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Posted

*post reserved, gonna translate japanese wiki and my own thought as time goes by

basic/foundations:

try not to get sandwiched..

-even from far away, carl can make the doll to move closer with con fuoco if the sister is on the opposite side.

-never spam any moves, since spamming will make you predictable. be patient for getting in with carl, remember he doesn't have that much HP.

-try to damage the sister, whenever you can since without her carl is just a little boy.

-a good carl player will utilize his 5C a lot, since it's one of the best carl poke even dio is doing it. So be careful of that.

-do not throw unsafe 2D it's dangerous.

-sometimes wait and see by jumping in place or backjump to maintain a good distance to see how the specific carl likes to get in would be the key to victory. patient is virtue

-have a plan to backed out and escape if you fail go get in or get a hit into the carl, always try to keep a good distance from both carl and his sister.

long range:

-pay attention to carl state at all times and see what he's gonna do, pay attention to his voice too since usually he will mention his move when he unleash it. occasional fireball is good to use against carl

-

others:

- be careful of carl crossup j2C..., even if you block it. it will increase his pressure game because you are sandwiched right now. if you IB that j2C you can DP but it's still risky if they know you gonna DP. standing A works also eventhough it's not as good.

-C fireball is dangerous even on max distance, never use it.

- be careful when you are blocking , watch out on what carl is doing / ane is doing he can set you up with the sister overhead or with his unblockable moves.

- don't just jump randomly, a good carl will let the ane do the AA uppercut or he will try to air normal or air throw you and any of those will lead to a probability of being sandwiched

- if you are recovering in the air always barrier block, since it might be a frame trap for a clap , and since the clap is air unblockable it will hit you, and a with a good carl it will lead to another big combo.

Posted

you can yukikaze in the middle of con fuoco if you have good hands,

also in the middle of multiple hits ane super...

I will refer to carl sister as "ane"

  • 2 weeks later...
Posted

Barrier block doesn't help with the clap, it's literally air unblockable. Never tech on top of ane if she is in neutral state. Try to tech outside (still risky) or tech close to ground. Also need to be smart with ground tech options to get out of sandwich, sometimes eating a 3]D[ to get out is better than blocking and sit there for free pressure. But just IMHO.

Throw quick 236A or j.236C to destroy Volante. Can try getting in afterwards, but make it quick and safe.

Some questions:

If Carl is turtling behind ane, I tend to jump up and down at j.C max range (from Jin to ane) and spam it to interrupt activation and force Carl to react. Should I be doing this?

Should I save meter for CA (which seems to be the only consistent way to get out of sandwich) or spend meter to kill him as quick as possible (only 9.5k after all)?

Posted

I try to be as random as possible in this matchup, i.e. I quickly shift gears from offense to defense depending on situation. Don't autopilot at all unless you are training him to react to your autopilot play and have something else in reserve for when he thinks he's got you read.

Carl players will almost always stand behind ane at the beginning of the match and try to observe/read you. Mess with them. Harass ane, instant-block his ane approach attempts, be opportunistic. His offense sucks, but his defense and sandwich is buff so either try to get him into the offensive by messing with him or rushing to offense when he least expects it. He also has a shitty projectile move, and you have a way better one you can use to chip ane, but don't overuse it.

Whenever he is on the defensive and orders ane to do anything, you *know* he is trying to condition you for an approach, and has given up in that instance in waiting for you to come in. Be aware of this. If he has her use the drill, it's most likely an IAD approach he is planning. Back up or super jump and make it whiff if you can, otherwise he will take the opportunity to get in closer during your blockstun. If he has ane use her spinning ground punch (I dunno the move names lol), he is most likely trying to counter you out of harassing ane into a wall bounce combo (and you're screwed from there). If he doesn't do anything during ane's moves, he most likely found it too uncomfortable to move in, and will continue shuffling around ane until he thinks of something else. Go offensive when he thinks you're being defensive, and vice versa.

Don't be predictable with IAD'ing. Carl players almost always have their AA (is it his 6A? the one with his hat) finger on the trigger. Especially as a Jin user, they expect you to IAD in often.

If he whiffs his gear super or you block out of it, *pay attention* to ane, especially if she's behind you and/or offscreen. He *will* try to hit you back into the super.

If you're cornered, dash super jump with jA methinks is a good way to get to the other side and stuffs any of his attempts to grab you or stuff you back into the corner.

I second everything else above as well. Be aware of his move shouts, especially when ane is off screen behind you. Superjump back barrier methinks is the safest thing to do until you got ane back on screen.

Anyone got tips on oki? Usually after I finish a combo, I'm right in between him and ane, so I IAD behind him so that he's still in front of me and even farther away from ane on his wakeup.

As for getting out of sandwich, I have no good tips. We all just know that if you end up in it, you're in a reaaaalllllyyyy bad situation. That's his home turf. GTFO asap.

  • 3 weeks later...
Posted

yooo fuck that charater why evry thing the kid does out range and out priorities every thing i do, think i got fatal counter like 10 times every match.what button air to air beat his fatal counter shit? and fuck carl 0.0 im mad. can you punish his slide like noels?

Posted

His slide has frame disadvantage (how much, I don't know), so you can punish on block since it can't be jump cancelled on block. He'll sometimes try to command roll behind you after 3C, in that case, just wait till he's behind you and attack because there's quite a bit of recovery on it.

And no, Carl doesn't out range everything Jin has. Try 5C and J.C. Also try airdashing in and throwing 236A/B/C out. If Nirvana is in the way, just hit her. Be careful not to fall victim to the attacks which have super armor though (Nirvana's 4D and 623D). Aim for Nirvana instead; if Carl doesn't have Nirvana, you can go all out offensive.

I wouldn't try to beat his fatal J.B. Jin's J.A might work, but that's a bit risky. Stay on the ground. Carl has many tools to punish you in the air, especially Nirvana's clap (8D) and nails (623D).

Overall, just be patient, don't rush in unless Nirvana's out. Even then, he has 6A to beat jump ins, so don't be too predictable.

Posted
His slide has frame disadvantage (how much, I don't know), so you can punish on block since it can't be jump cancelled on block. He'll sometimes try to command roll behind you after 3C, in that case, just wait till he's behind you and attack because there's quite a bit of recovery on it.

carl's slide, you mean vivace? on block? how do you block vivace o_O??

slide? I thought he was talking about the sweeping move since he said "like noel's"

He's talking about 3C. It's true, some Carls may cancel into vivace to try and make it safe.

But.. I wouldn't say punish with anything that has medium-long start up, as you can also be hit/counterhit with his 623C, which can be pretty dangerous, if he has meter.

If he doesn't have meter, you'll just eat a small combo, for the most part, unless Nirvana is around.

EDIT- btw 3C is -11. Watch out for special/super cancel bait/frametraps.

Posted

Carl's 3C links to 623C? I should try that...but if it's blocked, I'm screwed.

If possible...just try and 6B over Carl's 3C, lol. I'm pretty sure 6B goes over 623C too, lol. But he can just Vivace around you...

Posted
if you IB that 3C it's free though

90% free. If I gear super on reaction to your IB you'll probably trade.

Carl's 3C links to 623C? I should try that...but if it's blocked, I'm screwed.

Yeah, you are. Unless you can RC.

Still, you're pretty screwed if you just sit there after blocked 3C.

3C > delay 623C works great as a frame trap.

I CH with it all the time.

Also, when you condition your opponent to not react to blocked 3C because they think you'll 623C afterward, you've just conditioned them to let you out of 3C for free.

Posted
why would 623 C be dangerous again? does it have invisib frame?

No, it has no invincibility frames. It's pretty much a gimmick to bait counter hit. It has incredibly long recovery...and I think it can't hit opponents that are right next to you, so maybe if you walk or run forward...lol.

It's p1 is good though, so I guess that's why it's dangerous.

Posted

oh and his 5b i believe can be Jc into IAD j.2c(alle can sorry i forgot the name of the move) its a cross-up and leads to a lot of his crap so def look out for that.

another thing i've noticed is that if his overhead is full charged its unblockable (dont quote me on this tho)

but in a match i think it happened to me :(

Posted

Yeah, Carl's 6C overhead, when charged, is unblockable. You're also right about the 5B being JC'd into IAD J.2C Allecan. Allecan basically makes him drop down instead of bouncing, and he can continue pressure (and it's a free sandwich if the player knows how to summon Nirvana before the cross-up). J.2C is not an overhead though, so don't worry about that. One of his tricks though, is to RC J.2C and do a J.A (which is an overhead).

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