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Posted

Just wondering what some strategies are against this kid. Depending on the player he's either been extremely easy or extremely difficult. I can't seem to get out of any combos D: A good Carl's like a punching bag, and then he hits you and you lose. :blue:

  • 2 weeks later...
Posted

- Do not get stuck between Carl and Nirvana Generally a bad idea as any hit from Carl leads to a ground loop and potentially the clap trap. Don't make it easy for Carl! - Oh, no! I'm stuck in the ground loop! If you have meter, use her dead angle--counter assault (6A+B while blocking). Ground loop lasts for about 13-14 hits which translates into 3 repetitions or so. After that, everything is reset, and Carl gets to mix you up with high/low hits. Keep in mind, you are not knocked down at the end of the ground loop, so now's your chance to get out!!! Remember, any hit leads to another 3 reps of the ground loop, or a knockdown into the clap trap. The last thing to watch out for is that Carl can choose to reset to mixups any time he wants by waiting until your current hit stun is over then going into high/low. - Drive juggle is hard to connect on Carl! Because of Carl's small hit box, he needs to be very close and very low for 5D 6B 5C 6B 5C 236D juggle to successfully connect. If Carl is not close and low enough, he can tech before the first 6B connects. If you're not confident, ending the juggle early with 236D/28D or doing an air combo is probably a better idea as Carl has the least life among the cast, so relatively speaking, you're not killing him any slower by doing lower damage combos. - Oh, no! Clap trap! If your opponent has perfect execution, go get a drink; this round is over. Alternatively, you can grab break the first grab and immediately burst. If you know your opponent can't execute the loop perfectly for whatever reason (heh, lag), then just wait until Carl messes up and tech! If Carl grabs you too low (about level with nirvana), grab break because the Nirvana will whiff. If this is done in the corner, and you're on the outside (Carl in the corner), then grab break because the break will push you out of Nirvana's range. - Apply pressure! Well, this is really a given.

Posted

Lol who fights carl? you mean you're really fighting nirvana xD really though without the robot, approaching Carl gets way easier. Also, dont burst while stuck in certain combos and supers. it will kill you. forreal.

Posted

How about combos against Carl in the corner? I try the 22C to a 6C-BC loop into drive, but the 22C shot goes over his head. Same with 22B. What do you guys do against Carl when you have him cornered and knocked down?

Posted

How about combos against Carl in the corner? I try the 22C to a 6C-BC loop into drive, but the 22C shot goes over his head. Same with 22B. What do you guys do against Carl when you have him cornered and knocked down?

Is Carl close to you? If so then use 2B and knock him up.
Posted

3C 22C hits in corner.. You might be too close with the 3C if you're finding the 22C whiffing. 22C whiffs on some other opponents too when you're too close.

Posted

The timing is pretty different drive comboing Carl after 6c BC loop >_> Should i keep trying that combo or should i just go for an air combo ending with 28D or just end it all together with a 236D?

Posted

I have started to just go into j.CB dj.BC j.236C after the 6C rather than try to 5D. I drop it way too much to consider it worthwhile.

  • 2 weeks later...
Posted

i've been playing my friend who is a really good carl player and found that you can just block a bunch of his blockstrings low until he jumps to do his really safe overhead poke thing or his ground overhead which is extremely noticeable. also anti airing him limits his rushing options severely. so does killing the robot. lol ive been faring much better that way if it helps

  • 1 month later...
Posted

For a few tips, against the better carl players: 1. Watch for j.2c cross ups from carl players 2. Supposedly if they catch you in the ground loop that will combo until it reaches around 12 hits, supposedly you can IB the punch from Nirvana and jump out. 3. On oki, if carl decides to roll away, use 5c so you don't let carl escape. As a side note, sometimes 6c does the trick as well. 4. If their clap loop is perfect, you pretty much want to burst before they even start their loop. 5. Watch out for bursting late game because you might eat a wheel super if you do. 6. Dead angle is pretty useful if you get stuck in the doll super. Be careful of potential baits for it. 7. If carl does iad + throw, supposedly they have no recovery when they land. I've tried punishing and failed many times in trying. Unless you punish them right before they land but considering they fall pretty fast, I don't know if that will happen. :rolleyes: As for combo related stuff against carl: Just stick to basic stuff. :toot: As in air combos and if you can, just do normal drive combos. Or if you really want the knockdown, just do 5d 6b 5c 236d if you're not confident enough to do the whole thing.

Posted

2D is invincible on frame 1 to a huge number of Carl's pokes. On the ground punch pressure loop, You can safely 2D out of the hit right before Ada's punch. 2D -> 6A -> 28D -> 6C -> have fun.

  • 1 month later...
Posted

seriously, any know some good tips to juggling this darn twat? i have trouble just doing the most basic BnB. i mean im still doing more or less the same damage bar-wise if i just do air combos due to his low hp, but the fact that im having trouble with like the most basic thing gets to me like a bad itch in the back.:vbang: and the fact that he can 1-combo kill me from basically any normal is not rly an incentive to not want to kill this twat as soon as i possibly can.

Posted

Go straight from 6C to air combo. Alternatively, 6C juggle until he is very very low to the ground. Also, if he catches you in a throw loop don't do anything, if you're fairly good on life the doll is going to die before he can kill you.

Posted

Go straight from 6C to air combo. Alternatively, 6C juggle until he is very very low to the ground.

Also, if he catches you in a throw loop don't do anything, if you're fairly good on life the doll is going to die before he can kill you.

i honestly had no idea the doll would break before i died completely if my hp was high enough, now thats a nice bit of info. How high are we talking here, 80% up?

in that case, wouldnt breaking the throw constantly make him do less damage overall until the doll breaks, as well as giving him a slightly harder time doing the loop?

Posted

Well it really depends. If the doll is at full life and you are at full life I think he can kill you with one loop. However, in the course of a battle this will never happen. You could pay attention to the doll's hp and your own hp but imo that's too much work. Just sit back and wait to see what happens. Usually the first loop you're thrown into will not kill you. Throw breaking constantly is not suggested because everytime you do, proration will reset and you will just eat a 2C 8D into the loop again.

  • 1 month later...
Posted

Idk if this as been asked before but can someone tell me what the hell I have to instant block to get out of the blockstring Carl does when you're inbetween him and Nirvana It looks like 4 normals from Carl and then a punch from Nirvana behind.

Posted

Anything works i would think, but the easiest and most obvious would be the punch from nirvana. That said, if you don't feel up to instant blocking, just block low, react to the overhead, and 2d out. Even normal blocking his overhead gives you enough breathing space to 2d out of the sandwich. Only done this in CS mind you, not sure if things are different in CT but i doubt it.

Posted

Carl's 6C is +0 on block. Noel's 2D beats every poke of Carls thrown at the same time. You have every reason mash on 2D to escape Car's stuff. =(

Posted

Aye, 2d is really great against Carl lol. To add insult to injury, 2d in reaction to vivace->sandwich positioning attempts will cause 2d to auto track to the right side and Carl will either eat a counterhit doing something or have to block it and be pressured.

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