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Posted (edited)

definitely. It's still a free, DP safe, unblockable reset. The problem is all the time I spent working out ways to go from one unblockable to another is now pointless because it's impossible in CP :P

2B 5B 5C 6]D[ 236A 5A 2A 5A 2B 5B 5C 236A 412]D[ 6C

An amusing little reset. The combo should work up until the link between 5C and 412]D[ and then drop. Volante then explodes with it's amazing pretty effects filling the screen... then suddenly... overhead!

This works on the fact that the volante and it's exploding animation are pretty much in the foreground and will be in front of Carl. Carl pretty much looks like he turns into a giant ball of purple and then the last 5 or 6 frames of the overhead animation show up and he hits you.

I'ts hard to react to and pretty much completely safe against anything but some sort of reversal between 5C and 412]D[ and is 0 on block. Drop it in occasionally when your opponent isn't expecting it or is respecting you too much.

You can also do 412]D[ earlier and still do 236A, the pushback from the earlier 412]D[ should make it that you cross up during the volante explosion, then 2A should come out after blockstun so auto-block wont mess up the fun

Edited by Pen_Ninja
  • 4 weeks later...
Posted (edited)

Probably a bit pointless for most, but with the US release for CP still a few months off I thought what the hell.

i did this off of any standing hit, you know, except 6A 2C and 3C. Sorta a variation of the 22D 2D combo path, but replace 2D with volante. Also not any bad smp with ada used in it (no 8Dx2 enders

(starter)>623C>22D>5C>421D>vivace A>allecan>5C(4D)>j.5C>4D>44>5C>j.B>j.2C>j.B>dj.B>j.5C>2D>j.2C>Allegretto>8D>(optional fermata and/or 3C)

Builds at least 60 heat from my tries and is independent of positioning, which I thought was nice, does 2900 off of A starter and up to 4500 on other starters and it works more frequently than the 22D 2D path for me. Also, sorry if this was shown before, I wrnt throufh the pages and didnt notice it, but I could've missed it

Edited by NecroTheReaper
Posted
definitely. It's still a free, DP safe, unblockable reset. The problem is all the time I spent working out ways to go from one unblockable to another is now pointless because it's impossible in CP :P

2B 5B 5C 6]D[ 236A 5A 2A 5A 2B 5B 5C 236A 412]D[ 6C

An amusing little reset. The combo should work up until the link between 5C and 412]D[ and then drop. Volante then explodes with it's amazing pretty effects filling the screen... then suddenly... overhead!

This works on the fact that the volante and it's exploding animation are pretty much in the foreground and will be in front of Carl. Carl pretty much looks like he turns into a giant ball of purple and then the last 5 or 6 frames of the overhead animation show up and he hits you.

I'ts hard to react to and pretty much completely safe against anything but some sort of reversal between 5C and 412]D[ and is 0 on block. Drop it in occasionally when your opponent isn't expecting it or is respecting you too much.

You can also do 412]D[ earlier and still do 236A, the pushback from the earlier 412]D[ should make it that you cross up during the volante explosion, then 2A should come out after blockstun so auto-block wont mess up the fun

^^^ VERY underrated reset

I want to thank you for officially posting this. I discovered this not too long ago but i've seen some pretty strong players have difficulty getting out of this

Shout outs to Necro for re awakening this thread!

Posted

I'll probably still be playin quite a bit of extend since even if I buy CP, I dont have a ps3, so anyone have a fix for the 4D backdash 5C combo route, havin the 5C come out the wrong direction?

Posted

Add a slight delay to your 5C. Depending on the height you hit this at, it might be hard to get the 5C so during those times I usually substitute it with 5B to keep the combo going.

Posted

Hey guys, just a heads up, I'm going to move this thread into archives when CP drops. AFAIK, almost all of the active Carl players on this board are importing CP and this thread will just clutter up the front for most of us (sorry Necro). This doesn't mean the thread will be locked; you can still post in it. It just means that you'll have to do a little extra clicking to get to this thread :)

Posted

Sounds like a plan.

The countdown to CP has started... just over a week left.

If anybody needs any help with CSE, feel free to PM me.

I'll want some time to sit with CP before I offer any advice with that though.

Posted

Impractical combo time!

3C(CH)>Gold Burst x2>214214D>6C(Fully charged)>j.2C~214C>j.B>j.2DC>j.5C>j.2C~214C>sj.B>j.42C1D>j.5C>5C>sj.B>j.3C(Hold D)>j.6B>dj.8B]D[>j.5C>214214D>Forward jump>3C>632146C>(Hold D)6~23D>j.5C~3D>66j.5B>j.5C

(Over 9K into unblockable reset)

Posted

I'm a new player to BB and I'm picking up Carl. Am I wrong thinking he's an absolute beast in terms of execution required? Is there any harder character to play?

Posted
I'm a new player to BB and I'm picking up Carl. Am I wrong thinking he's an absolute beast in terms of execution required? Is there any harder character to play?

He definitely the hardest for me. Some people say Rachel is harder but the negative edging for Carl I find very tricky. Even harder to play on pad instead of stick

Posted

Hardest to pick up and play I'd say except for maybe Rachel, still really close between the two. Its kinda like just the more time you spend with him the easier it gets. Negatove edging is the hardest thing to adapt to with carl imo

Posted (edited)
I'm a new player to BB and I'm picking up Carl. Am I wrong thinking he's an absolute beast in terms of execution required? Is there any harder character to play?

I'd say that while he's arguably the hardest character in the cast in terms of execution, he's definitely not the hardest FG character by a mile. The curve will be steep at first simply because you need to get used to a rather foreign series of inputs (that is, an asynchronous combination of button presses + negative edge inputs). Once you get past that first obstacle, his inputs will feel surprisingly natural and learning his harder combos won't feel as grueling as their difficulty stems from weird negative edge timings, which isn't as hard as it sounds assuming you've gotten the feel of Nirvana's negative edge controls.

The amount of time to actually get used to/become proficient in terms of execution with Carl can vary from person to person. FWIW, it took me about a month while it took TD (a very good Rachel player who subs this character) about a week or two. No idea how long it took the other veteran Carl players on here to get good (mainly looking at Akira-Shiro, Pen_Ninja, etc.) but I'd imagine they'd have similar times to me, if not faster.

Edited by Psykotik
Posted

Ahahaha... "Veteran"

*Been playing less than a year*

It took me about a month and a half to get used to the negative edge sort of deal. When I started I was trying to do things a bit differently. Not holding D at all unless I wanted Ada to move, just getting into a combo and only pressing D when I needed Ada to attack and not holding it for any period (doing 2D by tapping D while holding down, etc). It made for some really awkward timing because I only really knew when I was pressing the button, not when I was letting go. The activation animation was also messing with my timing.

As soon as I started holding the button more, things just kind of fit into place a bit better and I just had to work on some proper combos.

I'd never really played anime fighters before this though. I went straight from SF4 to Marvel, messed with Skullgirls a bit... then picked up BB and immediately played Carl. My progress was probably half getting used to the character and half getting used to anime mechanics in general.

Once you do get used to the puppet character mentality though, it becomes fairly easy.

I learned a half-decent Eddie in the space of 2 or so weeks. Full combos off most standard hits into puddle or some sort of unblockable, far drill FRC into j.S "unblockable", etc.

To keep this a combo thread:

Ada anywhere, 50 meter unblockable setup off a j.2C cross up.

j.2C~j.214C>2B>5B>6B>623C>22D>RC>96(IAD)>cross up j.2C~j.214C>2B>5B>5C>3D>8j(whiffed j.C optional)>j.66>j.A>j.B>j.A>j.2C>j.A>3D>j.A>j.B

On Noel or Mu you need to do 665A after the first j.2C~j.214C and just 5B>5C>3D after the second one because 5B wont reach them when you do j.2C~j.214C>2B>5B.

Posted

Well, relatively speaking, you're still quite a bit more experienced than a newcomer so I see you as some kind of vet :P

2/3 more days until CP...

Posted

Midscreen, your only option to "launch" into air combo is 623C, RC, 5C, air combo. Otherwise, the combo ends at 623C since you can't really do much else.

In the corner, 2C is a corner bound move so you can do [2/5A], 5B, 6B, 2C, 5C into air combo or a variant of some sort.

Posted

Anybody know if the Ada teleport takes longer now though? Would 5A>22A]D[>2B>5B>6B>623C be fast enough to get volante or 46]D[ out in time?

I've been practicing this in extend to see if it's viable and it works assuming the teleport is fast enough. Even 22B>5B>6B>623C is viable.

Posted

Awesome! I've seen this video a good 20 times. Never noticed this.

This is no longer as big of a nerf as I though ... We just need to try harder... Problem solved!

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