JackG Posted December 3, 2009 Posted December 3, 2009 Carl Matchup Statistics Japanese Ranking: 5-5 Personally: Punishes: Anti-airing: Zoning: Their game plan: Strategy: Char specific details: 2D/6D active frame decrease, but 6A nerf hurts some. Rest of the matchup is about the same (sandwich sucks). However raw dmg and HP difference makes this matchup even.
JinSaotome Posted December 17, 2009 Posted December 17, 2009 4C is bananas in this matchup. Keeps Nirvana from doing anything at mid range besides like Fuoco (highly easy to see, IB for lots of stars), and will occasionally catch Carl if he's not paying attention for a little bit of damage. You can almost throw this shit out for free, its just that good.
ZONG_one Posted February 23, 2010 Posted February 23, 2010 4C is bananas in this matchup. Keeps Nirvana from doing anything at mid range besides like Fuoco (highly easy to see, IB for lots of stars), and will occasionally catch Carl if he's not paying attention for a little bit of damage. You can almost throw this shit out for free, its just that good. QFT. (He isn't being sarcastic at all.)
mAc Chaos Posted July 29, 2010 Posted July 29, 2010 From Xithmos:Pro tip: When fighting against Carl as Hakumen... -Use 4C if you see Ada move -When in range, use new jC -If Carl does any variation of an IAD (even the newly discovered IAD quick stop), use 5A, 5C, or j2A(?) -In the corner, don't stay right next to him since he can vivace out of it. Be at a distance and use 5C -You can counter the IAD j2C cross up with 2D and 6D iircGonna try it out when I have the chance.
entnervt Posted July 30, 2010 Posted July 30, 2010 I played my first Carl-match just minutes ago. 4C is da shit:yaaay:
XVII Posted August 4, 2010 Posted August 4, 2010 How is this 5-5 in Japanese rankings? Whenever I fight Carl, I literally just go in there, get pressured with a bit of IB, and counter Nirvana, especially with Yukikaze.
ZONG_one Posted August 4, 2010 Posted August 4, 2010 Ask Spark about this. It seems Haku has the advantage, but I'll take the JP word for it, you've both just got to play incredibly smart, and make 0 mistakes.
mAc Chaos Posted August 4, 2010 Posted August 4, 2010 I can't do anything against Carl right now. He just gets in on me for free and rapes me. It all started with my match with you ZONG. :P j.B > Haku lool
ZONG_one Posted August 4, 2010 Posted August 4, 2010 He just gets in on me for free and rapes me. 4C nirvana all day. j.C Carl all day. Your biggest mistake is letting him in.
mAc Chaos Posted August 4, 2010 Posted August 4, 2010 Yeah, that's the thing. It only goes so far. And then inevitably sometime during one of my j.C attempts or something else I'll get airgrabbed / j.B'd. Guess I just gotta practice more zoning.
Mr Oso Posted August 4, 2010 Posted August 4, 2010 My biggest issue is getting in and putting in damage. For the most part i just try to 3C to Loop then set up for the sandwhich which usually leaves haku to counter me, take away all my health, and get me away from nirvana. And ive never really known a solid way of getting in on haku and personally i think its in hakus favor.
Diveman Posted September 17, 2010 Posted September 17, 2010 In this match I just stay away from him, hitting nirvana all day and doing small approaches, I just need to hit him once and then go back, if he approaches (he will HAVE to) then he's doing what you want him to do...awesome. so I just punish him for getting close to me, jump back C (I usually do this since its safe vs the glide throw) , j.a, TK hotaru, etc. and I DONT do anything else...seriously, think of it like SF4 E.Honda...he hits, then sits. thats pretty much how you play vs Carl, when you hit, hit hard, when you sit, sit hard. Im not gonna risk getting mixuped/sandwiched to death and also, the longer you sit there, the harder you will hit him, sounds good to me. play to win my friend. I did this vs a friend and he raged...hard lol, fun stuff.
SimpleKiss Posted September 17, 2010 Posted September 17, 2010 beginning of the match jump back and stay at a range where jump.C will barely hit nirvana. I like to stay in the air, throw it out once, and react to carl's positioning in the air. If you're afraid of j.b counterhits, then just block or even wait for him to dash at you in the air and hotaru him. If your spacing game has been on point, even if you wind up blocking carl, it's okay. Just tech the inevitable throw attempt because that = puppet summon, and even though hakumen has tools to deal with it, you just don't want to be in that situation and guess wrong. Carl's damage with meter is upwards of 5K if you take some stuff you shouldn't while stuck in that bad spot. I can see why it's even, because even though 4.C and j.C make it hard for Carl to get in, he has ways around it. It's just a matter of who has better spacing, and knowing when to block - and being able to tech throws. If you can't tech throws, carl just gonna grab you and throw you at nirvana all day. ;o
Sophisticat Posted April 25, 2011 Posted April 25, 2011 Reposting the post I made in the critique thread: @Psycho: Youtube's not working well right now so I can't see your vid yet, but I can comment on the matchup. It's generally considered that Haku has the advantage here because of his range and counters. His range allows Ada management and counters are good vs. his reset setups. The way I play this match is to watch the dividing lines between Haku, Ada, and Carl. Spacing is very important here. Carl has to work to get in since Haku has an answer to all of Carl's approaches: - If he goes in by air: j.A, j.2a, j.C, etc. - Ground: 4c, 5c, 6c, etc. - Ada cover: poke to disrupt or counter the hit. The latter is preferable since it might catch Carl moving in. In short, he has to pull tricks for an entry since there's no clean choice for him. This, of course, depends on your ability to zone, space, and your timing. In close quarters Carl is also disadvantaged for the simple reason that Haku's pokes are better all around and he deals much better burst damage. Just watch for Carl's quick A's since those can lead into the nasty sandwich. But if sandwiched, Carl still can't autopilot like he does with just about everyone else because of counters. On IB, his usual sandwich string is easy to counter. Crossup move (forget which) is also not an overhead, so it's vulnerable to 2D if you see it coming. And last but not least, Carl's HP sucks. Going up against Haku stamina and huge damage potential makes the outcome in Haku's favor again on this count. Summary: Hakumen forces Carl to play differently because of his effective range which covers entry and zones Carl hardcore, and counters which cover resets and sandwich. Haku also beats Carl clean in terms of most raw stats by having better HP and damage all around. However, sandwich is still very much a threat. Carl can bait counters and mix up more to still be a very dangerous opponent. He simply can't autopilot that shit. My assessment: 5.5 to 6 - Haku favor. Strong Carl players like Isuyaru make it feel more even, though. The match hinges on how well you can space Carl and manage sandwich.
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