, and if he counters anyway then welp. :I:

i still stand by this matchup being 6-4 for hakumen, btw.

can't bait if you tech immediately. Which you should be doing.... cuz then clap won't come out~

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