Jump to content
Dustloop Forums

Recommended Posts

Posted

You are definately too late. Two things to note. 1) You should input 8]D[ BEFORE you input 6A, This should be as Carl is falling. 2) Be sure to jump Cancel Carl's 6A when the orb hits, NOT when the 6A hits. Good luck =)

  • Replies 291
  • Created
  • Last Reply

Top Posters In This Topic

Posted

thanks Kyle 1) will do that 2) What do you mean jc the 6A when the orb hits? I can only jump cancel the 6A once it's out, not before or it wouldn't be a jump cancel? Or am I missing something here?

  • 2 weeks later...
Posted

I did a BADASS combo last night on LIVE. Against Ragna:VERY FAR AWAY CH 5C, 623C, 8]D[, IAD~KaraThrow (Crosses Y-axis), 2B, 2C, Raise the roof. I blew the throw combo afterward though. :gonk:

Posted

The best visual for throw loop timing is Carl "8"-jumps after the hitstop of 8]D[, this gives the correct elevation every time. Obviously against Haku, Bang, Litchi, Tager & Nu use"2,8"-Jump. Be cautious against these characters as you will have to delay the ground dash proceeding a throw break (Because you hit the ground later). Simple error: but takes cognitive thinking to overcome the muscle memory.

Posted

The best visual for throw loop timing is Carl "8"-jumps after the hitstop of 8]D[, this gives the correct elevation every time.

Obviously against Haku, Bang, Litchi, Tager & Nu use"2,8"-Jump. Be cautious against these characters as you will have to delay the ground dash proceeding a throw break (Because you hit the ground later). Simple error: but takes cognitive thinking to overcome the muscle memory.

Wait...How is this obvious...? And why super jump...?

Posted

B/c you do the "stationary throw loop" against these (5) opponents. This loop actually causes Carl to descend, very slightly. The higher you initially throw them, the longer you can do the loop.

Posted

B/c you do the "stationary throw loop" against these (5) opponents. This loop actually causes Carl to descend, very slightly. The higher you initially throw them, the longer you can do the loop.

Is that the one where you don't have to air dash?

  • 2 weeks later...
Posted

Had a nifty idea guys. I believe this is an EASIER pick-up off of 4]D[ & 236236D. As of now the best follow-up is late, J.2C, Alle~can, 2C, 8]D[, Airthrow. VERY TOUGH Now, I'm sure everyone has been doing raise the roof loops and had the enemy fall too far behind them where they actually get pop'd up backwards. Let's do this instead. so after the final blow 236236D. We use Vivace to cross sides, as the opponent is coming back at us do a late 2C and see if it knocks them in the other direction: right in front of Nirvana. All theory... confirmation later.

Posted

I had a question about the 2A 5A 6B 8D 5C loop. Whenever I input it right at the 2nd or third repeat Nirvana goes through her Activation frames again and I end up breaking the loop. I have no idea what I'm doing wrong though :gonk: any tips?

Posted

I had a question about the 2A 5A 6B 8D 5C loop. Whenever I input it right at the 2nd or third repeat Nirvana goes through her Activation frames again and I end up breaking the loop. I have no idea what I'm doing wrong though :gonk: any tips?

Controlling Nirvana:

Nee-san activates when you press and hold D. [D]

Nee-san deactivates when you release D ]D[ and her attack has finished.

Everytime you tap D with a direction to do an attack (6D for example), it is actually activating her, commanding her to do an attack, then deactivating her.

In order to make Nirvana do attacks in succession, you can [D] before her attack ends and she deactivates. This will keep her activate and vulnerable but you will not spend time (16F) activating her again for her next attack. This is crucial for using Carl as most of his combos require this to work and it makes your pressure strings much more effective.

Note: You MUST learn how to control Nirvana without letting her deactivate for all of these combos to work. There's no set time as to when to [D], its all personal preference as long as you do it before Nirvana deactivates. Practice makes perfect

Posted

Had a nifty idea guys.

I believe this is an EASIER pick-up off of 4]D[ & 236236D.

As of now the best follow-up is late, J.2C, Alle~can, 2C, 8]D[, Airthrow. VERY TOUGH

Now, I'm sure everyone has been doing raise the roof loops and had the enemy fall too far behind them where they actually get pop'd up backwards. Let's do this instead. so after the final blow 236236D. We use Vivace to cross sides, as the opponent is coming back at us do a late 2C and see if it knocks them in the other direction: right in front of Nirvana.

All theory... confirmation later.

Character specific and harder. :[

  • 2 weeks later...
  • 3 weeks later...
Posted

That works?

Woops, I forgot the RC.

CH 5C, 623C, RC, 214214D...

Interesting enough, Carl's only DMG multipliers is from the first hit of 8]D[. Meaning the second hit will have to follow.meaning Carl has no applicable DMG multipliers in Calamity Trigger.

Posted

Hey has anybody had Bang break out the loop cuz i was playin this one guy who would do his lil D counter during the bubble & appear behind me still went back into the loop afterwards but just wanted to know if i was mistiming my trap or is possible for Bang to get out as well

  • 2 weeks later...
Posted

Hi all! Another Carl player here! I've been maining Carl since the game was released, but I really hadn't ever tried using the Clap Trap infinite loop since now...I bit late perhaps, but I've thought of asking a bit of info from the experts here. First of all, the reason for me asking is because I cannot figure out exactly how to do it only by watching videos (Most of Carl setups/combos are not very easy to understand through videos, but only if you understand how the characters works in the first place). Here is how I started to practice the Clap Trap: * Opponent is Nu-13, since I read that it's easier on her and Bang (?...i think) ** Also the characters are like this: Nirvana(left) - Nu-13(middle) - Carl(right) *** Finally I have set Nu-13 to always throw-break 1. 2C+[D] (Juggle Nu and activate Nirvana) 2. 8]D[,[D] (Immediately do the Clap, right after 2C juggles. Then immediately hold D again) 3. Walk a bit towards Nirvana 4. 8]D[, B+C+[D] (Carl jumps / Nirvana begins Clap / Carl grabs Nu-13 and reactivates Nirvana / Nu-13 throw-breaks / Carl is pushed away by Nu-13's throw-break, while Nu-13 is being hit by Clap) 5. Air-dash towards opponent (I still hold D here) By this method I have managed to trap my opponent within 3 (three) Claps and 2 (two) Air-throws (basically two successful repeats). Now, here are the questions: - Is it correct to immediately release the first Clap after 2C juggles? - Is it correct to set up the opponent always throw-breaking? (Is it even possible for the opponent to always throw-break during the Clap-Trap?) - If the opponent doesn't throw-break, what should I do next? - If opponent throw-breaks and I air-dash towards him, when should I press 8 and release D? (although I have managed to do 2 successful reps, I still didn't quite figured out how I did it) - Is my method wrong in general? If yes what should I correct? Thanks in advance!

Posted

Hey dittO thanks for posting your question. We're always willing to help, but to be honest your questions sound as if you haven't been playing Carl since the release. I say this because if I were to answer some of your questions, that would require me to completely rewrite Kyle's guide.

To answer a couple of your questions:

2nd question- You need to know how to do the throw LOOP not just how to get your opponent back in the setup if they throw-break. If your opponent knows that you can't do the throw loop then it would be better for them to not throw break at all because they'll know you don't know how to 100% them. So turn throw break off for now until you give your opponent a reason to break your throws.

4th question- your method is wrong because you're not suppose to airdash. You're suppose to land and do a ground dash. Then before the opponent lands you either do a 2C back into Nirvana's 8D, or you do 5b-jB or 5b-jb-jc into Nirvana's 8D.

My question to you before i answer anymore questions is have you seen either one of these videos:

http://www.youtube.com/watch?v=kKhhM-57PU8

http://www.youtube.com/watch?v=27OwE9dok6M (more simple throw loops)

The thow loop is very hard to learn on some characters so practice practice practice.

Anymore questions?

Posted

First of all, thanks for replying so quickly ;)

The reason that I mentioned in the previous post that I main Carl since release, was not to show that I'm a veteran, but mostly to show that I have a decent understanding of how Carl works in general, in order to receive replies like the one you gave me.

2nd question- You need to know how to do the throw LOOP not just how to get your opponent back in the setup if they throw-break. If your opponent knows that you can't do the throw loop then it would be better for them to not throw break at all because they'll know you don't know how to 100% them. So turn throw break off for now until you give your opponent a reason to break your throws.

Ok, I must have messed up in my previous post...

If the opponent doesn't throw-break I have managed to do multiple air-grab loops.

However, If he throw-breaks then Nirvana (usually) stops her Clap animation and doesn't hit the opponent. I assume that I fail to do the real throw loop because I don't follow the exact moves that these two videos are showing and also because probably I don't release the Clap early enough.

4th question- your method is wrong because you're not suppose to airdash. You're suppose to land and do a ground dash. Then before the opponent lands you either do a 2C back into Nirvana's 8D, or you do 5b-jB or 5b-jb-jc into Nirvana's 8D.

I see...

So If the opponent breaks the throw, the loop "kind of" stops, and then I get the chance (by ground dashing) to trap them again.

Anyway, thanks again, I'll try it tomorrow the way you told me and see how it goes.

Posted

Thx to your help Zoogstin, I have managed to do the infinite loop successfully. My main problem initially was to actually understand the logic behind this. Currently I still practice this on training (against the "easier-to-loop-characters") and soon I'll test it vs real people offline. I turned off the auto-throw-break, then found the correct timing for released/press 8D and B+C and finally I had my brother randomly break any of the air-throws. Each time Nirvana's clap didn't reset and actually hit the opponent even If he escaped the air-throw. Then 66, 2C and restart. thx again. I may post some videos of actually landing this in versus at some point when I'm able to do this in real battle.

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...