Zoogstin Posted August 14, 2010 Posted August 14, 2010 Hey I've only used it once since I got CS. Shows how much I trust it, but the thing is if you know the blockstring you can technically use it.
Akira-Shiro Posted August 14, 2010 Posted August 14, 2010 Seriously man, its okay to block. Roldy gave you some nice options. You can't expect for it to be so easy that you can do an attack everytime Ragna does a special during his blockstrings. The only consistant move that I can think of is IBing and then do Carl's Gear Super. You will get hit but Ragna will take a hit from the full super if he doesn't RC the attack. Other than that you should worry more about how to get away from Ragna when he does a special rather than how to beat it. There are times for both and then there are times where you should be patient. No its not ok to block, because then it leaves everything to chance. Ragna Gauntlet Hades comes out extra fast for an overhead. If i IB i can backdash wit tager, Tsubamegishi wit Litch, inferno divider wit ragna, Arrows of ice wit Jin, DD chin kick wit hazama, DD wit Bang, backdash wit Arakune, DD wit Tao, Electric Chair wit rachel, DD/D wit Haku-men, Dp wit Tsubaki, Dp wit Makoto, DD/D wit Noel, ?.? why not carl
pedrotrv Posted August 14, 2010 Posted August 14, 2010 Sup guys Carl enthusiast here. Think I've read all this thread and the other ones, and I'm starting to practice with this guy. I'm starting from summon alle~can, and I'm having real trouble with inputs, lol. What do you guys use? I'm trying: 2A 2B 3C 22]D[ 9 5 6 j.2C ~ 214c, but I can only get it right once in 10 attempts. Any tips?
Akira-Shiro Posted August 15, 2010 Posted August 15, 2010 It depends wat part ur dropping, im guessing the Alle-can. This could mean ur inputing the alle-can to early. Relax & slow down, the time fram to input the alle-can is surprisingly long. The way u have the combo listed is correct. If the allegreto is poping up ur jumping to high
njmamm Posted August 15, 2010 Posted August 15, 2010 Personally if I'm under pressure and c a decent opening I IB > jab into summon combo or summon alle-can crossup
pedrotrv Posted August 15, 2010 Posted August 15, 2010 It depends wat part ur dropping, im guessing the Alle-can. This could mean ur inputing the alle-can to early. Relax & slow down, the time fram to input the alle-can is surprisingly long. The way u have the combo listed is correct. If the allegreto is poping up ur jumping to high Actually, my main trouble is the IAD after summon. I'm having a real tough time IADing after 3c summon: sometimes I'll just HJ (prolly because of the 22 input before jump cancel) or I'll IAD and do a blank jump. Just wanted to confirm inputs so I can practice more. Other thing: the crossup on IAD alle~can, should I always wait for it? If I'm in a no summon combo (NOC) I should j.2c asap? TY :D
Zoogstin Posted August 15, 2010 Posted August 15, 2010 It seems that you inputs and their sequences are correct so it seems like you just need to practice more. I try to do the 22D input as soon as possible after that 3C so maybe that'll help prevent you from superjumping so much. As for allecan when you're not summoning nirvana. If the opponent is between you and nirvana and you're nice an tight together you don't really have to airdash. If you do airdash, jump backwards before airdashing forward so you don't accidentally crossup your opponent. If Nirvana is able to attack immediately I do j.2C - j.C - 2D combos. If she's still in revcovery of a previous move when I 3C the opponent I j.2C allecan j.B j.C into an 8D. By the time i do the j.2C allecan j.B j.C nirvana will have recovered enough to do the 8D.
pedrotrv Posted August 16, 2010 Posted August 16, 2010 Carl is so hard. Training for two days now. Even for training he's hard, cause he has no BnBs but stuff you put together to combo in a real match. I'm getting destroyed by my brother: I can move nirvana better now and use Carl's pokes better, but I can never combo for a good chunk of his health. He's a cool char but so damn hard, don't know if I can continue playing him. At least when I win I'm so happy, haha. Question here is: how much time did you spend learning him? I'm trying really hard, I want to play this guys now, it's a question of honor! @zoogstin Thx for tips. I'll try to perfect NOC combos before the ones with summon, I think they it's easier this way. EDIT: TYPO
Niko Posted August 16, 2010 Posted August 16, 2010 Training for two days now. [...] I'm trying really hard, I want to play this guys now, it's a question of honor! Learning how to actually use Carl efficiently was a lot harder for me than the technical execution of his moves. That will only come with tons of matchup experience. Expecting results after two days in training mode with any character seems a bit too optimistic...
Zoogstin Posted August 16, 2010 Posted August 16, 2010 I agree with Niko. Carl is gonna take weeks of practice. For me his execution barrier is still a pain. Also learn his teleport combos first. That is more important than any other Carl/nirvana combo because you need her to be where you are unless you know what you're doing.
Xithmos Posted August 16, 2010 Posted August 16, 2010 I remember learning the summon bnb combo... *reminisce* I find it easy to input it as 2A>2B>3C>2D>IAD j2C alle~can>combo The '3C' counts as a down input, so inputting 32D still counts as 22D. Also during a 2D loop, 5C~volante is so cash as opposed to j2C alle~can>5C~volante
pedrotrv Posted August 16, 2010 Posted August 16, 2010 Learning how to actually use Carl efficiently was a lot harder for me than the technical execution of his moves. That will only come with tons of matchup experience. Expecting results after two days in training mode with any character seems a bit too optimistic... Yes, sure. But with other characters you can choose some BnBs and practice for a couple hours, go for a match and get some things done, while learning spacing and match up especifics. But I have to agree with you that he's complete different from everything I ever played, and it's not easy getting used to it. At least I have offline competition everyday, yay for my brother being a fighting game lover... I remember learning the summon bnb combo... *reminisce* I find it easy to input it as 2A>2B>3C>2D>IAD j2C alle~can>combo The '3C' counts as a down input, so inputting 32D still counts as 22D. Also during a 2D loop, 5C~volante is so cash as opposed to j2C alle~can>5C~volante Right now I'm stuck at 2a 2b 3c summon alle~can. Nice tip on the summon inputs, I'll try it. Ty :D
Akira-Shiro Posted August 16, 2010 Posted August 16, 2010 Personally if I'm under pressure and c a decent opening I IB > jab into summon combo or summon alle-can crossup This does nuthin but give ragna a counter hit no matter where u IB, unless he go for 6B
Akiro Posted August 16, 2010 Posted August 16, 2010 IB Hells Fang into alle-can cross up/ground loops, or IB Inferno into 6A clap. thats what i usually do.
Xithmos Posted August 16, 2010 Posted August 16, 2010 So after 30 minutes of testing.. Ragna: 5B>6B>3D>jC If they block high, they get hit by 3D and jC, which still allows you to combo If they block low, jC will whiff, but you will cross over the opponent (possibly) Note that the jC does not count towards the combo from 5B>6B>jC Jin: 5B>6B>jB>xx Noel: 5B>6B>jA Rachel: None Taokaka: 5B>6B>jA Carl: None Litchi: 5B>6B>jA 5B>6B>jC works too, see Ragna Arakune: 5B>6B>jA Tager: 5B>6B>jA 5B>6B>jB>xx 5B>6B>j2C>xx 5B>6B>jC (see Ragna) Bang: None Hakumen: 5B>6B>jB>xx 5B>6B>jC (see Ragna) Lambda: 5B>6B>jC I tried 3D>jC>xx, and it pushed me behind Ada, so I'm not sure if you'll want to try this (unless you want to RC it) Hazama: 5B>6B>jB 5B>6B>slightly delayed jA Tsubaki: None
ikeTATARI Posted August 16, 2010 Posted August 16, 2010 Is there any way that the combo threads could be formatted differently? I am looking for combos to try out to try and find what works best for me but it is literally reading through walls and walls of unformatted, unbolded, unseparated text. It's REALLY hard to find anything, and I assume it would be hard for other people who want to pick up Carl as well. I mean, the first post of the Carl Combos thread is basically just a few solo Carl combos and then a dissertation about the 2D loop, which, while useful, doesn't really consolidate combos, and the thought of having to read through pages upon pages of threads to find combos is really daunting. Sorry if this is the wrong place to ask this, but I didn't want to make a new thread for it and it seemed relevant (since this thread itself is over 100 pages long, and some of it is CS speculation/loketest info.)
Akiro Posted August 16, 2010 Posted August 16, 2010 Btw, is j.2c a overhead in this version? People are blocking low, but they can still block the j.2c
Mascarpone Posted August 16, 2010 Posted August 16, 2010 it is not. Sucks i Know. But honestly IAD j.2C alle~can as a crossover AND overhead with such great speed might have been just a TAD too good of a cross up.
Mr Oso Posted August 16, 2010 Posted August 16, 2010 Cross up overhead sha-nan-a-ganz I dont mind it all that much though cuz j.2c alle~can crossup usually hits...............usually
Akiro Posted August 16, 2010 Posted August 16, 2010 Wow, why am I just finding this out, ;_;. Im so dumb. Oh well, I guess I can substitute it for 3D 6C setup.
ZONG_one Posted August 16, 2010 Posted August 16, 2010 it is not. Sucks i Know. But honestly IAD j.2C alle~can as a crossover AND overhead with such great speed might have been just a TAD too good of a cross up. I'm going to take it that it wasn't the cross up that was overpowered. Any air crossup has to be blocked high. It was more the fact that j.2C instant over head was SOOOO GOOD.
Mascarpone Posted August 16, 2010 Posted August 16, 2010 ... right what did i say. I dumb-brain some time.
Kyle Posted August 17, 2010 Posted August 17, 2010 Is there any way that the combo threads could be formatted differently? I am looking for combos to try out to try and find what works best for me but it is literally reading through walls and walls of unformatted, unbolded, unseparated text. It's REALLY hard to find anything, and I assume it would be hard for other people who want to pick up Carl as well. I mean, the first post of the Carl Combos thread is basically just a few solo Carl combos and then a dissertation about the 2D loop, which, while useful, doesn't really consolidate combos, and the thought of having to read through pages upon pages of threads to find combos is really daunting. Sorry if this is the wrong place to ask this, but I didn't want to make a new thread for it and it seemed relevant (since this thread itself is over 100 pages long, and some of it is CS speculation/loketest info.) Two things: First- It's apparent that Zong, Zoogs & myself are contributing around these boards, this is an obvious WIP and with a little more patience it will get it's turn. Secondly- Whats stopping you from beginning the compiled list? What's stopping you from reading 100+ pages if it "helps beginners out"? Here's my current to-do list: -List all of the character specific ground loops in the combo thread and the match-up threads. -Make character specific ground comb video -Make set-up video for mix-ups/UB's -Make tech trap videos for KD's. (Still needs contribution) -Break down launched combo section detailing max dmg & 8]D[, Fermata enders. I should have the first (3) done within a week. The next few things, will come afterward.
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