Adelheid Posted February 6, 2010 Posted February 6, 2010 I release D at the same time I press j2C. xx 8D, wait until the opponent is at the right height, jump and immediately j2C]D[ jC, backdash, repeat.
Mascarpone Posted February 6, 2010 Posted February 6, 2010 the real trick is gauging the hight properly. It's gotta be -very- low =S i still havent gotten it down yet. It also seems like it might be a little character specific. I've noticed that bang's hitbox always touches the ground before i think he's going to. drives me nuts.
Kyle Posted February 9, 2010 Posted February 9, 2010 Just theorizing here about the (2)hit 8]D[ that bewilders everyone: What if: On the first couple active frames of 8]D[-the "orb" has a larger hit box than the clap? This would cause the orb to hit first and the clap to hit second. Property is fall instead of launch. THIS- OR The "orb" is active a few frames before the clap... I haven't thought about how to confirm/debunk this yet. Just an idea.
Zoogstin Posted February 21, 2010 Posted February 21, 2010 Won my first tournament woot!!! Even though it was painful playing CT after playing CS for a bit, it was worth it. I was getting tired of always getting second place.
Prophet Posted February 21, 2010 Posted February 21, 2010 Won my first tournament woot!!! Even though it was painful playing CT after playing CS for a bit, it was worth it. I was getting tired of always getting second place. Congratulations!
Marionette Pwii Posted February 28, 2010 Posted February 28, 2010 http://www.youtube.com/watch?v=0HKL0DV5k5c FFFFFFFFFFFFUUUUU---------
Eshi Posted March 1, 2010 Posted March 1, 2010 Won my first tournament woot!!! Even though it was painful playing CT after playing CS for a bit, it was worth it. I was getting tired of always getting second place.Congrats on your win! You're coming down for Final Round right? Any other Carl players gonna go to it? j/w cuz I definitely want to meet you cool people
Bommlinger Posted March 2, 2010 Posted March 2, 2010 Could anyone give me some hints on the Sandwich > summon > iad j.2c Allecan crossup reset? I can't seem to time the summon properly (too late even with negative edging), and most of the time my cross up iad J.2C seems to miss. Are there certain strings where the reset works, or can it be done after any sandwich string?
Kyle Posted March 2, 2010 Posted March 2, 2010 5B, 6B is the most common application. But, any jump-cancelable normal will work: Just depends on the spacing and recovery of Nirvana.
Bommlinger Posted March 2, 2010 Posted March 2, 2010 What about the input? 5B+[D] > 6B > 22]D[ > IAD j.2c or maybe something else? Does i have to be an IAD J.2C or does 766 J.2C work too?
Eshi Posted March 2, 2010 Posted March 2, 2010 766 is sometimes necessary against thin characters, but you should usually be fine with a normal airdash. with plain 5B you can almost always air dash normally, 6B brings you too close sometimes.
Neo Balrog Posted March 12, 2010 Posted March 12, 2010 I've a question: Carl´s throw loop is a bug? A friend thinks that right.
Adelheid Posted March 13, 2010 Posted March 13, 2010 In a sense, yes, because it is a wholly unintended interaction of effects producing behavior that the programmers did not expect.
Neo Balrog Posted March 13, 2010 Posted March 13, 2010 Aha. But it is a bug or just think it is a bug? I need a more concrete answer, sorry and thanks.
Kyle Posted March 13, 2010 Posted March 13, 2010 This hinders on your definition of a bug I can say this however. Clap trap was not the game designers intentions although neither was jump loops or Kara throws
Marionette Pwii Posted March 13, 2010 Posted March 13, 2010 awww too bad it was a bug DX gets rid of the fun
Mascarpone Posted March 13, 2010 Posted March 13, 2010 I don't think i would Call it a bug really, it's lack of foresight on the developer's part. It's more like an Exploit i suppose. As stark said, It was not the intention of the developers for it to be used in such a way, but it technically isn't a bug because they DID intend for 8]D[ to be air unblockable and they DID design Carl with looping in mind, it's just that this PARTICULAR loop was something they did not foresee, and as CS has demonstrated with it's removal, they did not want. However I would not call it a bug because technically speaking it is not a programming error. It is an Exploit. P.S. Kyle i hate to be "that guy" but this is gonna drive me crazy. This hinges on your definition of a bug I can say this however. Clap trap was not the game designers intentions although neither was jump loops or Kara throws Hinder means "gets in the way of." (sorry malapropisms irk me XD)
Kyle Posted March 15, 2010 Posted March 15, 2010 It's all good Mascarpose. ZOOGSTAN! YEAHHHHH! ARGHG! 2nd place, sweet dood.
Zoogstin Posted March 16, 2010 Posted March 16, 2010 Thanks man. I got out Carl'd though. =/ Was fun regardless. Go CARL!!! Now I can focus on CS.
Adelheid Posted March 16, 2010 Posted March 16, 2010 I don't think i would Call it a bug really, it's lack of foresight on the developer's part. It's more like an Exploit i suppose. As stark said, It was not the intention of the developers for it to be used in such a way, but it technically isn't a bug because they DID intend for 8]D[ to be air unblockable and they DID design Carl with looping in mind, it's just that this PARTICULAR loop was something they did not foresee, and as CS has demonstrated with it's removal, they did not want. However I would not call it a bug because technically speaking it is not a programming error. It is an Exploit. As a programmer, I can tell you that this sort of exploit is generally considered a bug. It is an interaction of game mechanics that happens to create something fundamentally undesirable; this is a programming error, really, even though it's because of several mechanics working as they should. Does it being a bug mean you shouldn't use it, though? Not really... Lots of fighting game mechanics first are technically bugs, like kara cancelling, roll cancelling, fuzzy guard, wavedashing and jump install.
Prophet Posted March 17, 2010 Posted March 17, 2010 Does it being a bug mean you shouldn't use it, though? Not really... Lots of fighting game mechanics first are technically bugs, like kara cancelling, roll cancelling, fuzzy guard, wavedashing and jump install. Not to mention combos themselves.
acojan Posted March 18, 2010 Posted March 18, 2010 Hi guys ! Soo this is my first time on the carl forums. I saw a vid of Dio and it was magic.... I wanted to learn how to play carl for the longest time but have always been intimidated by the OMGAHZOSN USIN' 2 PPL @ Same TIMENZOG ! I am also normally just a casual fighting game player -- but yup im'ma be starting carl right now -- I read the guide a few times but i am so overwhelmed :O i have no idea where to start zomg ... oh and is it normal for the gear super to be so difficult to input ? i can easily do moves with similar inputs no problem but the gear just doesn't want to cooperate :| Oh and i just wanted to ask if you guys re-mapped D for carl... im a pad player and i generally don't like moving buttons around because it seems cheap but meh ~
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