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Posted

Even though I'm a terrible Carl player, I can try a little. It's a really hard match for Carl. Taokaka is annoyingly fast, and can go through Nee-san. Use 5B, trust me. Tao wins in the air vs air department, mainly by way of j.c and j.d. Hiding behind Nee-san is also useless, because you can go through her. Sorry for the miniscule amounts of help.

Posted

Can we get a compilation of Carl exclusive combos as all of my B&B's whiff? @_@

  • 2 weeks later...
Posted

My strategy is always keep him away from the robot. If she's not in range, he's done and dusted because he will be spending most of his time trying to figure out how to get her back into a useful range. And once he does, just back off a bit and wait for him to put a small gap between himself and the robot and just go to town on him.

Posted

Although I've only played against like 2 Carl's ever. surprisingly 236C while they are med-far distance works.... if they use the doll. The claws will hit it and stop its action. and if you keep jamming on C to continue the combo they get flustered and half the time and get hit for a easy drive loop. Again, I've played at most 2 carl's who were pretty rough. Not 100% certain the move will always take priorty. I would say try it if your winning the match or in the 2nd round...

Posted

Although I've only played against like 2 Carl's ever. surprisingly 236C while they are med-far distance works.... if they use the doll. The claws will hit it and stop its action. and if you keep jamming on C to continue the combo they get flustered and half the time and get hit for a easy drive loop.

Again, I've played at most 2 carl's who were pretty rough. Not 100% certain the move will always take priorty. I would say try it if your winning the match or in the 2nd round...

One problem w/ winning the round give it a try part. If it looks like the Carl player is not very good at all[meaning doesn't have a solid idea to do a combo w/ doll]. I am fine w/ trying out a "what works", but if they do know how to do combos w/ doll; F that! Even then, we are trying to beat good players not scrubs. All I know is if you are going against a Carl who knows the loop combos. Burst before the combo happens, you dead if you don't. Thankfully as I've seen, there not many of them to worry about right now, but I am sure that will change in the near future:sweatdrop:.

Posted

I know that, I'm trying to play to get better overall against everyone as well. The logic I'm going by is just trying to trick the opponent through redundancy. You'd be surprised on how people wouldn't think you'd keep doing it if you wiffed. Sometimes when it gets really defensive I back away and throw out the 236C (only if im winning or think I can win if I get hit etc...) since it moves forward you can keep the loop going and the opponent sometimes get greedy and try and counter and losing. Or they are pressured to run away and can resulting in a massive combo on your part. I've done this to every Carl I play. I think its just because of what he's limited to in addition to my play style btw, mum You go to UMBC Night? I noticed you lived in MD just now. I'm Tim. Hang out with Adam (Flashfire) Live with Sean (DarkRurouni) also known as GayGoblin. through DDR

  • 2 weeks later...
Posted

One issue I found.

Was getting out-melee'd by a good Carl player.

Seems Carl's quick low attacks take priority over Taokaka.

Found a way to avoid a lot of this was to avoid staying on the ground for too long ;D

But yeah, Drive+B is just a nightmare for the Carl player.

Since you can just fly straight through his puppet, and then proceed to stab him in the back :P

http://www.youtube.com/watch?v=Hu7HyturhEo

Dio vs some Tao who plays this very well.

Well considering I suck at drive loops. (Been using Air Throws -> Cat Spirit 1 instead)

I do like the simplified aerial attacks he's using.

CCC,236BBBB

Also good use of downward drive into a 3C on a horizontal aerial attack.

Much appreciated.

  • 2 weeks later...
Posted

Tao's 5C beat every ground poke Carl has. This of course, leads to that lovely 6C combo.

  • 2 weeks later...
Posted

My strategy is always keep him away from the robot. If she's not in range, he's done and dusted because he will be spending most of his time trying to figure out how to get her back into a useful range. And once he does, just back off a bit and wait for him to put a small gap between himself and the robot and just go to town on him.

This works for every character ever against carl and everyone who does it i hate with a burning passion.

pansies.

  • 2 weeks later...
Posted

My strategy is always keep him away from the robot. If she's not in range, he's done and dusted because he will be spending most of his time trying to figure out how to get her back into a useful range. And once he does, just back off a bit and wait for him to put a small gap between himself and the robot and just go to town on him.

This is not precisely really true. Obviously Carl prefers to be closer to Nirvana to get the benefit of her attacks, but he's not helpless without her.

He can still combo into his loops without Nirvana near by by teleporting her mid combo.

http://www.youtube.com/watch?v=Hu7HyturhEo at 00:34 you see Carl dashing into Tao and the very first hit he lands combos into loop.

So yeah, keep Carl away from Nirvana, but keep in mind that you're still about one hit away from loop.

  • 1 year later...
Posted (edited)

Taokaka matchup thread revival. . . go!

So, I'm wondering what you guys are doing vs Carl. I'll outline some of the stuff I'm doing. . .but feel free to share!

Fullscreen:

-Bowling balls! ALL items.

-Watch for fullscreen fork.

Midscreen:

-5C > back jump vs the sister.

-5C > 5D~C is all right too.

Carl pressure:

-This is where you definitely don't want to be.

-CA is free escape.

-There are some legit roll mixups, but most Carl's do them sloppily. Identify them properly, and IB jump.

Tao pressure:

-Normal stuff, I guess. You're aiming to timeout anyways.

Edited by Lord Knight
Posted

I haven't faced that many Carl players hence my experience on this matchup isn't as deep as in others, but it looks to me that staggering with 2A from 236A range (hitting with the tip of 2A) works really well on Carl if you manage to pressure him before he can shield himself with Nirvana. Also, j.4D~C to bait his antiair and potentially create an opening. And yeah bowling balls can be useful if Carl is just turtling and you want to distract him/put Neesan on block for an instant.

I've gotta try if the corner crossup trick works on him (opponent at the corneron block 2A/5B > IAD j.B > 214D > 5A > mixup), it should work though...

  • 3 months later...
Posted
This works for every character ever against carl and everyone who does it i hate with a burning passion.

pansies.

I second this hate...however tagers or Hakumen's who do this I tend to mess them up easier...seeing is how they're slow...>:3

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