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Posted

No experience in this fight. If anyone has useful information, please update it and I will be editing this post as things come along. Hopefully some matches with Mynus will happen eventually, since he's working on carl.

Posted

God this fight isn't fun. He gets the loop from so many different options, and you pretty much have to burst to escape. You get hit twice and you lose. :vbang:

Posted

Yeah i fought one carl earlier who hit me with the loop a few times. I'll be playing Kenjis Carl this weekend at Otakon, so I'll be able to update at least a little bit on this.

Posted

I have run into someone with the PSN ID Mynus, and it was a really good Carl. I'm not sure if it's the same Mynus 10stars mentioned, but, I did pick up a few things... -In the first moment of most matches we had, this Carl played it safe. He liked to hide behind Nirvana, who will soak up any drive nails. I found that to be really annoying. At first I charged in to put the pressure on as soon as I could, but I usually just ate an attack from Nirvana. I tried baiting an attack from Nirvana and then attacking Carl instead and had loads of more success, when it did work. -This Carl player liked to do this approach from fullscreen. Nirvana would wind up and do a lunging punch while Carl would air dash over Nirvana's head, using his multistab special (I'm not too familiar with Carl's movelist, sorry). It really pushes back the guard libra if you try to block it, so I usually threw drive nails from above to get him to stop. Looking back I think countering with 5d and then teleporting with A might have also worked. -I tried to separate Carl from Nirvana asap, usually with a bnb that ends in 623C. Without Nirvana he was pretty much helpless to anything I wanted to do; j.c, j.4c, 2a, etc. I just kept mixing it up and he couldn't do much about it except guess or die. On the other hand... -When I can't separate Carl from Nirvana I had a tough time getting the momentum on my side. Don't EVER get stuck between Carl and Nirvana; it's exactly where Carl wants you. Whenever that happened to me I was pretty much screwed unless I could time a lucky guard point or jump out. Also, clap loop hurts. Be wary for throws and its setups :arg: -Carl's hitbox is small. I wiffed with 5a or C nail a few times and it cost me. I'm sure better Bang players won't have this problem, but it aggravated me... This Mynus and I played about 5 matches. Not many, but this is what I gathered from them. Hope other Bang players can learn and improve on it.

Posted

Well from what i just found, 2d is absolutely useless, carls blockstrings all seem to have lows in them.

Posted

I have a friend who plays Carl at out tourneys. Let me think for a sec. -Carl is one of the two, him and Noel, who don't get hit by the running super after a 2C =,( -Carl's aerials, and a bunch of standing attacks, have small range. I'm pretty sure I was able to jump at an airborne Carl with little worry. -Most of the time when I was surrounded by both of them, the Carl I played made Nirvana attack mid, while he attacked low. This can be blocked, though that doesn't really save you much. I did not see a lot of high hitting attacks, or at least non that I can remember, during those situations. -When Carl falls on you with the spike, j.2C, he can cancel/chain/? into an alegretto, the aerial spikes. -If I remember correctly, Bang can usually jump towards Carl with his j.A and be safe from Nirvana. I say that because my jabs would land on Nirvana and usually end her attacks + damage her. -Also, important to remember is that during one of Carl's BnBs (not sure if it is), he can throw out the little slider thing on the ground. This thing will grab you if you're at the medium distance away from her. After it grabs you it will toss you up in the air, where Carl can combo you, and possibly start a grab loop.

Posted

Carl's AA is horrible, as he's in the same boat as Bang himself: having to use j.A. His pre-emptive j.A will beat yours, however. If you're in the air and not directly above Nirvana you can expect Nirvana to do a DP (the upward diagonal finger/tentacle attack). You've got to barrier guard/IB this. If Carl is using kara cancel j.2C~B+C (normally used during an air dash, he shoots down to the ground much faster than normal), it's a bad idea to jump. While they're using this for its trajectory-altering properties, it's still able to throw you. Air throw can lead to that stupid death loop if the doll is close enough. I hate BnBs in this fight. After a 623B, I usually end up doing a deep dashing 5A, 5B into air combo. Probably just better off doing 2C, 6D, 9623B into mix-up/pressure, as doing the dashing 2B after 623B is so frustratingly difficult online. EDIT: Also, don't know if this is common knowledge or not, but the best time to burst if Carl is going to start the loop is during/after a 2C (what Carl uses to launch you into Nirvana's 8]D[). It's a shame that Carl can bait burst easily with gear super, which can lead right back in to death loop. Better than just giving him the loop though. :v:

Posted

I've noticed that a lot of Carls that I've faced (A few can do the loop) never really use overheads, but just try to hit you over and over again with meaties and throws. Nirvana has a quick AA move which can get pretty annoying and he hides behind Nirvana so she eats D Nails for breakfast. If Carl uses an overhead, it's usually an air attack which is easy to block. Not much I can say about this matchup. You need to wait for a good time to hit Carl. If they just try to send Nirvana as a tank after you. Hit her a few times with B and C attacks. 5B and 2B can go through her and if Carl is too close, he takes a hit. as well as Nirvana losing a chunk of her power. You can also use 5d with A or B teleports against Nirvana ground attacks since they're slow. This is one of the matchups where your movement is very restricted along with v-13 I believe. Stick to the ground because getting randomly clapped or hit in the air can mean using your burst really early to get out of clap loop. The ground is the safest place in this matchup for the most part... I hate this matchup soooo much. Almost as much as v-13.

Posted

I'm not sure you want Nirvana eating D nails at all, I think I'd prefer to save nails for when I've got a clear shot at Carl himself. I'm pretty new to the game though so if I'm off base here let me know.

Posted

Yeah, save them for Carl. Hit Nirvana with Meaties instead of Shurikens cause its' a waste. Also if you ever crossup Carl. Start with 2a, never 5a or 5b, cause it could miss and it's pretty annoying :/ I re-watched some of Dora vs Dio... Since he loves going for seals he does this basic combo against him. (Anything into 2C. Like 5a 5b 2b 2c) then 2369C \/ 6D -> Oki. Also saw him do the same starter except after the 2369C, he does \/ jc j.D 2369C \/5D jc j.C -> Oki He uses 6D (B teleport I believe)in reaction to Nirvana punching him from behind while Carl keeps attacking you up front. 6D is definitely helpful in this matchup. low hit, big range. the autoguard frames come fast, and you can react to any of Nirvana's attacks making it easy to time so you're not constantly sandwiched between the two. Though instant guards are also very helpful with giving you breathing time.

  • 3 weeks later...
Posted

I usually try and bait the carl player to come after me. They would either start out with Nirvana's multi-stab move or come straight after me alone... After that, I try and bait them to use every possible Nirvana move so she gets decommissioned and go after Carl with j.C and 3c's

  • 2 weeks later...
Posted

God this fight is gay. You can die from Carl bursting. How stupid.

Posted

in the latest youtube nezu vids vs. carl, he plays very defensively and places 2-3 bumpers, then just crouch blocks far away from carl. it's definitely a hard matchup.

  • 2 weeks later...
Posted

This match up is now annoying the hell out of me. I'm starting to use scrub tactics aka... a hell of a lot of grabs. And if I get trapped between him and Nirvana, I'm screwed. I tried to either 5D or 6D out of there and try to teleport behind him, but A teleport actually puts me back in between both of them.

Posted

What you guys are having trouble too!?!?! lol, you guys don't know how hard it is for carl to beat a good bang. I actually thought it was very easy for bang to beat carl.

  • 3 weeks later...
Posted

Wait... I'm wondering something. When you break the grab for the claptrap... is it possible to do a j.d and teleport when Nirvana hits me?

Posted

Wait... I'm wondering something. When you break the grab for the claptrap... is it possible to do a j.d and teleport when Nirvana hits me?

If it's horribly mis-timed, sure.

J.D has 4F before it will autoguard anything. 8]D[ has 32F total active frames (4 for the first hit, 28 for the second). Even if you break the throw as late as possible there's still a 5F leeway where he can hit you before j.D will come out, assuming it's timed properly.

Posted

If they do clap loop right, you're fucked, burst at the right time or die pretty much. I'd love for someone to tell me why I'm wrong, but I don't recall seeing a way out of this.

Posted

If they do clap loop right, you're fucked, burst at the right time or die pretty much. I'd love for someone to tell me why I'm wrong, but I don't recall seeing a way out of this.

Only thing which you can try to do is not get hit into clap loop which is HELLA hard. You get two chances. The first time you gotta burst right after you get hit by a clap and make sure Carl is at the right range. Though if he predicts your burst and blocks, you're pretty fucked.

This matchup is retarded IMO.

Posted

and to think i wanted to play with carl from the start... and now i main bang and carl seems to be one of his worst match ups. I usually try baiting carl by trying to decommission Nirvana, when he notices me trying to decommission her, they usually go with a Air dash then follow up with that stupid downward spike attack

Posted

and to think i wanted to play with carl from the start... and now i main bang and carl seems to be one of his worst match ups.

I usually try baiting carl by trying to decommission Nirvana, when he notices me trying to decommission her, they usually go with a Air dash then follow up with that stupid downward spike attack

I usually attack Nirvana with 5B 2B and then IAD away. You gotta play footsies

Posted

This matchup sucks. I get a daifunka off against carl that would of finished him. Somehow he breaks out. I was so baffled i just taunted and gave up.

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