j_xker Posted January 29, 2010 Posted January 29, 2010 oh, is that it... However, can i do that in CT because i see that combo in a CT tutorial vid. I think u should mez around w some eddie basics before practice w Carl =)). To tell the truth, they r pretty similiar.Hold n release type
Kyle Posted January 29, 2010 Posted January 29, 2010 CS Carl is def 1000X more fun to play than CT carl. Hakumen's 4C and jump ?C are going to be carl's bane though. I mean it completely shuts carl and nirvana down, it's like there's nothing you can do. He can spam it all day. Hakumen vs Carl matches have the potential to time out everytime. PLEASE PLEASE PLEASE DO ONE OF THESE TWO! Jump, InstantBlock, CounterHit J.A... Jump, InstantBlock, AirDash, CounterHit J.A... How cant I perform this combo: { 2A 5A 5B [D] C 6]D[ }x3 ?? The first turn was ok but when i do 2A 5A, i cant follow up with 5B and the combo was broken @@... However if i remove 2A from the first turn i actually can do the 2A 5A 5B in the second turn @@ Can anyone help me plz @@ [5B, 2B, 5C, 6]D[, J.2.C Alle~can]x2 ...some of kyle combos on the corner, damn they are hard... Those were all theory and need testing/verification. I plan on doing that and updating a combo list this weekend. =)
Adelheid Posted January 29, 2010 Posted January 29, 2010 Question. In you can IB something and counterhit with air dash jA, then wouldn't the correct punish up close be jB, not jA? You can straight up jB faster than you can air dash jA, I'm pretty sure, and fatal counter jB is certainly going to get you more than just counterhit jA.
papaya93 Posted January 29, 2010 Posted January 29, 2010 @j_xker: Are you in GGG? ^^ i think i heard of u b4 -OVERLORD KYLE UPDATE- Wrong thread. This needs to be in a PM.
Kyle Posted January 29, 2010 Posted January 29, 2010 Question. In you can IB something and counterhit with air dash jA, then wouldn't the correct punish up close be jB, not jA? You can straight up jB faster than you can air dash jA, I'm pretty sure, and fatal counter jB is certainly going to get you more than just counterhit jA. It's insightful statements like these which leads me to believe you play more BB:CS than I. =P Good stuff. You are correct. I would switch it up every now & than just to rotate your oki/mix-up FatalCounterHit J.B leads to KnockDown, While CH J.A leads to Standing resets.
soujiro seta Posted January 29, 2010 Posted January 29, 2010 PLEASE PLEASE PLEASE DO ONE OF THESE TWO! Jump, InstantBlock, CounterHit J.A... Jump, InstantBlock, AirDash, CounterHit J.A... =) I'll try my best. I just hope the CPU doesn't give me too much trouble in attempting it.
soujiro seta Posted January 29, 2010 Posted January 29, 2010 Question. In you can IB something and counterhit with air dash jA, then wouldn't the correct punish up close be jB, not jA? You can straight up jB faster than you can air dash jA, I'm pretty sure, and fatal counter jB is certainly going to get you more than just counterhit jA. Actually, as of right now, CH j5A has more potential than FC J5B. You can go into resets/loops/etc with CH j5A. I've only seen carls do a basic bnb after FC j5B, although further experimentation is needed. I'll try and test it out and see if you can do FC j5B 22D and go into some sort of loop, possibly the 2D loop?
Adelheid Posted January 29, 2010 Posted January 29, 2010 I really doubt that. Although I know you can go straight to 2D loop and get 4 reps of it if you release it right after your fatal counter and have good spacing with Ada, as this is something I've done in my own matches. But I don't think that's necessarily a good idea.
soujiro seta Posted January 30, 2010 Posted January 30, 2010 Wow guys, carl is on his way to stardom When you knock your opponent into the corner or they get hit with 8D in the corner, and you happen to get there in time/or you're already there, with you standing behind nirvana(wall-opp-nir-carl), do the 2D 2B unblockable if you can as they tech and procede to j2C allgretto 8D j2C allegretto 8D xn so it's pretty much in corner 2D 2B (j2C allegretto 8D)xn 2 reps is around 3500 damage, 3 reps of this is within 4200-4500 damage. 3 reps takes about half her meter. Also this is dependent on how many times 8D hits. All those are for 1 hit of 8D. Assuming you get lucky and 8D hits twice atleast 2 times, you can easily go over 5000 damage with 3 reps, easily.
soujiro seta Posted January 30, 2010 Posted January 30, 2010 Jump, InstantBlock, CounterHit J.A... Jump, InstantBlock, AirDash, CounterHit J.A... Yeah I also did these. Both work like a charm Also, I'm trying to figure out what to do with FC 2C. Is 2C a good AA in CT, does anybody know? I never used it as an AA
Bommlinger Posted January 30, 2010 Posted January 30, 2010 2C is NOT a good antiair since it doesn't provide head invincibility (at leat in CT) The only thing that remotely resembles an AA is 6A, but it's definitely not as good as other chars AA's. j.a is a decent AA. 6A is supposed to be better in CS, in CT it was a bit meh...
Kyle Posted February 1, 2010 Posted February 1, 2010 It will be a while before I get to play CS guys. =(
Zoogstin Posted February 2, 2010 Posted February 2, 2010 According to the latest Arcadia that just came out, Carl is A tier with Hakumen. Can someone say "What throw loop?"
Zoogstin Posted February 2, 2010 Posted February 2, 2010 S: Litchi, Bang, Ragna A: Hakumen, Carl B: Arakune, Hazama, Taokaka, Lamda, Jin, Noel, Tager, Tsubaki C: Rachel
soujiro seta Posted February 2, 2010 Posted February 2, 2010 lol, zoogs you beat me to it. btw I haven't gone on xbl yet but you can add me when you do. GT: Hawkeye Miihawk. I don't know when I'll be on though. My twin bro has been hogging up the 360 for some time now. Carl so far has stood still. CT - A, CS - A. Ofcourse the list can change overtime, but I don't think carl will go anywhere. Some thing tells me he's going to remain around that A-rank for the rest of the series, unless ofcourse some other loop is discovered and arcsys is like "lets just make him bad some loop will make him good anyway".
Bommlinger Posted February 2, 2010 Posted February 2, 2010 Problem with Carl is, his placement on the list is very dependent on the player's skill. a half decent bang will always be a pain to fight. a half decent Carl is just that: half decent. But that's what makes him so intersting imo.
Adelheid Posted February 2, 2010 Posted February 2, 2010 Hmm...? How well you do with a character depends on your skill level? What a novel concept.
Bommlinger Posted February 2, 2010 Posted February 2, 2010 Wow, solid replies here. If you implying that getting Carl to a half decent level is as easy as getting Ragna / Bang to a solid level, I don't know what to say. It's like Tekken Lei. He's always up there in the tier lists, but hardly anyone is able to play him to his full potential (i.e Tetsuo) Although there are some really solid Carls out there, I think out of the whole BB cast, Carl is the one that requires the most effort to be good with.
Mascarpone Posted February 3, 2010 Posted February 3, 2010 So i'm messing with the 2D loop and every time the 2D whiffs because the opponent is just a little to high in the air. Is this a timing of the release of 2D issue or a hight of the j.2C issue c.c
Adelheid Posted February 3, 2010 Posted February 3, 2010 Your j2C has to hit them really low; just off the ground. Otherwise, yeah, they'll bounce too high for the 2D to hit.
feri Posted February 3, 2010 Posted February 3, 2010 Has anybody else hit with j.2c so low that the bounce is cancelled cause your already on the floor.
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