kenja0 Posted May 21, 2011 Posted May 21, 2011 (edited) Matchup: 4-6 (assumption) CT/CS1 Carl vs Lambda Lambda has always had problems against Carl and it should be rightfully so: Ada is a projectile that crashes all other projectiles. 5C, 5D, 6D, and 214D can be absorbed by Ada and 236A/B/C will halt all progression... sadly, her life loss can just as easily come back in a matter of seconds too. If you're zoning as Lambda, take note of where Ada is on the screen compared to Carl. Positioning is something Carl players know by heart; the other being godlike resets. Along with Ada is Carl's 236A/B. This move has startup invincibility, with that, Carl can just roll on past Lambda's Ds and take advantage of her recovery time. Ada Tactics Ada is a wall. The only way to get around that wall is to jump over her. I think 236A works too. Your best bet against Carl is 4D when he's behind Ada. 236D sometimes works, especially if he thinks it's 236DC and he dashes forward to get away from it. 3C is really useful in this matchup since Carl can be hit with it behind Ada. Video Section: Why it hurts. I'll update with feedback Edited May 23, 2011 by kenja0
cookiehours Posted May 23, 2011 Posted May 23, 2011 Still an annoying matchup. Mobility is your friend and I find pushing Ada back helps.
kenja0 Posted May 23, 2011 Author Posted May 23, 2011 Fought a Carl last night. He was behind Ada, jumping over her and airdashing at me. I shot 6D, Ada blocks... fuuuuuuu
Hellknight10 Posted May 30, 2011 Posted May 30, 2011 4D isn't really that good against Carl if the Carl reacts to the 4D and IADs/or sends Ada you'll be stuck there with a whole bunch of recovery frames to cry about and let's be honest, 4D isn't that hard to react to or even predict
FACE CLAIMER Posted September 20, 2011 Posted September 20, 2011 referencing Severin's evo matchup against zong one, whenever ada got too close he would 2c and that apparently stuff ada's attacks. then either continue to attack ada or 236X towards carl and begin to lay down pressure
kenja0 Posted September 20, 2011 Author Posted September 20, 2011 I can see that being useful. 2C is jump cancellable too in case Ada has super armor.
someonewhodied Posted September 21, 2011 Posted September 21, 2011 (edited) I always 6A, 6B, or 2C Ada for killing her meter. 236C when i see carl airdash at me, in order to hit both carl and ada. The second sword of 5D can still hit carl behind the doll sometimes. 6A can punish Carl's godly j.5B and j.5Cs. Thats all I got, that wasn't previously stated. edit: Dunno how I forgot this, I play against a pretty good carl player all the time. Even when the doll is dead, carl has 2 very safe options for approach, with careful use. Airdash to get past 5Ds, and 236B to dodge any attack with proper timing. Of course, neither is 100% safe, but generally works. Edited September 21, 2011 by someonewhodied
M19Kamikaze Posted September 24, 2011 Posted September 24, 2011 After playing a Carl last night, jumping over Ada is a bit easier said than done since she has that Anti-Air Nail move. That is fast as hell, even when you know it's coming. So hanging out in the air isn't always the best choice.
someonewhodied Posted September 25, 2011 Posted September 25, 2011 Against carls, I normally try to nail carl with the 2nd sword of 5DD or J.2DD. Or just nail a nice 4DD>236B It usually works too, And carl doesnt have many options for getting out of corners. (Even less than lambda I think, since you can hit his spindodge on startup I think, or the carl I play against does it wrong, while lambda has a DP distortion)
Fireryda Posted September 25, 2011 Posted September 25, 2011 spin dodge gets stuffed by anything with a foot attribute pretty much vivace A 1-16 head invul (small distance) - 30f vivace b 1-30 head/body invul - 39f B isn't that great because though it has decent invul, it's slow and easy to punish the recovery. if you see spin, press 3c. things to note he can spin through 214D 236D stuffs all wakeup options gears is not a dp jumping in on carl is not free because his 6A is godlike against lambda's quite poor air-ground normals. imo 2C is useful against ada because the extended hitstop from the multi-hit allows you to hit confirm super armor and kara jc into barrier or something. that's all i got.
FACE CLAIMER Posted September 26, 2011 Posted September 26, 2011 I can see that being useful. 2C is jump cancellable too in case Ada has super armor. from what i've seen the super armor doesn't seem to help it. just somehow stops her dead in her tracks after the first hit of 2c. i just tested a couple days ago against a carl i fight frequently and it worked WONDERS. no longer will nii-san protect you! mwahahaha. best use for it though is to bait an approach from carl as nii-san is attacking. predict an attack, 236a -> 2c then cancel into an away AD and j.2c. it works every time i use it and keeps both of them in check.
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