Id_asz Posted November 25, 2008 Posted November 25, 2008 I've been getting a lot of wins, but usually I'll get kicked off after 3 or 4 if I have a streak. I was beat a lot by Ragna players last night, but then again so was everybody. I really need to get some practice for my super combos. I've been playing on a pad too much lately so my lolipop stick skills are lacking. There seems to be a lot I can combo into 632146C but I can't get the execution down well enough to try it out.
Id_asz Posted November 25, 2008 Posted November 25, 2008 Someone timed Nirvana recharging last night and said it was 6 seconds. But... they said the recharging might have been moving up faster when I was attacking someone. I'll research it some more.
Alternate275 Posted November 25, 2008 Author Posted November 25, 2008 Who are the guys responsible for extracting frame data??? ~drools~ I can't wait to analyze Carl's Technical Information
Zeero Posted November 25, 2008 Posted November 25, 2008 you need to get some vids of you winning, because im tired of seeing carl lose
chun_li1 Posted November 25, 2008 Posted November 25, 2008 Seems like Ogawa is playing Carl. Carl = low tier?. Not for long lol
fubarduck Posted November 25, 2008 Posted November 25, 2008 Seems like Ogawa is playing Carl. Carl = low tier?. Not for long lol Also, Mugen and Osaka B. Good times indeed.
Id_asz Posted November 25, 2008 Posted November 25, 2008 you need to get some vids of you winning, because im tired of seeing carl lose http://www.youtube.com/watch?v=osl7N1sJ2I4 That's me winning on Saturday. The game was about 24 hours old, I'm much better now that I've got practice in.
Zeero Posted November 25, 2008 Posted November 25, 2008 good stuff =) you play better than all the japanese vids i've seen so far
Id_asz Posted November 25, 2008 Posted November 25, 2008 good stuff =) you play better than all the japanese vids i've seen so far Thank you, like I said, I was a noob back then. I've had twice as long to practice since that match in that video.
Id_asz Posted November 25, 2008 Posted November 25, 2008 waiting for new vids then http://www.youtube.com/watch?v=oJTwoxTkcQs http://www.youtube.com/watch?v=I_kPKTbgKBY http://www.youtube.com/watch?v=rb-s54OwDHw http://www.youtube.com/watch?v=-Xt7ocjff3c http://www.youtube.com/watch?v=o0A2b35s6XE These were all from that Saturday night.
Id_asz Posted November 25, 2008 Posted November 25, 2008 http://www.youtube.com/watch?v=osl7N1sJ2I4 Point-by-point on the video: Beginning of match I 8D to start, most opponents air-rush attack immediately and that stops them. That 3C, jump over opponent j.2C, 214C (Nirvana extended) combo I can do much more often now. I rarely miss the j.2C, in the video you see me messing up the jump a lot, either I'll super jump when I don't mean to, I'll jump back, or something. That long range drill attack (41236C) actually takes a bit of Nirvana's health. As do all of Nirvana's specials and normals. You see me dashing sometimes into Nirvana, that's just to get her into placement and closer to the opponent. Every time you see me dashing into Nirvana in the video that's what I was doing. 3C is very risky, if the opponent has been blocking the first parts of the combo, he can attack me back after I whiff 3C. I've been working on ways to mix-up a throw instead of 3C if I know I'm going to whiff, but often it takes fast reaction timing. You see me try and make him fall into my super gear. It hasn't worked very often, usually they have time to recover and block before they fall into it. I'm working on other ways to combo with it. There were plenty of times that I could have set up Bang to be attacked by Nirvana, but I didn't know Carl very well yet. When I bursted round 2, what I would be doing now is using it to my advantage. Nirvana reacts to the D button while bursting, so I'd burst and control Nirvana at the same time. It looks like it takes 15 seconds for Nirvana to revive. Someone had told me in one of my matches that the time got shorter when I was hitting my opponent. Anyways, you see me doing my super just to eat up time for Nirvana to get back up. Those other videos I linked have some really good stuff to learn from them. Especially the Carl v Rachel and Carl v Noel.
Gorehound Posted November 25, 2008 Posted November 25, 2008 ^^^^ I'm so glad Carl can know combo into a 3C:keke: When I was playing as him in the test versions a few weeks ago, he couldn't combo anything into 3C, I think the only one that combo into 3C before was his 5C, but that just pushes the opponent far. Sometimes I like to pick up the character from the floor with a 5C or 6B. And I just saw improvements in Carl's damage and how many hits to stop Nirvana:yaaay: I'm also glad that his 632146+C doesn't last forever if the super doesn't hit. I can't wait to try out full version Carl, I don't want to pick him again at Puente Hills.
Alternate275 Posted November 25, 2008 Author Posted November 25, 2008 http://www.youtube.com/watch?v=osl7N1sJ2I4 That's me winning on Saturday. The game was about 24 hours old, I'm much better now that I've got practice in. Good stuff. But I have a few questions about this video. Can you use that aerial stomp move as a crossup? If so, that's good for both the crossup and as that OTG combo. This allows Carl to reposition himself to combo the opponent into a nearby corner IF that is the case. Here's hoping you can xD And the times that you are allowed to use that Automaton from one time to another. You can abuse it? Or is it set so that you have to wait a few moments before using it? And does Carl have any Aerial Unblockables? Probably not, but I figure it's something for you too look out for =o http://www.youtube.com/watch?v=osl7N1sJ2I4 Point-by-point on the video: When I bursted round 2, what I would be doing now is using it to my advantage. Nirvana reacts to the D button while bursting, so I'd burst and control Nirvana at the same time. It looks like it takes 15 seconds for Nirvana to revive. Someone had told me in one of my matches that the time got shorter when I was hitting my opponent. Anyways, you see me doing my super just to eat up time for Nirvana to get back up. Wait? Is Nirvana that robotic thing that assists Carl? -------------------------------------------------------------------------------------------------- Another thing has been brought to my attention. Can you build meter by whiffing normals? And if not, can the opponent build meter by attacking that robotic assist?
Id_asz Posted November 26, 2008 Posted November 26, 2008 Good stuff. But I have a few questions about this video. Can you use that aerial stomp move as a crossup? If so, that's good for both the crossup and as that OTG combo. This allows Carl to reposition himself to combo the opponent into a nearby corner IF that is the case. Here's hoping you can xD And the times that you are allowed to use that Automaton from one time to another. You can abuse it? Or is it set so that you have to wait a few moments before using it? And does Carl have any Aerial Unblockables? Probably not, but I figure it's something for you too look out for =o Wait? Is Nirvana that robotic thing that assists Carl? -------------------------------------------------------------------------------------------------- Another thing has been brought to my attention. Can you build meter by whiffing normals? And if not, can the opponent build meter by attacking that robotic assist? Not sure what you mean by a cross-up. If the opponent is blocking low against Nirvana I can hit him with 2C because it hits high. After you use Nirvana (yes, that's his robot doll) she powers down. So there's quite a bit of delay between moves with her. I haven't had much of a chance to test other stuff recently. I think the 3C won't combo if they're too far away, but 6B, 3C seems to work all the time.
Oiboi Posted November 26, 2008 Posted November 26, 2008 Not sure what you mean by a cross-up. If the opponent is blocking low against Nirvana I can hit him with 2C because it hits high. After you use Nirvana (yes, that's his robot doll) she powers down. So there's quite a bit of delay between moves with her. I haven't had much of a chance to test other stuff recently. I think the 3C won't combo if they're too far away, but 6B, 3C seems to work all the time. Do you mean 15 seconds for her health to recharge? Also, all of her normals and specials deplete Nirvana's health meter, or is it specific, and how much? (like, is it only a tiny bit or is a chunk each time) Can't wait to try Carl out, he sounds like he plays a lot like Zappa's dog from what I've been reading. He looks good from what I've seen, but no one plays him lol...
Id_asz Posted November 26, 2008 Posted November 26, 2008 Do you mean 15 seconds for her health to recharge? Also, all of her normals and specials deplete Nirvana's health meter, or is it specific, and how much? (like, is it only a tiny bit or is a chunk each time) Can't wait to try Carl out, he sounds like he plays a lot like Zappa's dog from what I've been reading. He looks good from what I've seen, but no one plays him lol... It takes 15 seconds for Nirvana to recharge her health back. Someone told me that it takes less time the more you attack your opponent. I'm not sure if that's true, I don't pay attention to Nirvana's health when I'm comboing people. I think it's a different amount of Nirvana's health for each move. For example, specials take more than normals.
Zeero Posted November 26, 2008 Posted November 26, 2008 i see lots of familiar faces from zappa forums we all decided to choose zappa dog (carl) instead of zappa ghost (arakune)? lol anyway, how low can you do j2c?? if you can do it pretty low (like its at least somewhat hard to see and block) i can see something like: knockdown -> 41236D -> 2a/j2c (nirvana hits) -> knockdown repeat?
Alternate275 Posted November 26, 2008 Author Posted November 26, 2008 Not sure what you mean by a cross-up. What I meant, was if they were blocking, and you IAD behind them and perform the move. Does it work and is it effective? Or even using it as a corner crossup =o
Id_asz Posted November 26, 2008 Posted November 26, 2008 I'm not sure, I only really air-dash behind them if I've already got a setup for it, so they wouldn't be blocking. If I get the opponent in a corner I can loop some stuff. Either I'll keep Nirvana behind me to trap them back into the corner, or I'll use her in an attack. I really need to show you guys videos of what I'm doing now and not 3 days ago. It's hard to explain. You can j.2C pretty low to the ground, but it's useless at that point because it only hits directly below you. It has a very small outward extending hitbox. knockdown -> 41236D -> 2a/j2c (nirvana hits) -> knockdown repeat? That's impossible, Nirvana has a really long recovery time after 41236D. I can set it up so that they'll block low b/c of nirvana and I attack high, making it impossible for them to correctly block, but continuously using Nirvana in a combo more than once is really difficult, if not impossible.
Id_asz Posted November 26, 2008 Posted November 26, 2008 I know I already mentioned it, but I can't give it enough credit: 41236BD is such a great move I can't talk about it enough. If Nirvana is directly behind you and you do this move, you go on the other side of your opponent and simultaneously Nirvana will do her drill arm. This effectively sandwiches your opponent, which can lead to some great combos. Also, just about every C ground attack (3C, 6C, 623C) sets up great for Carl's super (632146C). His super is where the real damage is at too, because you can still control Nirvana in the middle of Carl's 20 hit super (God I love that drill arm >.<). Even if you whiff, you can surprise attack your opponent into thinking that you're defenseless while you 63214C command grab him (and effectively toss him straight to you). I catch players with Nirvana's command grab from off screen so often it's ridiculous.
Alternate275 Posted November 27, 2008 Author Posted November 27, 2008 I know I already mentioned it, but I can't give it enough credit: 41236BD is such a great move I can't talk about it enough. If Nirvana is directly behind you and you do this move, you go on the other side of your opponent and simultaneously Nirvana will do her drill arm. This effectively sandwiches your opponent, which can lead to some great combos. Also, just about every C ground attack (3C, 6C, 623C) sets up great for Carl's super (632146C). His super is where the real damage is at too, because you can still control Nirvana in the middle of Carl's 20 hit super (God I love that drill arm >.<). Even if you whiff, you can surprise attack your opponent into thinking that you're defenseless while you 63214C command grab him (and effectively toss him straight to you). I catch players with Nirvana's command grab from off screen so often it's ridiculous. Wait. The command grab is Nirvana's right?
Id_asz Posted November 27, 2008 Posted November 27, 2008 Wait. The command grab is Nirvana's right? Yes, 63214D from Carl's perspective. Looks like I accidently put down C and not D in that post >.<
Id_asz Posted November 27, 2008 Posted November 27, 2008 I'll try and get a decent sized update here tomorrow.
fubarduck Posted November 27, 2008 Posted November 27, 2008 OK, would like to share some stuff I picked up from the Carl thread on the Livedoor J-BBS, and implemented into my game: http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1217858329/l50 First of all, Carl has a pretty damaging loop with Nirvana. The loop is simply 2C, 8D. You can loop it 3 times if spaced correctly, after which you can go for an air throw or just let them fall and go for okizeme. The easiest way to set it up is off a throw. You do forward throw+22D (basically do 22D right after you hit throw) and then cancel the throw into 236A. Next dash towards, then do 2B, 2C (8D). The Nirvana clap (8D) should hit only one time, and they get sent back towards Carl unable to tech out, so you 2C/8D a couple more times. So, basically the combo looks like: Throw (22D), 236A, dash, 2B, [2C (8D)] x 3 If you do a reverse throw, you can still do it a little differently: Back throw (22D), 236A (move Nirvana slightly towards you while doing this), [2C (8D)] x 3 If you screw up the Nirvana teleport after the throw, or throw them while Nirvana is doing a move or recovering, you can do this Carl-only combo: Throw (22D), 236A, dash, 2B, 2C, 236A, Vertical high jump B, double jump B, C. Reverse throw (22D), 236A, 2C, 236A, 5C, jump B, double jump B, C. I believe you can also start this with an air throw by doing 22D immediately afterwards, then going straight into 2C when you land. Notes- - If 8D ever hits twice, you timed it wrong. They can tech out of the air if it hits twice. - After the 3rd repetition, you can relaunch with 2C but they'll be able to air tech almost immediately afterwards. Better to let them fall and go for okizeme. - You have do to 2C a little earlier than you would think while doing the loop, startup on this move is a little slow. Once you get the timing, you'll get it every time though. Another simple loop somebody posted is: [5B, 5C (6D), j.C] x 3, 2B, 2C (knocks down, they get knocked up but can't tech). Will post as more stuff comes to fruition.
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