Kyle Posted June 25, 2010 Posted June 25, 2010 Welcome to Dustloop! We are glad to see so many new players in this community with the upcoming release of BlazBlue: CS! Lots of people want information, tips, tricks, hints and overall strategies. This thread will fulfill all of your Carl needs. Post 1: BB Web Encyclopedia[WIP] & Table of Contents Post 2: Overview,pros/cons,frame data links Post 3: Normals + specials description Post 4: Gameplay Overview + Gameplay Specifics Post 5: Tricks n' Skillz Post 6: Combos: Thread Linked [WIP] Post 7: Best for Last: Advanced Resets [WIP]
Kyle Posted June 25, 2010 Author Posted June 25, 2010 Overview: Carl is a unique character that fights with his weapon Nirvana, often called Sister/Ada/Nirvana/Nee~san. You're essentially controlling 2 characters at once on the screen, creating endless possibilities with your pressuring and combos, This is VERY similar to Zappa Dog in Guilty Gear. Drive: Nirvana (Nee~san) Use the D button and directional inputs independently control your robot "sister" Nirvana! Fairly complicated to use and will be explained in detail later on. All of Nirvana's attacks can be performed while Carl is in the air. Most of her attacks are cancelled if she is hit or if Carl is hit/blocks. BBCS DLC Colors pack 1 http://www.youtube.com/watch?v=YXTalUXzGdM&feature=related BBCS DLC Colors pack 2 http://www.youtube.com/watch?v=oeh6sa5-nIw&feature=related BBCS DLC Colors pack 3 http://www.youtube.com/watch?v=zFd-owyJcw4&feature=related Pros: Great Supers Huge damage potentials Unblockables from block strings Unblockables from combos Great mixup potentials Smaller hitbox causes specific combos against Carl Cons: Lowest HP in the game: 9500 Lowest Guard Gauge Primers in the game (4) Low damage if Carl is alone. Supers don't have any invincibility Unique mobility: he can be predictable at times. Limited defensive options Nirvana is slow and only blocks projectile hits Limited (safe) ways to start pressure without nirvana nearby Frame Data Found Here: Carl: Move:DMG:Starter:Combo 5A:160:80%:82% 5B:430:90%:89% 5C:620:100%:92% 2A:130:70%:82% 2B:390:70%:89% 2C:600:90%:80% JA:150:80%:84% JB:510:100%:89% JC:660:90%:89% J2C:700:85%:92% 6A:480:100%:70% 6B :580:90%:89% 6C:550:90%:90% 6C(full charge):1100:90%:90% 3C:590:100%:85% throw:960:100%:70% back throw:840:100%:70% air throw:940:100%:70% cantabile(1):0:100%:84% Cantabile(2):100:--%:100% contata(20 hits):2309:87%:41% 6D:960:90%:85% 2D:720:90%:104% 8D(hand):720:85%:85% 8D(wave):560:104%:78% volante:560:90%:89% anima:1500:90%:80% generaru:3000:60%:90% gold burst:0:80%:80% 4D:320+780:90% :90% 3D:200×4:90%:95% burio(1):310:90%:95% burio(2):800:--:-- allegreto(6 hits):1449 CS 6D: 31 / 9 / 59 4D: 38 / 3(15)6 / 68 3D: 42 / 4*4 / 66 2D: 57 / 6 / 60 8D: 33 / 32 / Entire duration 71 623D: 19 / 3,6 / 39 63214D: 32~123 / 4 / 60 41236D: 52 / 26 / 96 421D: 31 / - / Entire duration 90 Breaks Guard Primers: 41236D (1) 4D (1st hit) (1) 2D (1) 236236D (1) 214214D (2) BBCS Hitbox Viewer - Carl Clover (1080p) http://www.youtube.com/watch?v=mvxWHvwfTSw BBCS Hitbox Viewer - Carl Clover (Nirvana) (1080p) http://www.youtube.com/watch?v=nAAmJdxY0P4
Kyle Posted June 25, 2010 Author Posted June 25, 2010 Normals: 5A: Carl's little white robot punches in front of him. Standard 6F startup, but very short ranged. Use to punish since it prorates less than 2A 5B: Carl's robot stabs in front of him with a lance. Decent reach and speed. Pretty easy to punish on whiff. 5C: Carl's robot stabs the floor with a lance while sitting on a horse. Probably the longest reaching move you have. DIO likes to use this a lot for poking. Destroys Tager. hahahahah 2A: Carl's robot punches low. Short ranged and standard startup. 2B: Carl's robot sweeps the floor with a lance. Reaches about the same length as 5B except with less recovery. Use this for closer range poking if you need something faster than 5C. 2C: Carl's robot's horse does a hind kick into the air. Hit box is pretty vertical on this one so its only useful in 2C8D loop. Don't try it as anti air, it has no invincibility. Fatal Counter! But, not many uses discovered yet. j.A: Carl's robot punches again. 5F startup so you can try to use it as your anti air, but its reach is really short, Great SPAM! j.B: Carl's robot swipes in front with a lance. Pretty good range. Use this preemptively to prevent people from jumping in. Fatal Counter! Great air to air move. j.C: Carl's robot swipes vertically downwards. Your main jump-in attack. Not so good as an airdash-in attack because the hitbox isnt too big under nor in front of him and this sometimes whiffs on certain crouching characters. 6A: Carl's little robot takes off his hat and hits with it at maybe a 45 degree angle on top of him. Launches on ground hit. While it is head invincible throughout the whole move and can be used as an anti air, it only has 4 active frames and a really small forward hitbox. Using it against people who have jumped works GREAT. Easily punishable on whiff. 6B: Carl's robot sweeps the ground with a lance. Hits low, part of your basic combo. One of his farthest normals. On CH, it will pop the opponent up a bit in the air and towards you, untechable even after they hit the ground. In pressure strings with opponent in between carl and nirvana, using this will put carl closer to his opponent so the pressure is harder to escape.On IB, this is punishable if timed well. 6C: Carl's robot's horse stomps down. Overhead and chargeable, full charged = unblockable. Startup is pretty OK, but telegraphed. If this lands, they are in crumble stun for a while, long enough to follow up with 5B/2B. Range isn't that great so use mainly off pressure strings. Forces standing! 3C: Carl's sweep. Low profile, but unsafe on block or whiff. Use mainly as part of combos or if you are 100% sure you will slide under their attack. Picks up off the OTG & great combo starter for DMG! J.2C: Carl drill and falls vertically down with his knife first. On hit/block, Carl bounces. On whiff and you hit the ground with horrible recovery. If you do this low to the ground and cancel into 214C, Carl doesnt bounce and drops to the floor with no recovery. This is not an overhead option. Throws: 6B+C: Carl picks the opponent up and slams him into the ground in front of him. Look at combos section for followups. 4B+C: Carl picks the opponent up with his cape and whips him down onto the ground behind him, floor bounces. Look at combos section for followups. Drive: Nirvana #[D]: Activates Nirvana, holding 369 moves her forward, 147 moves her back. Very quick recovery if she is hit out of this move. 4]D[: Nirvana does a 2 hit spinning move. Quick startup and first hit has super armor throughout. 2nd hit wall bounces and allows Carl to do follow up. 6]D[: Nirvana does a punch forward. Decent startup and range. Your main move for pressure strings/loops. Takes out a good chunk of Nirvana's life tho. 8]D[: Aerial Unblockable! Nirvana claps her hands in the air and creates a circular shockwave. 2 hit move. 1hit on the shockwave, 1 hit near her hands. The shockwave still exists even if Carl is hit. 2]D[: Nirvana will slam her fist down on the ground. Slow overhead that ground bounces opponent high into the air for follow up combo. Proper use with Carl creates an unblockable. Great for combos b/c it's a multiplier! 3]D[: Nirvana spin sweeps the ground. 4 hits in total and hits lowon the first hit. Lots of active frames and useful for tech punishing. 22]D[: Nirvana teleports behind Carl. Quick and cannot be interrupted once startup is over. Brio:623]D[: Nirvana extends her "nails" at an angle. Quick startup and far range makes it a good "prediction" anti air. Has super armor. Not so good as a reaction close anti air because the angle is not high enough. Useful in Abare combos, & Counter hit is untech until ground. Con Anima:63214D: Nirvana's command grab where she walks forward a very far distance and grabs your opponent. Slow startup and long recovery. Breakable regardless of hit/block stun. Don't use without a plan since its recovery is really long. Con Fuoco:41236]D[: Nirvana's arm drill. Slow startup and long recovery but moves quite a bit and lots of guard stun/damage if it lands. Use with caution as it can be jumped over and then you'll be alone without Nirvana for a good while. Can be interrupted before startup. Volante:421]D[:[b/] Nirvana shoots a projectile, start's up slow, but travels faster over time: Think Sean from 3S. This move hit very little block stun, used from surprise throws on block, also a good OKI set-up. Specials: Vivace: 236A: A short distance roll (about 1/3~1/4 of the screen) that passes through opponents and Nirvana. 8F of full invincibility at the beginning but easily punishable since there is a lot of recovery. Don't use this without a plan. Vivace: 236B: A longer distance roll (about 2/3 of the screen) that passes through opponents and Nirvana. 18F of head invincibility makes it a good escape mechanism for jump-ins. Recovery is still horrible so don't use it if it will stop in front of your opponent. Cantabile: 623C: Carl sends a gadget on the ground, on hit it launches and drags opponent towards you. Drags a certain distance only so if it hits too far, follow up is impossible. Useful sometimes to extend blockstun for Nirvana. Reaches very far but whiff punishable, so only throw it out when nirvana is nearby to protect you. Punishable on block if you do it too close. Counter hit is untech until ground, 1st hit can be RC'd now. Forces standing. Allegretto: j214C: Multi strikes with Carl's knife. Slow startup but good range and priority once its out, so you can use it for preemptive air dashes. Main use is to perform Alle-can (Explained later) and to end air combos with. On hit, knocks pretty far away with lots of hitstun. Distortion Drives: Uruwashii no Cantat:Pupulation Of China. HHAHAHA632146C: Carl's gear super. Does not have any invincibility, does not hit directly in front of Carl, so don't use on wakeup unless you're planning to trade hits with a far poke. Great to bait bursts as it stays even if Carl is hit. Carl recovers slightly before the super ends so it can be used to set up unblockables in the corner. Blasts away on hit allowing for follow up combos which are very situational. Rhapsody of Memory: 236236]D[: Nirvana's 11 hit punch sequence. Has super armor throughout and does about 2k damage only but very quick startup. Quick enough to be used as a good wakeup option if Nirvana is nearby. Lots of guardstun so you can do a lot of mixups during this 11 hits. 11th Hit wall bounces and allows you to follow up with an air combo or gear super. Can be used to burst bait since it will result in opponent blocking if they burst. Does not combo in the air. Mix-up options described later. 800 minimum damage. Fermata: 214214]D[: Nirvana's "BIG BANG UPPER" that hits vertically upwards. Links off Carl's 2C and 3C if timed right. Good way to finish off your opponent since it can hit through bursts and it does good damage even at the end of a big combo. 900 minimum damage, and combo's off (2) hit clap.
Kyle Posted June 25, 2010 Author Posted June 25, 2010 Gameplay Overview: In order to play a good Carl, a lot of time, patience, and effort is needed. This is because you need to have very good execution with him and make sure you get the most out of your opportunities. If you read the Cons I wrote, you might be thinking "What the hell? He has a horrible defensive game, hard to start offense, and dies so easily", well, that's exactly what he is. However, if done right, he also has a really good pressure game, crazy mixups, lots of reset opportunities, and really big damage. So what's "if done right"? Here are some pointers. Carl's just a kid Look at him, hes just a normal kid who's obsessed with his robotic gadgets You and I both know that kids can't fight badasses as Ragna. In fact, he even looks like a girl. This might even explain why he takes damage like a baby. On the other hand, that big thing behind him is a different story. Made of premium quality material, its essentially a Gundam of BB (Noel stole Nirvana's guns)! Don't ever try fighting without Nirvana nearby. If Nirvana is not there, summon her! If she's dead, run away! Fighting with Carl alone is suicidal, don't try it. Patience is a virtue Carl's dash and attacks are slow, they don't reach far, they have low priority, and they usually are highly punishable on whiff. Nirvana is slow, most of her attacks gets canceled when she's hit or when Carl is touched. Everything is so slow, how the hell do you chase down some cat on a high thinking she's a torpedo? Well, you can't. No matter how hard you try, you can't chase down most of the cast in the game(Tager excluded). Move in slowly with Nirvana. Hold D and move her without doing any commands. I like to keep her in between me and my opponent, within 6D range. If they jump in, I can 6A as anti-air and if it actually works (thank god), I can follow up with 8D. If I'm being pressured and there's a gap in their string, I can start my pressure (5A->5B->5C->6D). If they jump back, try a 623D. Don't always rely on 41236D to gain distance, chances are, they'll jump it and attack you while Nirvana just zoomed half a screen away. Then you'll be alone, and helpless like I mentioned above. Carl's pokes are pretty bad as well, trying too hard to poke for openings and whiffing will just get you killed. Take it nice and easy, enjoy a cup of english tea while you're at it. Its better to be safe than sorry. Practice makes perfect You always hear this and you'll hear it again. Practice Makes Perfect. Lets face it, Carl isn't the "pick up and go" type of character. Using him requires a lot learning of technical commands like Alle~Can, D Hold reactivation, summoning timings. Overall, a lot harder to use than other characters. There's also not a lot of chances for you to start a lot of your pressures because getting your opponent in between you and Nirvana is no easy task. You'll want to take every opportunity you get and take the max out of it. Screwing up your loop and only end up doing 1k damage is made of lose. Carl is one of those characters that can turn the match around with just 1 opening. Make sure you don't screw up! Make proper judgement Packed with lower life than Ragna who drains life and V that throws swords at you at full screen away, paper thin Guard Primers, crappy range and damage without the proper setups, meet Carl, the best character to take risks with. NOT. Carl is definitely not a good character to take risks and chances with because his primers and life is so low. A combo that normally takes off 30% of other's life will take off 50% of yours, or more . Its nice that you have a 1 frame window to punish Taokaka, but how perfect is your timing? What happens if you screw up? I for one lose 40% of my life everytime I screw up a punish. Theres only so many 40% chances I have before I lose my game. Learn to judge when you are definitely safe to do something, and when you're not. Carl's just a kid, give him a few more years (aka revisions) before you force him to do suicidal missions. Don't Give Up! At first, Carl seems really hard to win with because of all his weaknesses. But as long as you don't give up on this poor kid and keep trying, your efforts will pay off. Learning to position Nirvana isn't easy, learning to execute his combos isn't easy. Nothing is easy with this character. This all takes a lot of effort and determination to pull of. Its no easy task, but once you keep at it, you'll feel the rewards. Nothing feels better than a hard earned win with your blood and sweat. Gameplay Specifics Poking/Zoning Carl isn't a character meant for poking, but you sometimes you just gotta throw pokes out and try to fish for hits. When you're throwing out a poke, you usually want Nirvana nearby to protect you incase you screw up. 1. 5C - Decent poke. It has really far reach. Its somewhat dangerous on whiff. Covers a good part of the screen if you use 623D along with this. CH is crumplwe. woot woot. 2. 2B - another good option. It has decent reach and startup, and is +0 on block. If you fish a counter hit with this, it goes into 3C into your summon combos which is also good. 3. jB - is decent for air zoning since it has such a far reach. Usually jump back or jump straight B can beat people airdashing at you. FCH. woot woot 4. 5B - is decent for ground zoning since it has better recovery than 5C. 5. 6]D[ - Amazing because it's disjointed, good recovery and trades often 6. 623]D[ - Amazing because it's disjointed, good recovery, Anti-air, Anti-jump Movement Options Carl has limited movement options, but a few things to keep in mind. 1. Nirvana can be pushed while doing a move. So if you're finding that shes too far away, hold D or make her do a move while dashing or airdashing into her to make her travel more distance! 2. 236B goes a LONG way. Its easy to punish, but if you judge your distances right, you won't be punished. Do 22D in the middle of your 236B and Nirvana will be summoned to where you stop rolling, quite convenient! 3. Carl's airdash isn't that good, but used with the the kara throwing technique (see below) it can travel much further than before. Anti Air Carl's anti air options are limited and risky, but sometimes its rewarding if Nirvana happens to be positioned correctly. Judge the risk-return value before trying! 1. jA - A good anti air option if your opponent is nearby and has a slow/short reach attack. Risk: Your jA doesn't reach, and you eat an air combo. Reward:Its really good if the situation is (Carl-Opponent-Nirvana) and Nirvana is further away because you can do jA->jB->214C->8D... 2. 6A - A really good anti air, can be useful if your opponent is directly above your head Risk: The move whiffs, and you get punished by a ground combo. Also sometimes your 6A gets CHed if they're further away, then you eat another ground combo. Reward: (Carl-Opponent-Nirvana) with Nirvana nearby, since you can now do 6A->8D... 3. 8D Always an option, its hard for this to actually work since you need to guess pretty early. But if it hits, RAISE THE ROOF! 4. 623D yet another option, Doesn't get you much on hit, but covers a lot of space. Great for CH. Mixup Options Carl is a mixup master!! But only if your opponent is stuck in between Carl and Nirvana:gonk: 1. During your ground loop, after 6D do a 6C. Its an overhead. If it hits, follow up with 2B->5C->6D->ground loop... 2. Alternative to above, instead of 6C, walk up a bit, and do j2C->Alle~Can. Its another fast and less telegraphed bait. Not an overhead, but definatly a CH bait/throw invulnerable. 3. To hit low from the 6D, walk forward and wait a split second, then do 2A and back to your ground loop! 4. Yet another low hit alternative, wait a split second and do 2B. Connect to 2B->5C/6B (depending on distance)... 5. Throwing is always an option, especially since Nirvana is right there! Remember to wait a split second to let the hitstun end else your throw will be easily breakable. 6. 5B iad j2C->Alle~Can becomes a cross over at certain distances!! 7. (Opponent-Carl-Nirvana) Try a 5B->6B->236A+4]D[ and time the 4]D[ such that it hits after you've rolled to the other side. If done right, they need to switch directions to block. Hard to perform and make it work, but sometimes its rewarding. Pressure Options use 6B over 5C to gain ground on a barrier blocking opponent. 2A->5A->5B->5C->8D->hold 9 until u jump->jAxN till landing. if they jump back, they get hit by 8D, you can probably react fast enough to not press jA if this happens and do something else. If they jump straight/forward, they're forced to block jA until they're grounded. Depending on where Nirvana is, 8D might even hit as they block your jA. If it hits u can go into a combo...probably something like jA->jB->j214C->8D... If they stay on ground, they just block into another 2A and so on. Of course... they can run forward... but... For me, the holy grail of Carl pressure midscreen is: 2/5a, 5B~22D, IAD, j.2C allecan, 2/5B, 5C~6D, sandwich stuff It's a crossup/mixup blockstring that if blocked correctly can guard crush easily at neutral libra, and if blocked incorrectly leads into clap loop. Use it wisely (and hopefully not on me.)
Kyle Posted June 25, 2010 Author Posted June 25, 2010 Trickz n Skillz: Controlling Nirvana: Nee-san activates when you press and hold D. [D] Nee-san deactivates when you release D: ]D[ and her attack has finished. Everytime you tap D with a direction to do an attack (6D for example), it is actually activating her, commanding her to do an attack, then deactivating her. In order to make Nirvana do attacks in succession, you can [D] before her attack ends/she deactivates. This will keep her activate and vulnerable but you will not spend time (16F) activating her again for her next attack. This is crucial for using Carl as most of his combos require this to work and it makes your pressure strings much more effective. Note: You MUST learn how to control Nirvana without letting her deactivate for all of these combos to work. There's no set time as to when to [D], its all personal preference as long as you do it before Nirvana deactivates. Practice makes perfect Allegretto (J.214C) Cancel: I will be referring this as Alle~can. This special move of J.214C drops Carl’s elevation during start-up frames. If Carl touches the ground during these start-up frames its INSTANT recovery. Hence a low J.2C, 214C is a fast & beastly poke with no recovery. This technique gives Carl an amazing cross-up/pressure and is needed in many of Carl's more painful combos. Kara Throw (6B~C) Apparently the furthest kara throw in the game! Use it! Carl's throw has shitty range so this will help. 6~[C]. GLIDE TOSS: J.2C AirThrow Kara Cancel (AirDash>2C~B) A Kara canceled 2C~AirThrow during the start-up of an AirDash drops Carl’s elevation fast! This is useful because it allows for mixups when your opponent is being hit by Nirvana (airdash j2C AirThrow Kara 2A). Its also a good way to gain distance because there is no recovery when you hit the ground and its hard to anti air this since its so fast. EXAMPLE @1:13- http://www.youtube.com/watch?v=HXCo07u7nXY Nirvana Healing Ne~san heals two different ways in BB. One is to leave her in deactivated mode, the other is to use her till she's dead. It's actually quicker (almost 10x) to let her heal when she's deactivated, don't let her DIE. D: Burst Punish Carl is one of the best burst punishers in the game! I. While grounded, just super cancel into gear once you notice a burst. 632146C. EXAMPLE@:40 http://www.youtube.com/watch?v=0bAdMHHVT9M&feature=channel_page II. While grounded, if you're guessing a burst coming but don't want to do 632146C for whatever reason, 236236]D[ works as well. They won't get hit by it but it forces them to block 11 big stunning hits. Good if you are uncertain if they'll burst or not. III. While Aerial, if Nirvana is under you, 8]D[ works great! 214214]D[ works as well but requires some timing to make sure the punch doesn't go through the burst. IV. As always, you can jump and instant block the burst and punish when you're back on the ground. 236236D Mixup Nirvana's 11 hit punch super is a really good mixup tool! It actually doesn't connect into itself if your combo count is 13 or 14 hits or so, which means you can end a ground loop into the punch super, and it will force them to block the whole super (or get hit if they're not careful). While they're blocking, you can do whatever you want! 6C full charge for unblockable, 6C quickly for an overhead, 2A/2B for low, 236A/B through them to create a cross over. You can also do resets if you time a 2A perfectly right after a punch hits. You can also try throwing them and forcing them to block when they throw break, but if they don't do the throw break you'll likely have just wasted a super. Unblockables While unblockables exist for Carl, don't expect to be pulling them off constantly. They're pretty easy to escape if done incorrectly and hard to get into position. 1. 2D + 2A/6B/3C -- Good unblockable since 2D launches for loops. 2. 3D + 6C/J.A/J.B/J.C -- Hard to perform because you need to time the overhead hit so that it hits with the first hit of 3D, else you cannot combo after it 3. Gear Super->RC->66->6[C] (full charge). Notes: I.CAN be Carl exclusive if opponent is in corner. II. Can be done mid-screen IF buffering Nirvana (41236]D[) to avoid additional push-back. 4. 236236D->6[C](full charge). Notes: Depends on position of Carl & Ne~san, have to be close enough to not waste hit-stun putting Carl into position. 5. (corner) Gear Super->summon->push nirvana/carl forward->2D+3C -- Works because carl recovers slightly before gear super ends 6. airthrow + 8D -- Unblockable because 8D is air unblockable, if they tech, it will still hit. If the opponent late throw breaks, they will escape. Bursting Defensive: When you press A+B+C+D to burst, it activates nirvana as well. Remember to hold D when you burst with Carl else you may be wasting Nirvana's attack. Some good options to do when you burst depending on nirvana's position: 1. Burst->236236]D[ --oki game if opponent falls near nirvana 2. Burst->8D... 3. Burst->4D->air combo -- if nirvana is really far away and you don't have tension for option 1. Offensive: Keep in mind that offensive bursts (bursting when you're not in hit/block stun) has loads of invinc. this often comes in hamdy to get out of tight situations. Recovery/Escape Traps 8D is unblockable in the air, so if you hit your opponent into the air and they tech improperly, they may get hit by 8D! Then you can follow up with your favourite combo of choice! Setups are endless but here's two so you get the idea. 1. air combo->J.214C -> 8D -- J.214C knocks them far away, so if Nirvana is far away from you, an improper recovery by your opponent may end up with him getting hit by 8D! 2. (opponent blocking your ground loop) 2A 5A 5B 6C 8D -- instead of the usual 6D follow up, we do a 8D, so people that try to jump away will get hit, and you can follow up with a combo. Tech Trap When you got your opponent on the floor in between Carl and Nirvana, they'll most likely try to tech forward or backwards to get out of there since its really dangerous. Heres some options to continue your pressure. Roll towards Nirvana 1. 3D hits 4 times and has really long active frames (16 in total), its a good attack to punish your opponent for rolling. 2. 6D also works, but may be harder to time because it has less active frames. Roll towards Carl This is what sucks because Nirvana is farther away. But they're more easily punisable. 1. 2B 2C them back into the loop, this is harder to time and space 2. Throw them into a loop, again, hard. J.B+C, THROW BREAK So, after much practice. I have found (2) Viable options Nirvana can do during an Airthrow break situation. I-623]D[ The timing is right before your opponent breaks the throw, release the D button. This is NOT an UB, but rather a meaty attack after a throw break. 1 of very few in the game. On hit, Carl can pick-up with SJ.B, Allegreto, 8]D[... This is DMG on top of the BnB that put you there. If the opponent doesn't break the low airthrow, Bria whiffs, and we are in position to J.B+C~623]D[ all over again until they do break the attack. Finally, this can lead to an UB on Tager when timed well. Tension-less, pickups either way. II-8]D[ The timing for this is simple. If the opponent break the last 8]D[ before Nirvana dies, she will continue her animation. We get (1) free clap-trap at the cost of Ada's last life. 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.
Kyle Posted June 25, 2010 Author Posted June 25, 2010 Breakdown of combo/hit mechanics: Tech times and whatnots 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. Combos which activate & deactivate Nirvana to minimize her life expense -Going from Nirvana 8]D[ meaty, to another drive move using Carl to Stall time. -After Nirvana 4]D[, to another drive move using Carl to Stall time. -During J.C, 5B, 2B, 5C, 6]D[ -Any drive attack after Cantata/Cantible -After 22]D[ and before 8]D[ in Carl's BnB launcher Combo Thread: http://www.dustloop.com/forums/showthread.php?7900-Carl-Clover-CS-Combos-2-D-is-104-multiplier This will include: Jump Loops & 6C traps Summon Combos Most DMG combos Corner loops: 2D & Allegreto stuff 2D loops & tech trap situations. Typical Haku/Tager stuff & Typical everyone else Air combo into 623]D[, Jump Cancel gold burst, land, Population/Fermata. Gold Burst combo's
Kyle Posted June 25, 2010 Author Posted June 25, 2010 Reset Thread:[WIP] http://www.dustloop.com/forums/showthread.php?8631-Carl-Clover-Resets-and-Strategies Once this thread is complete I will append it here. This will include: On standing combos resets On crouch combos resets In corner combos resets Corner tech traps to 8]D[ Jump Loop resets My sweet ass stuff against tager. Corner & midscreen.
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