Zoogstin Posted July 14, 2010 Posted July 14, 2010 While I totally appreciate your work and have already printed off your 101 guide to Carl could you not just give me at least one or two BnB's to try out? please. I know I can just watch the countless Carl BBCS vids online and work them out from there but I prefer to have the notations down. Urgh, I guess I'll just have to watch some vids, pause, try the combo, play, note it down, pause, try the combo... Thanks Kyle That's what I plan to do. I'm sure Kyle is as well in addition to all the things he's been coming up with in his head. So its not that big of a deal.
ZONG_one Posted July 14, 2010 Posted July 14, 2010 6D > IAD j.B > 2B > 3C > IAD j.2C Allecan > 5C > sj.B > allegretto > IAD [j.2C (release 2D) > j.C > 2D hits > backdash]x2 > j.2C (release 2D) > j.B > 2D hits > walk back > j.2C > allegretto >clap. (After any otg IAD Allecan, you may not be able to 5C sj.B allegretto, and may need to adjust some height, timing things. These are where j.B > j.C > clap, and where 2C actually may help.) 6D is a good tool for getting in, and on CH, it's easy to hit confirm. Learn that whole loop consistantly. (most importantly OTG j.2C allecan > j.2C loops) Doesn't really matter how you get in, I just gave one example. This is what it's always coming back to if you're comboing in the air, though, so you have to learn it. Good luckkkk! :] Look at matches. There are some really good Japanese players. Do what they do, do what's practical.
kaworu Posted July 14, 2010 Posted July 14, 2010 I know it's "not that big of a deal" but I was just hoping someone could list some basic CS Carl stuff for me to try if they know it off the top of their heads. No worries. Thanks Zong one, appreciate it. Look forward to the updates Kyle.
Kyle Posted July 14, 2010 Author Posted July 14, 2010 ...3C, IAD, J.2C, Alle~can, 5C, J.B, Allegretto... I find 5C missing on loads of opponents, like Bang. It will depend on the opponents size & the distance of the IAD. There's LOTS of factors within Carl combos. That's why I find it so hard to do generic blanket combos... Here's a scenario for you: N-O-C/C-O-N while opponent is standing/crouching J.C, 5B, 2B, 5C, 6]D[, j.2C, Alle~ca, 5B, 2B, 5C* (Mix-up time) Jump for an overhead Jump and land for a low Jump and land for a throw 3]D[ w/ any jump normal for an unblock 2]D[ with any low for an unblock 8]D[ to catch their jumps for a launch
ZONG_one Posted July 14, 2010 Posted July 14, 2010 The only two people 5C is iffy on for me are Noel and Arakune.
Kyle Posted July 14, 2010 Author Posted July 14, 2010 must be a difference from CT to CS. All my comments are from CT. =P
ZONG_one Posted July 14, 2010 Posted July 14, 2010 5C should ALWAYS hit Bang in CS, if I'm not mistaken.
kaworu Posted July 17, 2010 Posted July 17, 2010 I got the game a couple of days ago and have been doing the j.2C~j.C 2]D[ stuff as well as the allegretto 8]D[ business but there are a few other combos I was wondering what you guys do. A few questions if someone could be so gracious 1) After a Fatal Counter Hit j.B wallbounce I have been doing (depending on height/distance etc) 5C, sj.B,j.C DJ j.BxxAllegretto. Is there anything better? 2) When you land say 3C with nirvana stood over you both what do you recommend to do? 3) What are his main combos off his throws when Nirvana is no where near you? I imagine 22]D[... but then what? 4) I keep landing CH 623]D[ when I am behind Nirvana and often can't get in fast enough to get a combo and have to resort to IAD j.B xx Allegretto. Is there anything else I should do? 5) N-C-O If I land 5B,5B xx 623C in this position is there anyway to combo into Nirvana? 6) When you're in the position C-O-N and land say 2A, 5A, 5B, 5B, 6]D[ what is the best thing to do after? As I find myself just doing constant block strings with 6C mixed in and going for throws for damage. Thanks guys.
Roldy Posted July 17, 2010 Posted July 17, 2010 1) You can instant airdash into J.2C. From there, either allecan or continue with J.C depending on Nirvana's position. It is possible to go into 2D loop from a fatal J.B. If you allecan, you can continue with 5C > SJ.B > J.C > DJ.C > J.2C > Allegretto (wait until Carl bounces from J.2C before doing allegretto). Optionally you can add in a Brio.
Zoogstin Posted July 17, 2010 Posted July 17, 2010 1. IAD j.2 allecan, 5C, sj.B,j.c, DJ, j.2C allegretto or If Nirvana is close behind you, you can Vivace A away from her so when the opponent comes flying back at you he'll go in between you and Nirvana and you can hit him before he hits the ground and combo into nirvana's 8D. 2. Not sure what you mean by "with nirvana stood over you both" 3. From the ground I'd recommend doing a combo string into 623C then going into an air combo. You can also RC the first hit of the 623C and IAD j.2C allecan and another ground combo into a 2nd 623C if you're really trying KO the opponent. 4. If you're close enough you can push nirvana forward while getting closer to the falling opponent catch him with 5C or 5B before he lands. You can then proceed to go into a normal air combo while also being able to throw in a 2nd 623D in the middle of it. 5. If nirvana is right at your back, you can use 2D to hit the opponent after the 623C. Vivace to get to the other side of the opponent then proceed with juggle combos. If the Nirvana is far away you can time 41236D to hit the opponent as they're being pulled up by the 623C and then go into an air combo. Or you can go straight into an air combo after the 623C and have nirvana do 623D. 6. There's a bajillion things you can do. To many for this post. You really need to watch videos to see the amount of mixup options Carl has. If there is a "best" option then I would assume that there are multiple "best" options. But to get you started: - Instead of 6D do 4D and use A vivace to cross them up before the 4D hits. Do A Vivace again so that the opponent will come flying back in the middle of you and Nirvana and proceed into juggle combo. - Theres the standard IAD j.2C allecan crossup -You can do a blockstring and time Nirvana's 2D and one of your lows to hit at the same time to create either an unblockable or a really quick high/low block string. There's so much he can do.
kaworu Posted July 17, 2010 Posted July 17, 2010 That's fantastic stuff guys, i'll get right on them By number 2) I meant: When you land 3C with all three characters stood together what do you recommend to do? As you're too close so if you do IAD j.2C allecan the opponent is being pushed away from Nirvana.
Zoogstin Posted July 17, 2010 Posted July 17, 2010 sorry still need some clarification. Do you mean the order is C-O-N but just really close to one another? Its the order that I'm not clear about.
kaworu Posted July 17, 2010 Posted July 17, 2010 sorry still need some clarification. Do you mean the order is C-O-N but just really close to one another? Its the order that I'm not clear about. Ok, lets say that order but Carl being right next to Nirvana and landing that combo.
Zoogstin Posted July 17, 2010 Posted July 17, 2010 Just don't airdash. Just do j.2C allecan. If muscle memory is forcing you to airdash than jump backwards a little bit then airdash and do j.2C allecan and you shouldn't cross the opponent's side.
LandRoverAttack Posted July 30, 2010 Posted July 30, 2010 First post updated, 1 of many more to come. You, sir, are a scholar and a gentleman. You have my utmost gratitude.
Kyle Posted July 31, 2010 Author Posted July 31, 2010 I have numerous character specific combo's I will update in a couple days. Updated first post: Added a corner set-up which does a little shy of 5K + more DMG depending on the opponents choice of tech.
Mascarpone Posted August 1, 2010 Posted August 1, 2010 2b 3C jc j.2c j.c jc j.c j.2c j.214c is 2100ish and gives you crap tons of nirvana recovery time. if u get a 3c starter and no 2b it's 2900.. a little impractical i guess but it's really easy. no super jumps or ale-cans
fohstick Posted August 5, 2010 Posted August 5, 2010 is there an updated page of all of Carl's combos in one nice list?
ZONG_one Posted August 5, 2010 Posted August 5, 2010 is there an updated page of all of Carl's combos in one nice list? This is very hard to do, as Carl has so much combo freedom. Basically, we get on the topic of something, and discuss set ups/variations for it, then try and do some kind of updating. After that we move on. Kyle is trying very hard to organize the threads here, and has been for some time. (Before I was a co-mod.) We should have something substantial in the near future, we all know Kyle gets very excited about training mode. :]
DopeSauce Posted August 7, 2010 Posted August 7, 2010 hey guys so im new to carl and i was wondering the combos that are listed does carl just basically fight as if he was a solo character and then you just use nirvana when the time calls for it or are there combos that use both at the same time? cause im have a hard time trying to find combos to practice with for carl
Zoogstin Posted August 7, 2010 Posted August 7, 2010 Kyle, Zong! Tell me if I've missed it, but has there been an in-depth explanation of Carl and Nirvana's juggle combos? I've seen 2D loop combos but quite frankly unless you started off with an A attack, 2D loops are obsolete. As you both know the best options are to incorporate 2D, 8D, 4D, and 421D in the same combo to get maximum damage, but I don't think we've ever posted any actual combo list for people to follow (this is partly because you make up the combo as you go). If not I was thinking of making a combo list as well as explain why these moves are so important since I think I have a grasp of it. I'm seeing a lot of Carl solo combos but no Carl/Nirvana juggle combos that are not 2D loops.
Kyle Posted August 9, 2010 Author Posted August 9, 2010 That's next o my to do list. I just got to the point where I can do 2]D[ loops last week. I wanna test the variations this week and post which ones are best.
ZONG_one Posted August 9, 2010 Posted August 9, 2010 Zoogs, I posted that they'd be obsolete unless off of 2A, lol. Used the exact word, too. I'm not sure of EXACTLY what you can fit in off of different starters, though. I haven't sat down to grind that part out yet, either. D: There are probably just a few main starters we should worry about anyway. (j.2C, 5B, 2B, 5C, 6D, Fuoco, 3C, 3D, j.C, 2D, 4D.) What else do you start a combo with? lol. I just got mindfucked thinking about figuring it out, actually.
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