DopeSauce Posted July 31, 2010 Posted July 31, 2010 just wondering but is the challenge mode a good way to start learning carls combos??
Roldy Posted July 31, 2010 Posted July 31, 2010 It's a good way to start getting used to Carl's moves, but the actual combos themselves aren't too good. Go to youtube and watch some BBCS Carl combo vids to get good combos.
Mascarpone Posted July 31, 2010 Posted July 31, 2010 there are a few decent combos in chalange mode and it's a good way to get the basic principal of how you'll be setting up carl's combos but in reality you'll need to always adjust what you're doing, some times slightly some times greatly, depending on distances and heights. but challange mode gives you the basic idea to run from. Also you will probably almost NEVER be starting a combo off of j.c. i certainly never do.
Mr Oso Posted July 31, 2010 Posted July 31, 2010 What the eff do i do once tager hits me with gadget finger?
DopeSauce Posted July 31, 2010 Posted July 31, 2010 alright i realized my biggest problem so far its when im just fighting it seems like idk what normal attack i should use i seem to just be mashing A and B just hoping to hit them can someone tell which attacks are good pokes and whens a good example to use a certain attack?? im trying to learn more basics with carl before i move on to actual combos
Prophet Posted July 31, 2010 Posted July 31, 2010 ZOOGS: Ender- j.2C > j.214C7]D[ Thanks, this helped a bunch. I had been doing the 8]D[ too early so I was only getting single hit claps.
Zoogstin Posted July 31, 2010 Posted July 31, 2010 Thats one of the inputs I was using but my 8D keeps coming out too late. -____-.
ZONG_one Posted July 31, 2010 Posted July 31, 2010 go 2147 and just hit c on the way up to 7. you have to hit 7/8D before the allegretto fully comes out. What the eff do i do once tager hits me with gadget finger? Honestly, guess right or gold burst. This is a very scary position for Carl.
Kyle Posted July 31, 2010 Posted July 31, 2010 Dashing Allegreto: 6, 63214C -Full launch in the corner: Dashing Allegreto, 5A, 5B, SJ.B, J.C, Jump Cancel, J.C, J.2C, Allegreto This is also a great mix-up tool if you feel like spending 50% heat. Dashing Allegreto, RC, Airdash, J.A, J.B, J.A, J.B, 3]D[ for the UB if nirvana is set-up correctly. Finally, if you RC the first few hits, there is a float effect which allows the AirDash to cross-up your opponent. Dashing Allegreto, RC, AirDash, J.2C, 2B... Con Anima Fuzzy: Anima throw break = Fuzzy Guard When your opponent throw breaks ConAnima, they are forced standing. Use this opportunity for a quick fuzzy~jump loop against opponents you typically have trouble jump looping against (Example: Carl or Ragna). Combo into ConAnima, Opponent breaks throw & holds Down&Back to block low, Carl does J.B, J.C, J.B and it hits as overhead, while opponent is standing. So, I've been experimenting with long Carl & Nirvana combo's yesterday and come up with numerous conclusions. Hit Stun is based mostly on a move decay system within every combo. The more you use a single move in a combo, the less hitstun that move will apply. Hitstun is also slightly affected by hit count, but this impact is much less than the decay. What this is telling us is the most damaging combos actually rotate most all of Carl & Nirvana's moves. This system limits boring loops & emphasis using all the moves. Pretty cool. Also, I believe that the tension gained in BB:CS has one determining factors. A value gained per each move, that decays the same way hitstun does within each combo. All of these factors lead into one thing. Carl can use the right combination of hits within a combo to gain 50% tension. By ending in a super, we gain an extra 800/900 DMG. This is Carl most damaging stuff. We may lose 100-150 damage based on the alteration of attack strings, but the added 800/900 well makes up the difference. Airthrow UB's are set-up from corner 8]D[ / 2]D[, Cantata, RC, Jump Airthrow. By doing this after a LONG combo we can gain: No throw break=-800(Cantata)+940(AirThrow) Throw break & Block = Walk nirvana toward & 8]D[ them while they block Cantata Throw Break and not block = Walk Nirvana towards, 8]D[, into whatever... Lastly, I found a way to force guard my opponent in the air, but I can't get 8]D[ to reach in time. Corner combo into 8]D[ / 2]D[, SJ, Allegreto, Late RC(This gains elevation), Jump Airthrow, They throw break, 623]D[, Air dash, J.C, J.B, J.A, 5A, 5B, 5A, J.A, 8]D[ (This misses).
Kyle Posted July 31, 2010 Posted July 31, 2010 People, ask questions in the right thread or I will delete them. I don't have time to move post these days. My new project finished and I'm back into a routine that let's me be on D-loop like the good old days. Sorry for my absence in the last two weeks. But, I'll be around from now on & I will continue to dissect Carl in BB:CS! Good luck to ZONG_one in Texas!
Gray Dream Posted July 31, 2010 Posted July 31, 2010 Thankyou so much for posting those Kyle! I totally Dropped Tsubaki and I now main Caruru. The Con Anima Fuzzy seems like an awesome strat!
JG Posted August 1, 2010 Posted August 1, 2010 Congrat to Zong_one. Dude i saw everyone of your matches on texas, impresive men. Keep the good work
Xithmos Posted August 1, 2010 Posted August 1, 2010 What ever happened to zeero? He was my favorite Carl player. :< I still can't get the dash>allegretto to land. I get the silly dash cancel. I finally nailed the IAD allegretto>8D. As for this combo: xx>j2C alle~can> jB>jC>8D>xx, I can't always get the j2C>jB to combo. Maybe it's my timing, but I'm not sure. Is there a requirement for this combo?
Roldy Posted August 1, 2010 Posted August 1, 2010 What ever happened to zeero? He was my favorite Carl player. :< Zeero was kicked out of mod status. I believe he used to be the only Canadian mod on Dustloop. I believe the reason for him getting kicked was because of him not playing Carl anymore (he plays Arakune mostly now) and also because he doesn't do much modding anyways. Ironically, he started playing Carl more after he got kicked. ...and honestly, Zeero wasn't that good as a Carl player (no offense man, you're still better than me). He is, however, the king of trolling. Edit: Maybe I shouldn't be explaining for him...don't get mad at me Zeero
Mascarpone Posted August 1, 2010 Posted August 1, 2010 So i've been playing with Blah-blah-blah > 3C > 4D > 236A > 5C > sjc > j.B > j.C > jc > j.C > J.2C > Allegreto > 8D as a set up. I know 4D can go back into juggling and i know you can link 4D off of 3C, and because of the wall bounce properties and 3C's slide, it keeps the screen (and therefore the wall) pretty close to nirvana so that they don't have long distances to travel to reach the 8D wave. It seems neat on paper but i'm not sure if there's any higher damage applications for this because of proration and such. And my execution is inconsistent so i'm not having an easy time testing this lol. Thoughts...?
Xithmos Posted August 1, 2010 Posted August 1, 2010 I personally recommend 5B>2B>6B>slightly delayed 4D>236A>236A>dash>combo.
Add Color Posted August 1, 2010 Posted August 1, 2010 So, I'm a new Carl player. I guess you could say I'm also new to fighting games in general, since sc4 is the only other fighting game I've played more than a couple of hours, and since that's a 3d fighter it doesn't really count or help in BlazBlue. With that being said, a lot of the combos are just out of my range right now. What are some of the core things I should know, easy stuff, so I can work my way up? Are there any more simple steps I can take, or do I need to learn these long ass strings immediately? I can do grapple loops with 8d, but those are impractical since anybody moderately decent can grapple break, especially after a couple of times and they realize what I'm doing. I'm not looking to jump into tournament play, like I said this is my first real 2d fighter and I want to work my way up. One of my major problems isn't actually doing the combos, it's setting them up, and also once I get pressure on me I just can't seem to get it off. I just get smacked around until I die. For example, my friend just got the game at the same time I did, and he's using Ragna and sometimes I win, when I can escape his pressure, but that's not always the case. Of course, Ragna is a more noob-friendly character so I hear, so it's understandable. I'm just using that as an example, because he's really bad and I still have trouble getting him off me. Any tips for a new carl player who is also new to fighting games, besides practice of course, because that's a given, and I'm doing that a lot. I'm willing to work to get better, I'm just not quite sure how. How do I actually practice setting up combos and escaping pressure?
ikeTATARI Posted August 1, 2010 Posted August 1, 2010 As another new Carl player and someone with more of a background in 2D fighters, I can say the biggest thing you're going to need to practice is putting Nirvana where you want her and negative edging her moves. Once you get the hang of Nirvana, the combos get infinitely easier (at least imo, but again, I come from a 2D fighter background so maybe the combo system just makes more sense to me?) The only places I seem to miss timing/inputs is when I have to do things like jC->5B->2B->6B->6]D[->JC->jC->5B.... etc. I always miss them at the 6]D[. But really, Carl seems like one of the most if not THE most execution heavy character in the game. As far as setting up your combos/pressure, there's a pretty fantastic setup in Challenge... 4 or 5? Off of a ground throw that gets you in a sandwich position (Carl on one side, Nirvana on the other) and it's not techable until they hit the ground. This sets you up for some of the best pressure/mixups in the game. As far as escaping pressure... Gear super is okay if they're far away because it persists even if you get hit. Some of Nirvana's moves share this property. Additionally, for 50% heat, you can counter assault by pressing 6A+B while you're in blockstun. Really though, Carl doesn't seem to have tons of moves with invulnerability and such, so bursting, counter assault, gear super seem to be the best. Keep in mind that Instant Blocking makes a LOT of blockstrings unsafe, so if you can IB the last hit of a blockstring you may be able to IAD/dash/poke out, depending on what state the opponent is in. On another note - Are there any suggestions for playing Carl on pad? I've had mild success with mapping D to R1, but I'm not going to have a stick until I have considerably more disposable income, so if there are any tips (especially for some of the longer combos) that might make my life easier, I'm open to suggestion.
MisoSowee Posted August 1, 2010 Posted August 1, 2010 Could I ask how carl's stuff is to do online? I'm looking for a new main (lol haku ez-modo) and carl's on the list too. Also nice write-up above. Will help me too ^^ And as for not using a stick, I could do CT carl fine with analogstick/dpad and d button still mapped to x. Is it much harder in CS?
Eshi Posted August 1, 2010 Posted August 1, 2010 if you could play him in CT then you can play him in CS. The new things he has require practice but aren't necessarily harder, especially if you focus more on ground resets.
ikeTATARI Posted August 1, 2010 Posted August 1, 2010 Actually, after practicing some things in challenge/training, none of his stuff is impossible to do on pad. I had to get used to throwing with L1 and my D button being R1, but it's actually really comfortable after a bit of playing (and I can do his sandwich stuff/corner stuff much easier now too).
Kyle Posted August 1, 2010 Posted August 1, 2010 I just perfect the Tager PAIN. VIds probably next weekend. Carl can jump loops against Standing Ragna. =P 5B, 6B, SJ.2C, J.B, J.C... This is just the beginning guys, wait til you see Tao's loops. For the record: I knew I would be absent from D-loop for an undisclosed amount of time, I requested adding ZONG & removing Zeero b/c I need an active Carl player to help.
4Corners Posted August 1, 2010 Posted August 1, 2010 Since mah thread wuz deleted: What are Carl's new BnBs? What pressure strings don't work/what new options are available for mixups? I heard it's easier to land unblocks. I wanna do 5k off throws. Teach me.
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