Zoogstin Posted October 19, 2009 Posted October 19, 2009 Chaz isn't clueless when it comes to fighting a good Rachel. Most us, however, are. Good show at the tourney. Repping Carl. Oh congrats on getting second in GG.
4Corners Posted October 19, 2009 Posted October 19, 2009 Who does Kyle play in GG, anyway? Can't wait until midterms are over. I miss bb so much.
bjholmes2 Posted October 19, 2009 Posted October 19, 2009 I would imagine he plays May. Anyways, I'll be starting a room around 4:00 EST, if anyone wants to help me pep up my Carl. Thanks! EDIT: Wait, forget that, I just got called into work. Maybe I'll start a room when I get back at 10:00 EST.
Mikachiru Posted October 19, 2009 Posted October 19, 2009 Deleted 6 Pages of post clutter. Seriously guys, this thread is going to be about Carl Clover in BB. It's embarrassing for Me & Dustloop when foreigners come to Dustloop.com Carl forums, they use google translator to get around the language barrier and all they can read about is plasma, baking & minors. Carl Clovers forums were the best character forums for organization and access to information until you three went on a your parade. enough. You are warned. Okay. It's serious buisness time~. Counter assaults. Does anyone really use Carl's counter assault and if so, is it worth 50% heat?
Zoogstin Posted October 19, 2009 Posted October 19, 2009 Counter assaults. Does anyone really use Carl's counter assault and if so, is it worth 50% heat? Yes. There are times when an opponent is on top of you can you can't get out and are about to get royally screwed. Use it so you can have some breathing room. Also you do a counter assault and send them flying into Nirvana's 623D if she's close by for a combo.
StardustStorm Posted October 19, 2009 Posted October 19, 2009 Yes. There are times when an opponent is on top of you can you can't get out and are about to get royally screwed. Use it so you can have some breathing room. Also you do a counter assault and send them flying into Nirvana's 623D if she's close by for a combo. I see. I think maybe the 101 thread should be updated to included how to effectively use CA...I know Isu put up some combos to work off of them.
4Corners Posted October 20, 2009 Posted October 20, 2009 If N-O-C You can do something like CA>623d, aircombo>allegretto>clap>loop!
Eshi Posted October 20, 2009 Posted October 20, 2009 If you're playing against Rachel and you get trapped in a corner, CA as soon as possible or you're probably screwed. Her corner pressure is intense.
4Corners Posted October 21, 2009 Posted October 21, 2009 If you're playing against Rachel and you get trapped in a corner, CA as soon as possible or you're probably screwed. Her corner pressure is intense. This. Her corner combos hit a CHUNK, too. When Rach runs into the corner, I almost never pursue. One screw-up and it's GGs. Yeah, Carl has good corner game, but seriously, he can't risk it.
Geminemi Posted October 23, 2009 Posted October 23, 2009 Sorry if this is common knowledge, but has anyone noticed how amazing 2-hit clap volley ball loops are? http://www.youtube.com/watch?v=a9TP9El_tHM#t=1m20s 6.2k on Hakumen. In training mode I've managed to get 7.3k damage on Hakumen with a meterless combo starting with 2C. I realize that this damage doesn't really factor in the usual proration from pokes leading into the loop, but it's still pretty useful to know. I had all but ditched volleyball loop for ground loops and resets against the throw loop escaping characters. EDIT: If I'm rehashing long-discovered info, please tell me. All 2C's must be done as late as possible, with the first 8Ds delayed a bit. And Nirvana must walk towards Carl throughout the loop without getting in front of the opponent. I can get 7.6k sometimes now without meter. I'm wondering where it would be best to insert 214214D super. It seems that when Hakumen gets hit twice separately by the bubble, it has a little more hitstun than when he gets hit by Nirvana's clap and the bubble simultaneously, since I can get one more rep of the loop when the former occurs. EDIT 2: I just tested it on Rachel. It's harder to do on her, but with 3 double hits and a super I managed 7.4k damage.
feri Posted October 24, 2009 Posted October 24, 2009 Its not news to us, we all knew. Edit: I'm not so sure about nirvana having to walk forward to Carl throughout the loop unless she is already in a bad position. You can turn her off/on between each rep to save meter. This you can only achieve if you can ever get Hakumen to whiff a counter (likely) or Rachel to do a chair during your sandwich loops (unlikely).
Geminemi Posted October 24, 2009 Posted October 24, 2009 Thanks for clarifying. Indeed, the proration is pretty horrible in normal circumstances so its uses are pretty confined. I think I'll just use this as an alternative to counter throws against failed psychic counters. Considering Hakumen's hitbox I'd say this tactic is pretty much meant for him. As for Rachel, you're probably right, but I'll still go for 2-hit whenever I can (like when I catch her with an 8D for example). Also I am somewhat curious as to what you meant by "us, we all". To be honest it makes me feel a little... out of the loop XD. I guess I need to lurk more.
Zoogstin Posted October 24, 2009 Posted October 24, 2009 Yeah Geminemi, lurk around and stay awhile. We're all up for some Carl discussion.
stinkymonz Posted October 25, 2009 Posted October 25, 2009 I think the 'walking Nirvana closer between each rep' is to compensate for the fact that 2C has such huge PP and a regular 2C 8D loop would die by the 4th rep. By spacing Nirvana closer each the 8D hits much earlier and thus allowing 6-7 2C 8D reps. I conjecture it doesn't eat that much meter anyway since you can still do the first 2-3 reps like normal and then start walking forward the next 3 or so reps so the meter used is not really monumental.
Adelheid Posted October 27, 2009 Posted October 27, 2009 So, this is kind of bizarre. I'm a pretty meh Carl and I'm not very experienced, but I had no idea what happened here and was wondering if someone could shed some light. I was playing against a Tao the other day, and she blocked a Laetabilis Cantata in the air. I moved Ada in close and 8Ded for the unblock, and it hit just about the same time as the last hit of cantata. Rather than being hit in any way that made any sense, though, the Tao flew up into the air stupidly high and didn't come down for several seconds. Anyone know what sort of interaction occured here?
StardustStorm Posted October 27, 2009 Posted October 27, 2009 So, this is kind of bizarre. I'm a pretty meh Carl and I'm not very experienced, but I had no idea what happened here and was wondering if someone could shed some light. I was playing against a Tao the other day, and she blocked a Laetabilis Cantata in the air. I moved Ada in close and 8Ded for the unblock, and it hit just about the same time as the last hit of cantata. Rather than being hit in any way that made any sense, though, the Tao flew up into the air stupidly high and didn't come down for several seconds. Anyone know what sort of interaction occured here? That sounds a bit like the J.2(?)D thing with Bang...
Zoogstin Posted October 27, 2009 Posted October 27, 2009 Carl's hat. Nuff said....... On a more serious note. Its just something about that super that makes the opponent do that. I'm not sure if anybody here knows the specifics. But yeah I saw the video where the bang end up going in to the air for several seconds as well. There was no 8D involved.
Kyle Posted October 27, 2009 Posted October 27, 2009 It's gotta be the last hit that does it. =/ I usually 8]D[ ASAP to get as much DMG as possible. Next time I'll wait and see what I can recreate. It'd be nice to combo into a fully charged 6[C]. 4Corners- From the GFAQS VS DLOOP XBAWKS thread: I just wanted to say i've been waiting for izzy to respond before i get dq'ed or anything.
Kyle Posted October 27, 2009 Posted October 27, 2009 How's everyone coming along with Carl in BB:CT? Is anyone else getting more familiar with match-ups? I'm always learning, I do have loads of match-up info rack'n in my brain. After a few more weeks of on-line play I will begin writing match-up FAQ's. Any and all help is appreciated.
4Corners Posted October 27, 2009 Posted October 27, 2009 Thanks, Kyle. I completely spaced that tournament. These past couple weeks have been hell. Maybe I can play some people tonight or tomorrow. Depends on homework, though.
Zoogstin Posted October 27, 2009 Posted October 27, 2009 The only characters I'm really confident against are Nu and Arakune. I have a 71.8% win rate but I can't say that I consistently play high level people. All of their connections suck. Period. I get stomped sometimes when I do come across good people of a particular character, but I can't play them enough to learn how to beat them more consistently. Lately Bang has been giving me a hard time. Not quite sure how to handle his pressure.
Eshi Posted October 27, 2009 Posted October 27, 2009 RyanBillWUT's bang drives me crazy, no matter how hard I try I can't take two rounds off him and our connection is really good so I can't use that as an excuse.
Zoogstin Posted October 27, 2009 Posted October 27, 2009 My connection is good with him. He's one of the few high level people that drive me bananas as well. I've beaten him once. But he's beaten me 100000 times more.
Kyle Posted October 28, 2009 Posted October 28, 2009 I find bang overall tough to fight. I still lose to mediocre Bangs. I've met a few who are ass's as well. So-much-hate-mail.
4Corners Posted October 28, 2009 Posted October 28, 2009 The only characters I'm really confident against are Nu and Arakune. I have a 71.8% win rate but I can't say that I consistently play high level people. All of their connections suck. Period. I get stomped sometimes when I do come across good people of a particular character, but I can't play them enough to learn how to beat them more consistently. Lately Bang has been giving me a hard time. Not quite sure how to handle his pressure. Just vivace as soon as he takes to the air. His mix-ups are really easy to block unless he has nails set up. Or summon Nirvana when he jumps, and srk/clap+viva to put him in a bad situation. I play Bang like I do Tager. Zone him all day long, and use Nirvana to absorb projectiles. He has to get really close to do anything, so make sure he's in a sandwich situation and go to work. Just watch for that j.b, vivace, and you're home free. Or you can jump straight/toward them and grab for teh lulzy counter-grab. If you see him start a drive, just finish the BnB, and you've prolly hit him. Otherwise, you ate all of 2k damage. Ohnoes. Treat Bang like a mixture of Tao and Tager, you'll be fine. Also, karacan iad kinda owns in this match-up, since most Bangs are always doing an attack when they jump, you get a nice CH grab>win. RyanBillWUT's bang drives me crazy, no matter how hard I try I can't take two rounds off him and our connection is really good so I can't use that as an excuse. What colour does he use? I think I've fought him before. I think there's been one Bang that's consistently beaten me on XBL, but I was drinking a little that night, sooooooo, it may have just been me playing like a re-re. I'll add him and try to play him this weekend. Anyone wanna play a little on Sat? I know its Halloween, but I'm pretty free for most the day, and haven't practiced in a week or two. =( EDIT: Oh, vs Bang, zone around his nails. Clap/SRK+allegretto (alternating) do a really good job of keeping him out, and frustrating the bang. Just be careful, cuz he can run up and drive Nirvana to hit you outta allegretto. Then again, when he does that, he gets 2k damage, at best, so just take your lumps and 0-death him. Don't get locked down in the corner, though. You WILL get command grabbed. =(
Recommended Posts