CopperDabbit Posted July 9, 2009 Posted July 9, 2009 This thread is all about beating that annoying child and his robot. A sociopath with far too much access to advanced circuitry than is strictly healthy, a serious threat for anyone that is caught in between his Marionette and himself. How do you stay out of this? What do you do once you're in it?
4Corners Posted July 9, 2009 Posted July 9, 2009 Well, first tip is to drop Kune for Carl. Carl's gonna be top tier in one iteration anyway. Or all of them. Now, seriously, I'm just giving you random info. I don't know how accurate it will be in the long run: 1) Carl isn't very mobile. Outside of his kara-canceled IAD and just plain walking, most of Carl's movement options leave him open. 2) You can grab him out of his roll. I think you can also hit him low out of it. Figure out what you want to do about that. 3) He doesn't have a great poking game. If'n Kune has good footsies, play a little. Be careful of his 5b and 5c, though. A CH 5c can mean game over for you, as can any time Carl makes contact with virtually any move. 4) You're one of the harder characters to get into the loop, due to the standard alle-can set-up (apparently) being virtually impossible to pull off on him. Use this to your advantage. Don't get between him and his sister if you can help it, because the loop is REALLY easy to pull off when that shiz happens. That and the obscene amount of mix-ups and pressure he has at his disposal once you're sammiched. 5) For throw-breaking the loop, be careful. Pay attention to how much life Nirvana has. If her life is super low, just eat the loop, because a reset will end up doing more damage anyway. Then again, if their spacing is off or they're incompetent, just go for the throw break. I ~think~ that Kune is harder to reset than most the cast, but I'm not sure. That's my two cents.
CopperDabbit Posted July 9, 2009 Author Posted July 9, 2009 In theory, if you are caught in the throw-loop, if you get your timing right you MIGHT be able to get out of it with his air super. Nirvana's clap has 27 active frames (I think that's right...) and the invincibility from the throw tech lasts for something like 20 frames. The super has 8 frames on invincibility on start up. So, maybe if you delay the throw tech a tad, the clap will miss? Disclaimer: I have not verified this in any way, shape or form. Can someone try it out for me? Too tired...
4Corners Posted July 9, 2009 Posted July 9, 2009 Delay the tech and then super? hrm... I wanna test this to see if tager can get out nao. EDIT: Keep in mind that the super has to come out on frame 1 of your invul running out. Active frames on the clap'll catch you, otherwise. EDIT 2: Wait... these aren't the Tager boards. Wtf?
kousaka Posted July 14, 2009 Posted July 14, 2009 I've done it against Zeero in casuals before with a delayed tech on the second throw and air super but it was only in the corner. We went back to training mode to try and get it to work mid screen but no luck. From the frames it was exactly enough to get out with 0 frames of leeway hence you need the delayed tech. But not sure how the corner played a role.
4Corners Posted July 22, 2009 Posted July 22, 2009 Ignore what I said about 5c. Don't hop around like a moron, or Carl WILL IAD>grab>loop/clap you/whatever. Umm... The loop isn't that hard to do on him. You just hafta do 5c instead of 2c. So yeah. Don't let him make contact. lololol
Goryus Posted July 22, 2009 Posted July 22, 2009 Delay tech -> air super does indeed work to get out, but Carl can stop you from doing it by doing the loop low to the ground. There's a minimum height you need to be at to activate the air super.
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